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It would be dishonest to say this is not Bioshock.
Ken Levine said:Levine identifies two qualities that define BioShock Infinite as a BioShock game.
First: "It is set in a place that is both completely strange and fantastical but also strangely grounded and strangely familiar, believable," he said. For the first two BioShocks that location was Rapture a failed underwater city built with Objectivist principles and infused with a 1950s Art Deco design. Infinite's location is the floating city of Columbia, circa 1912, a city populated by proud Americans who view their country as a technologically great, ascendant Caucasian-led God-fearing society. "Fantastical" but "strangely familiar" indeed. Said Levine: "To do another game that felt like that but wasn't called BioShock game would seem dishonest."
Second defining BioShock quality: "The other thing is that when you deal with enemies you have a huge amount of expressability in how you approach a problem set. How I want to play the game is very different from how you're going to play the game." This other quality was a BioShock hallmark. Each enemy encounter in the first two games could be handled with a variety of methods: shooting, hacking, stealth, offensive plasmid (think: magic) powers, deputizing robots, confusing and converting enemies, springing traps, and so on.
"It wasn't right after BioShock that we determined what we were going to do," Levine said. "We did sort of play around with a bunch of different things. One thing that was quickly apparent to us was that BioShock 2 wasn't the right product for us because of when they wanted it, because the company wanted it to be in Rapture, which makes sense, they wanted a follow-up. As our team, independent of BioShock 2, we had said what we wanted to say about that world as a studio."