Nov 3rd, 2016

BioShock Infinite released back in 2013 to rave critic reviews, but many long-time fans of the series couldn’t help but feel like something was missing. With the original BioShock, we got to venture into Rapture and meet a world of humans gone wrong, separated from the rest of the world far below the ocean. We expected to get the same experience in the sky with BioShock Infinite, but that didn’t happen.

Instead, Ken Levine and his team delivered what felt like an on-rails shooter with needlessly tiresome boss battles and a convoluted story that doesn’t make much sense. While Elizabeth was never intended to be a playable character in the game, she had a much more important role in the game that was demoed at trade shows and the like. In fact, the game is so different you should watch the footage above if you’ve played the game.

What’s so different about this and the BioShock Infinite we got?

This video goes in depth about the story that Ken Levine wanted to present in BioShock Infinite. He says that Columbia was supposed to be America’s crowning achievement in 1890, a city in the clouds that could show off the power of America. It’s taken over by the Vox Populi, led by Daisy Fitzroy and her gang of followers who believe Columbia is not all its cracked out to be.

Of course, all that happened in BioShock Infinite. But where the demo that was showcased at tradeshows differs from the final game is how much effect Elizabeth has on the world that you’re in. In the demo, you can see and hear Elizabeth asking Booker which “tears” she should open to provide him cover while he’s under fire. While opening these tears is a critical part of the commercial game, you’re never given this option.

The Vox Populi movement showcased in this demo is also much more extensive than what you see in the final game. While the game is presented as an open-world shooter where you can ride the rails to discover what happens to Columbia in the video above, in reality the sections in which you can move freely around Columbia are extremely limited and the rails riding is almost entirely done through cut-scenes.

It’s obvious a lot was left on the cutting room floor of BioShock Infinite thanks to it’s troubled development, but now it’s easy to see just how much Levine had to leave out when his voice-over is combined with footage from a tradeshow demo.