Home Gaming Bioshock Infinite Boss Battles will be more “substantial”

Bioshock Infinite Boss Battles will be more “substantial”

3 min read

bioshock-infinite-screen-7--article_image (570 x 321)

Bioshock: Infinite is looking incredible so far, and it’s a damn shame that we can’t play it until next year. Geoff has been gushing over it, ever since he got a chance to see it earlier this year, and from what we’ve seen so far, it has legendary stamped all over it.

But Bioshock does have one noticeable flaw, something that has popped up in each title, and that has to be the generally weak and anti-climatic boss fights that have felt uninspired and lacking when compared to rest of the stellar gameplay experiences in Bioshock.

Irrational Studios Ken Levine is well aware of this, and says that plans are in place to give fans a much better, and possibly more challenging, time when confronting those end-stage villains.

“So every game we make, we always say to ourselves, back on Bioshock 1, we had that terrible showdown fight at the end, we’re not good at that, let’s not do that again”, Levine said in an interview with Joystiq. “And then somehow, we end up, it’s like, ‘Baby I’ll never hit you again, I’m changed, I’m changed!’ And then we did it!”

Levine then explained how in Bioshock 1, the main boss battle seems to have lost its focus, trading in a compelling, emotional sequence for something more standard and mediocre, without any real payoff for the player.

”I think the boss battle in Bioshock 1, the real boss battle, is Andrew Ryan. I think Andrew Ryan was a boss battle. I think you felt satisfied afterwards in the same way or emotionally changed as you would, hopefully more, than boss battles.”

Levine then went on to explain how the team at Irrational wants to bring that feeling back to Bioshock: Infinite, and give the boss battles some real substance.

“I think we need to stay in our wheelhouse,” he elaborated. “We’re not Shadow of the Colossus. Those guys have a genius for that. We don’t have that particular genius. Gamers should expect something more akin to the Andrew Ryan resolution in Bioshock 1.”

“There are many ways to do it. I’m not saying we do it in the same way as Andrew Ryan, but there are more ways than jumping on his head three times like we did with Atlas. I think we need to stay in our wheelhouse, and Andrew Ryan was in our wheelhouse. So, Songbird needs to be resolved, but it needs to be in our wheelhouse.”

As long as Irrational avoids making the final challenge a marathon in quick time events and “go here, press that”, I’m all for whatever they have in store for when the final curtain closes in Bioshock Infinite.

Last Updated: October 19, 2011

Check Also

The CritCast Episode 15: Cybertron Pranks is up now for your listening pleasure!

There’s a tremendous amount of laughing in this episode, so if you don’t vibe with unbridl…