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BioShock Infinite Delayed

Irrational Games announces that they will not be showing BioShock Infinite at this year's E3, and that the release of their first-person shooter sequel is being delayed until the very specific release date of February 26, 2013. Here's word:


When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing.

Since then, we’ve come to realize that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.

I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco.

The same principle now applies to BioShock Infinite.

What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: “Hey, can we have a few more of those checks?”

We are also going to hold off on showing BioShock Infinite at the big events of the summer, like E3 and Gamescom. That way, the next time you see our game, it will be essentially the product we intend to put in the box. Preparing for these events takes time away from development, time we’re going to use instead to get the best version of Infinite into your hands in February.

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59. Re: BioShock Infinite Delayed May 10, 2012, 03:56 Jerykk
wtf_man wrote on May 9, 2012, 20:57:
Orogogus wrote on May 9, 2012, 20:21:
There was a lot more maze design in SS2, and more roaming up and down and across levels in Bioshock.

If by "maze design", you mean being able to go in more than one direction, instead of being herded in a pretty much singular general direction... then yeah... I would call the latter being "on rails".

Incidentally, SS2 had a lot of chambers you need to take a ladder or force beam up / down to, as well (on the same "level or map").

In Bioshock, I definitely got the feeling the only direction I could go was the direction that the game would let me... which felt pretty much "on rails". Granted... it wasn't as bad as some others, nowadays... but it definitely was a step backwards compared to SS2.

You seriously need to go back and replay SS2 and then replay Bioshock. The map designs and progression were very similar. In SS2, you had floors, which you gained access to in a linear fashion. In Bioshock, you had biodomes, which you gained access to in a linear fashion. In SS2, you could go back to any floor you've already gained access to. In Bioshock, you could go back to any biodome you've already gained access to. Both games have large, open, hub-like levels with lots of backtracking and some amount of verticality.

Here are the Bioshock maps:

Note that they are not linear. You act like SS2 was Fallout or something. It wasn't. It had lots of corridors and small rooms and you couldn't choose to go anywhere at any time. You had to complete tasks to gain access to new areas and floors, just like in Bioshock.
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