


Hey, now let's build Rapture but completely afresh with new assets and a new engine. 'Hey, let's not build Rapture, let's build Columbia. "I never pick the particularly smart approach. Then we thought no, god, that's a terrible idea, that's not fair and it's not going to look good. And probably foolishly we thought we'd go back in and 'kitbash' a load of BioShock 1 assets. " we knew we wanted to do something with Booker and Elizabeth and we had a sense that Rapture could be the thing. People told us when we made BioShock 1 that it had no multiplayer so nobody would buy it because there was no replayability. I believe that if you build quality people will come. But to be honest I don't really care that much because I work at a company that values quality and puts a huge premium on quality. "From a money perspective I have no way of knowing that. But it wasn't a route that he wanted to take. And we knew that meant it wouldn't be the longest gameplay experience."Ĭobbling together new Columbia areas - "just more levels, a couple of new guns, new monsters" - would probably have been the easier route, Levine admitted. If you look at it, is really the first level and a half of a new game - or maybe not a new game, but of a sequel. But we wanted to do something completely different. They take existing assets and modify them to make a new story. Minerva's Den is terrific - I love it and it is effectively what we call a 'kitbash' of BioShock 2. The difference with Burial at Sea, Levine explained, was the amount of time and effort needed to re-create Rapture within the BioShock Infinite engine.
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Very few people would judge a movie based on how long it is."īioShock fans may compare the length to other DLC, however, such as BioShock 2's critically-acclaimed Minerva's Den expansion, which crafted an entirely new tale within Rapture that served as an epilogue to the main game. As a gamer that's a choice I usually make. I'm always very uncomfortable with that question because I don't read people's household budgets and I can't tell them what they should buy. "Journalists often ask me to tell their audience why they should buy something. "I'm very respective of people's time and money," Levine continued. I don't read people's household budgets and I can't tell them what they should buy. If you want to feel like 'Wow, I just got a whole new experience' - that's what you get out of this. I think if that is your primary metric, this probably isn't the thing for you. "I think there are definitely people who are like 'Well, I want hours and hours of gamplay'. But it's not the longest thing in the world.
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"If you zip through it then it's not a hugely long experience but if you dig deep it's probably three hours plus, if you really dig deep. BioShock creator Ken Levine has defended the length of Infinite's first proper slice of story DLC, Burial at Sea Episode 1, which can be finished in under two hours.Ī whistlestop playthrough of the new content will take you even less time, although extra content and Easter eggs will keep BioShock fans exploring for at least an hour longer.Īddressing the issue in an interview with Eurogamer, Levine explained that developer Irrational had chosen "quality over quantity".
