When we announced the release date of BioShock Infinite in March, we felt pretty good about the timing. Since then, we’ve come to realize that some specific tweaks and improvements will make Infinite into something even more extraordinary.
Levine goes on to explain that he wanted to let Irrational‘s loyal (and very patient!) fanbase know the news as soon as possible, and straight from the beardy horse’s mouth, before confirming a February 26th worldwide date for the game (until today, BioShock Infinite was planned for the week starting October 16th).
I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco.
The same principle now applies to BioShock Infinite.
What does this mean for you? It means a bit more waiting, but more importantly, it means an even better BioShock Infinite. The great can be made greater, and we owe it to both ourselves and to you, our fans, to take this opportunity. Irrational Games is one of those rare developers lucky enough to ask the people who sign the checks: “Hey, can we have a few more of those checks?”
Levine also makes the potentially heartbreaking revelation that BioShock Infinite, one of the stars of last year’s trade shows, will simply not be displayed at any big events like E3 or Gamescom in 2013. He explains that “the next time” you see the game, it will be “essentially the product we intend to put in the box.”
Sounds like serious crunch time at Irrational if they’re skipping shows and major events – but if that extra time will be poured into developing the best darn Infinite possible, we guess they’re forgiven.