The man behind the BioShock universe talks about his latest game.
How do these tears impact the gameplay experience?
So for instance you’ll come across a battle with a bunch of enemies and you’ll see these tears and you might see like a piece of cover that doesn’t currently exist or you might see an entryway to a another part of the map that might exist or you might see you’re fighting like one faction and you might see members of the other faction who don’t exist in this world, but might exist, and basically you get to say to Elizabeth bring in those members of the opposing faction and help us fight or bring in that access to another part of the map or bring in a skyline that doesn’t exist, bring in some weapons that don’t exist, bring in a turret that doesn’t exist, but in the beginning of the game, say you see those three things in a battle, you can only bring in one of those, so you have to chose what you bring in, and Elizabeth she sort of gets more comfortable with her controlling these powers. She is able to bring in more of them so her ability to bring in more stuff during the course of the game increases as the game goes on.
Can you give us an example of some of the action this game will introduce?
When a security system goes off in the game, a giant Zeppelin with rockets comes in and is whaling on Booker and Elizabeth, so Booker decides that he’s going to try to take it down, which makes sense. At first he tries it perfectly legitimately -- with just shooting it down with rockets. He tries to initiate a turret in the world through a tear that Elizabeth attempts to bring in, but she’s not able to control it. So Booker decides the best way to deal with this Zeppelin is to get on the skyline and battle his way up toward the Zeppelin. Getting up is a battle in itself and just this whole sequence is this crazy fight to get up to the top. He’s jumping and he almost gets on, but then a bunch of rail cars go by and he can’t get on and he has to go all the way back down again and he’s jumping off on roofs and getting into these gun fights. It becomes the whole part of the combat experience and it’s pretty open-ended and the skyline portion the combat is in, but it’s just another way that we ask the user to say, “How do you want to deal with this challenge?”