Sep 27, 2010 17:21 GMT  ·  By

Ken Levine, the leader of the Irrational Games studio, has talked about their Bioshock Infinite project and about how it aims to push interactions between Artificial Intelligence characters forward in order to create a more engaging and believable world.

He talked about one sequence which will appear in the game, saying, “Sometimes, we were like: ”How do we demonstrate that this guys is just fucking badass?’, and the notion of grabbing a horse while running – and that’s a technologically a very difficult thing to do, because having a guy grab another guy that’s moving, that’s really challenging.”

Levine says that these moments are not only designed to show off character abilities or to amaze players but also to push forward the way A.I. characters interact between themselves.

The designer added, “In the original BioShock, where the Big Daddy would pick up the Little Sister and put her behind him, I wanted a level of interactivity between AI because generally the AI really doesn’t interact with each other in a meaningful way. But what we’re really focused on in Infinite is interaction between AI and really stepping that up, and really making them do interesting things together.”

Bioshock Infinite takes place on the flying city of Columbia, which was designed as a sort of technology showcase but actually has a more sinister purpose.

The player will be cast in the role of a private detective who goes to Columbia in order to find a missing girl only to find that she has supernatural powers and that they need to work together to escape the city.

It seems that the basic gameplay of the game will be similar to the mix of weapons and powers that wre seen in the two Bioshock titles set in Rapture.

Bioshock Infinite has been officially revealed in August and is slated to arrive on the PC, the Xbox 360, the PlayStation 3 at some point in 2012.