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Anonymous /v/717152507#717153240
8/3/2025, 8:28:08 AM
>>717152961
BioShock Infinite only shipped because a BioShock 2 guy worked on it.
>In January 2012, a little over a year before Infinite's release, Jordan Thomas, the creative director at 2K Marin — the studio that created BioShock 2 — joined Irrational, quickly helping to get Infinite back on track.
>Thomas and Levine decided multiplayer was impractical. Plus, the single-player mode still lacked a robust combat system. The modes were dropped and the teams were brought on to single-player production, where the combat experience could be applied.
>Many sources shared an enormous appreciation for Thomas' impact on Infinite. In the words of one employee, "Jordan was a revelation [...] No one worked harder. No one worked more hours. He treated everyone with respect."
>Sources say Thomas and Levine shared similar visions, and that Thomas helped to realize them. Thomas is described as someone who could take the many ideas and projects in progress and organize them into one vision. He could snap the studio out of the iterative cycle by creating a map toward realizing the ideas in Levine's head.
https://www.polygon.com/2014/3/6/5474722/why-did-irrational-close-bioshock-infinite/
This is why there are some references to BioShock 2 in Burial at Sea.