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Levine Defends the Short Length of BioShock Infinite: Burial at Sea Episode 1

Posted on the 12 November 2013 by Sameo452005 @iSamKulii
Levine defends the short length of BioShock Infinite: Burial at Sea Episode 1
Ken Levine has taken some time to defend the short length of the Burial at Sea DLC for Bioshock Infinite and shed some light on the creation process.
In an interview with Eurogamer, Levine said, “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. But it’s not the longest thing in the world.
“I think there are definitely people who are like ‘Well, I want hours and hours of gamplay’. I think if that is your primary metric, this probably isn’t the thing for you. If you want to feel like ‘Wow, I just got a whole new experience’ – that’s what you get out of this,” he added.
“We had a choice. Minerva’s Den is terrific – I love it and it is effectively what we call a ‘kitbash’ of BioShock 2. They take existing assets and modify them to make a new story. They did an amazing job with that. But we wanted to do something completely different. If you look at it, [Burial at Sea] is really the first level and a half of a new game – or maybe not a new game, but of a sequel. And we knew that meant it wouldn’t be the longest gameplay experience.
“[From early on] we knew we wanted to do something with Booker and Elizabeth and we had a sense that Rapture could be the thing. And probably foolishly we thought we’d go back in and ‘kitbash’ a load of BioShock 1 assets. Then we thought no, god, that’s a terrible idea, that’s not fair and it’s not going to look good,” he added.
Levine joked about his ability to choose the most cost-effective solution and how they ended up with three versions of BioShock combat systems, “I never pick the particularly smart approach. ‘Hey, let’s not build Rapture, let’s build Columbia. Hey, now let’s build Rapture but completely afresh with new assets and a new engine. Hey, let’s take all of game systems we designed in Infinite and modify them so they belong in Rapture. So we have basically three versions of BioShock combat now – BioShock 1 combat, BioShock Infinite combat and the hybrid that appears in Burial at Sea.
“We have this new engine so we should take advantage of it. And, hey, let’s make all the shops and build 3D scenes out of the window which we never had in BioShock 1. And let’s put people in the world and make it all huge and shiny and build everything fresh – or almost everything fresh,” he added.

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