BioShock Infinite (Credit: 2K Games/Irrational Games)How do you improve a classic? It’s a question that haunts anyone attempting a sequel or reboot to a beloved franchise, and more often than not, it’s answered with a resounding “you don’t.”
But don’t tell that to game design auteur Ken Levine and his team at Boston-based Irrational Games, because they’re not really listening.
Instead, they’ve been working on making BioShock Infinite, releasing Tuesday for the Xbox 360, PS3 and PC, as good a video game as humanly possible. For well over four years they’ve been at it, hoping that time and a budget of over $100 million yields a title that compares favorably to the groundbreaking 2007 shooter BioShock -- something the first sequel, the underwhelming BioShock 2 (crafted by a totally different team), couldn’t quite manage.
It certainly isn’t an easy task. Levine recently admitted as much, telling the New York Times that “it’s getting harder to ask someone to spend $60 on something that’s merely a good effort,” and that it has to be “different and really special.”
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