How Bioshock Infinite Has Changed Since 2010 - Gameplay Comparison - 2011, 2012, 2013

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
what is this place by now you'll have played Bioshock Infinite's and most people agrees rather a good game but in keeping with the theme of multiple universes there are versions of BioShock Infinite that we never got to play different games with the same name that if you subscribe to the many worlds theory potentially exist in other universes made by versions of ken Levine with slightly different facial hair perhaps they're hinted at in the various gameplay videos that appeared during the development of the game the final version of Bioshock Infinite's is a different beast from those demos even ones as recent as six months ago so we thought we'd chart with changes oh and beware of spoilers we'll be discussing all sorts of aspects of the game that you might not want to know about until you finished it this is all they had let's start with Liz given that she's basically the main character and like it or not irrational did seem to take note of criticism that Elizabeth was overly buxom while she does change into her original outfit midway through the game she has been deflated somewhat since her debut in 2010 it's not just her appearance that's changed in the very first gameplay video it's not even clear that her houses to do with quantum physics looking a lot more like conventional magic Elizabeth seems to have a form of telekinesis the power to conjure storms and an ability to superheat things while the storms could conceivably be brought in through a tear her other abilities seem like straightforward witchcraft but interestingly tears are clearly part of the plot as early as 2010 besides the fact the game was called BioShock Infinite from the very beginning the evidence is in the fact that even in this first video you can hear that cover of Tears for Fears everybody wants to rule the world something we're not sure was spotted at the time you are a sneaky one Ken Levine there also hints to tears in the shimmering paintings salt installs badge and the banner in the street looking at the footage from 2010 the Vigors are much more similar to Bioshock plasmids shock-jock II such as it is looks and behaves exactly like the electro ball plasmid from the original game and telekinesis appears to operate in a similar way to in the final game the Vigors operate differently each has an ultimate farm or shock trophy does resemble the plasmid telekinesis has been divided into undertow and returned to sender both of which used in more specific circumstances the other big difference is that in the original design your powers were intended to combine with elizabeth's for even more potent attacks the only remnant of this is the final games vigor combinations when you hit an enemy with two Viggers by yourself the been a series of clicks detailing individual enemies that would feature in the game but by the time BioShock Infinite hit shelves two of them had changed drastically perhaps most disappointing of the deeply creepy boys of silence as they were originally described the boys of science were completely blind relying on their hearing to identify Booker in the final game they're limited to a single section and behaving completely the opposite way they're unable to hear you if you sprint past them but will wake up if you stray into their cone of vision some reason though the character design hasn't changed perhaps the idea is that the boys of silence now need those ear trumpets because their hearing is so terrible it's a similar story of the siren who it seems was originally supposed to be a heavy enemy type the story was that it was the spirit of an actress who could bring the dead back to life in the final game the siren becomes a boss battle in the form of a ghost of Lady Comstock presumably this is because Levine decides to scale back the metaphysical elements of the plot he just about manages to justify lady Comstock spectral appearance in the final game using science jargon but it's a close-run thing in BioShock Infinite the song boat only turns up in scripted moments and is never actually a threat outside of cutscenes there's much more implied sandbox in us in the e3 2011 demo and it feels that the songbird was designed to be an ever-present threat throughout the game that could turn up at any moment in the final game songbird is reduced to a bit part and the anticipated fight with him never actually materializes it's not too much of a stretch to assume the AI of Elizabeth and the songbird were designed to be more symbiotic but the perhaps as Liz got more complicated that stuff was phased out it might be a similar story with the summoning of Zeppelin's in the e3 2011 demo in this clip an enemy activates a flare which brings in a Vox Populi airship in the game there's a moment where you take down a similar airship but it's a single scripted moment in the story well nothing ventured nothing gained plum beans preferred mode of transport the sky rail has been modified since its original incarnation in 2010 its are much more mechanical contraption with chains that carry passengers around the design of the skyhook reflects that and it's much more like an actual by the final game it seems to be the skyhook itself that propels you along the rails which are more like the parts of a roller coaster where inertia takes over than the parts of the ratchet your clink line it's also worth mentioning that in the 2010 and 2011 version the sky rails allow combat to stretch from much larger distances and the world itself seems more open allowing you to hop between Columbia's floating islands in the final version they tend to be limited to the immediate area if you finish the game you'll definitely understand the significance of the different version of Zachary Hale Comstock who's visible in the e3 2011 demonstration here he's a younger man with slicked back hair and a scar over his eye in the final game the profit of Columbia is a much older bearded man whether or not that reflects a change in his role in the game's story is unclear the general populace in the original game seems slightly more reactive than in the final version person friend we're not looking for any trouble a sense of simmering tension that comes from this scene in the bar isn't apparent in the game we've played is arguably far less nuanced now with a very clear shift between the population in their benign and hostile States the needs of our great city of Columbia must come before the desires of any foreigner Saltonstall and his manservant Charles who featured prominently in the 2010 demo and nowhere to be seen in the final game the creepy glowing eyes that he and the other citizens have are similar to the effect that tear manipulation has on people in the final game mode one of the more daring moments which unfortunately we can't actually illustrate is that in the version of the game we played just before Christmas the nun that self-immolate sinned this scene was originally a young boy clearly a rational decided this was a bit much and it shows that changes and tweaks were made right up until the last minute so there you go we're playing a version of BioShock Infinite that is very different from that early gameplay demo in 2010 most of the spectacular events shown in both demos never happen in the final game the scene in the bar the fight against the handyman on the fridge intervening the execution they were all discarded over the course of development it's just a postman he didn't hurt anybody even the scene where Elizabeth in diversity opens a tear to the 1980s is relegated to a brief glimpse of Paris what did you do what did you do does knowing that there are different versions of BioShock Infinite out there in the multiverse that you'll never get to play mate you sad or are you perfectly content with the version you've got let us know in the comments and we'll see you next time on outside Xbox what was that what what was that
Info
Channel: outsidexbox
Views: 1,632,676
Rating: undefined out of 5
Keywords: Bioshock Infinite, Gameplay, 2010, 2011, 2012, 2013, original, evolution, comparison, compared, changes, differences, Irrational, Games, Ken Levine, Xbox, Xbox 360 (Video Game Platform), Video Game (Industry), Xbox360, 360, bioshock, bioshock 2, bioshock 3, Booker, Elizabeth, Songbird, Skyline, Skyhook, Skylines, Columbia, Colombia, Comstock, Vigors, Plasmids, Tears for Fears, 80s, Paris, first gameplay, E3, E3 2011, E3 2010
Id: xJV5ReOSjF0
Channel Id: undefined
Length: 8min 27sec (507 seconds)
Published: Mon Apr 15 2013
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.