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The finale was more than worth the effort, and in the end it was one of those experiences that lingered on the mind for days after playing. As I wrote in my appraisal of the final code, Infinite's plot blew me away and dragged me kicking and screaming through that 'shooter-heavy' final third.
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Not only was it the follow-up to one of the most celebrated shooters of the decade, it had to prove to BioShock 2 naysayers that the series still had legs. It's done moreso in the DLCs were doing now - the Burial at Seas - because we have a much greater handle on our game systems than the beginning.Įxpectations of Levine were riding high before BioShock: Infinite released. We don't write a story then build a game out of it.
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"Game design, level design and narrative really feed off each other. The pressure then, is largely his to bear. He is not solely responsible for the games his studio makes, but he's probably the only member of that team you could name on demand. People often forget that it took an entire studio of talented bodies to create BioShock: Infinite, despite Levine's name constantly being placed at the fore. Like Warren Spector, John Carmack, American McGee and other 'named' figureheads, the Irrational Games founder is often found on the receiving end of pointed fingers.
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Ken Levine is one of those game developers people like to pin heavy expectations on. BioShock: Infinite writer and director Ken Levine speaks with VG247's Dave Cook about how his studio created one of the most anticipated follow-ups of the generation.