Says team has learned lessons from previous game in the series

Oct 19, 2011 20:31 GMT  ·  By

BioShock Infinite might be some way out but the developers at Irrational Games working on the new game are already thinking about the end of the game boss battle and how it will influence the way players engage with the game.

Speaking to Joystiq Ken Levine, who is personally leading the development effort on BioShock Infinite, said, “I think we need to stay in our wheelhouse. We’re not Shadow of the Colossus. Those guys have a genius for that. We don’t have that particular genius.”

It seems that the players can get a taste of what the team is aiming for by playing the battle with Andrew Ryan and with Atlas and noticing the differences between them.

The developer added, “I’m not saying we do it in the same way as Andrew Ryan, but there are more ways than jumping on his head three times like we did with Atlas. I think Andrew Ryan was a boss battle. I think you felt satisfied afterwards in the same way, or emotionally changed as you would, hopefully more, than boss battles.”

He then hinted that the final battle of the game might put the player up against Songbird, the mechanical construct that was tasked with guarding and trapping Elizabeth while she is on Columbia.

The BioShock series is well known for tweaking the first person formula by adding Plasmids and Tonics and by offering a strong narrative, with solid characters and believable plot turns, to support the action.

Infinite will move the player from under the sea to the depths of the sky, putting him in the stylish costume of a private investigator who needs to explore the floating island of Columbia in order to find a girl with a mysterious past and powerful abilities.

BioShock Infinite should be out at some point during next year on the PlayStation 3, the Xbox 360 and the PC.