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:
A MESSAGE FROM KEN LEVINE

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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57.
 
Re: BioShock Infinite Delayed
May 9, 2012, 21:19
57.
Re: BioShock Infinite Delayed May 9, 2012, 21:19
May 9, 2012, 21:19
 
Maze design is things like hallways doing switchbacks for no reason, figure 8 loops of corridor that have nothing in them except for one door at each end, that kind of thing. In general, anything that looks ridiculously more complicated than what people would actually ever build.

And in any case, System Shock had five times more of it than SS2. The whole maintenance level was basically four mazes around a hub area. As far as level complexity goes, SS >>> SS2 > Bioshock, the last mostly due to Bioshock being smaller overall. They all kind of suffer from having way more dead bodies and monsters than can be accounted for by the size of their environments, though.

I never got the feeling in Bioshock that I could only go in one direction. You were generally free to dick around all you wanted in areas that you'd already been in, to the point of taking the elevator to completely empty levels. There wasn't a lot of free exploration, but then, I didn't feel like there was in SS2, either. In either game you might have a choice of 2 or three rooms or small areas you haven't been in yet, there's not a whole lot of wandering off into sectors you don't have any business being in.
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