They felt they had said all they ”wanted to say about Rapture,” about a dank and dark underwater rust bucket and ”that kind of feel.”
”For me and the team it was about not repeating ourselves,” explained Irrational Games boss Ken Levine, creator of BioShock.
”If you look at, whether it’s a Final Fantasy where one game in the series is very different to another, or even Alien and Aliens is a great example: two very different stories, one’s a haunted house movie and one’s an action movie.”
”For us I think the guiding principle is: if they never stopped making horror movies where everything was a house on a haunted hill with lightning going in the sky, you’d never have The Shining, that antiseptic bright look. How do you create horror in that?”
Levine and his team have just released the debut trailer for BioShock: Infinite, set in a flying city during 1912 and has us trying to rescue a girl called Elizabeth.
”That’s what we’re doing. We’re always trying to challenge ourselves. We’ve done that, we’ve done the dark rooms, but that’s a crutch, eventually, for a team,” he continued.
”The reason we didn’t do BioShock 2 is because… The time frame that game had, and the company understandably wanted another game in Rapture… But we felt we had said what we wanted to say about Rapture, about those kind of environments and that kind of feel.”
”We want to scare the hell out of people, we want to shock people, but we didn’t want to have any of the tools, the crutches, that we knew how to do that with.”
What did Levine and the studio think of 2K Marin’s BioShock 2? ”I think it’s a very talented team,” he said, ”and I think it fulfilled the mission of completing the story of Rapture.” BioShock: Infinite releases on Xbox 360, PS3 and PC in 2012.