![]() According to Levine, Elizabeth is an evolution of the Big Daddy and Little Sister. These wandering enemies, who could be avoided if the player so wished, were governed by complex algorithms that allowed them to interact with the world under their own steam. We knew if we were going to have the player have a voice like we wanted to because we had done so many cyphers, we wanted somebody for him to interact with.”īioShock 1's iconic Big Daddy and Little Sister AI characters would prove the groundwork for Elizabeth. People are generally okay with it - Skyrim is a great game, but their expectations are fairly low. “There's not a lot of great AI companions,” Levine said. I really think Alyx was the last one Irrational Games creative director Ken Levine There's not a lot of great AI companions. The decision to create an AI companion character was sparked by the fact that it hadn't been done well since Alyx in Half-Life 2, a game released eight years ago. While the atmospheric shooter won plaudits for the underwater city of Rapture, its main character was a silent protagonist - a cypher, as Levine describes him.Īs part of his desire to challenge himself and the team, Levine decided he wanted a main character who spoke, hence Booker DeWitt. ![]() “We knew that was going to be incredibly challenging,” Levine said, “but the more we thought about it, either the more excited or the more terrified we got.”īioShock 1 wowed critics upon its 2007 release. The complex, eye-catching companion who partners Booker DeWitt during the course of the game was left out of early builds because Irrational's designers didn't know how to manage her, Ken Levine told Eurogamer.Īs the Boston-based studio got to grips with Elizabeth, the 20-year-old woman Booker travels to the flying city of Columbia to rescue, staff repeatedly recommended she be cut from the game - but Levine resisted, setting up the “Liz Squad”, a team of staff from multiple disciplines charged with meeting the challenge of creating the best AI companion character since Alyx Vance from Valve's Half-Life 2. Creating Elizabeth, BioShock Infinite's AI companion character, was one of the toughest challenges Irrational faced during the game's development.
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