Such was the presence of Ken Levine throughout the marketing
truncheon of Irrational's Bioshock
Infinite that I was a little surprised not to be greeted by his muscular
face finally introducing me to the finished game. The numerous interviews with
Levine were, for those who had eagerly followed the game's development, the
main inroad into the vivid imagery which Irrational was putting out. It
certainly looked like a striking game; but, for me, it was Levine's suggestions
of how those visuals would function within a narrative that really excited me. His descriptions of the game's radical
imagination; of how the character relationships would develop depth and
significance with the player; of the game's unique perception of history, of
reality. All of these ideas simmered in the endless interviews with Levine -
acting like a one man sales team, showing a sincere passion for his product as
nothing short of an incredibly important work. And, in a way, that is what Infinite is: important.