This message was added 14:45, January 10, 2015 (UTC).
"Come on in and show us those snappy snappies." - Peach Wilkins
"...if you're going to do such things, at least you should
do them properly." - Brigid Tenenbaum
This article, BioShock Infinite Removed Content , or a section of this article may require overall cleanup.
- For the removed content from BioShock, BioShock 2 and Burial at Sea, see Removed Content.
BioShock Infinite went through many revisions over the course of its development by 2K Games and Irrational Games. The purpose of this article is to record all content which appears in-game files, development trailers, or concept art, but ultimately did not make it to the final version of the game.
As the following elements were removed or left unused in the final version of the game, they should not be considered canon to the game's history, nor actual parts of its universe.
At the start of development for what would become BioShock Infinite the setting for the game was to be a familiar place, the underwater city of Rapture. Despite being set in Rapture, the team didn’t want to repeat what had been done in BioShock and the story would place before the Civil War ravaged the city. As work progressed it was decided that seeing the Rapture Civil War occur would destroy the mystery of the conflict and that it was best to leave it a mystery. While there was still to be a connection to Rapture in some way, it was decided that the game would take place in a new city. For a time the Renaissance was considered, but with the announcement of Assassin's Creed II which took place in that same time period, it was decided that a different setting was needed. Finally a choice would be made and the new city would be set in the sky.
"City in the Sky"Edit
In the early "City in the Sky" or "Rapture in the Sky" prototype for Columbia, featured in both screenshots in The Art of BioShock Infinite and IGN's Early Elizabeth video, it was considered to have an Art Nouveau inspiration to its architecture, along with a more weathery and stormy atmosphere to create cloud cover. One of the current game's areas that appeared predominant throughout development was Emporia, only with automata-based statues, and buildings inside Rapture-like corridors with glass ceilings.
It was mentioned in the BioShock comparison interview that this was meant as an art contrast from BioShock's Rapture, since Rapture was focused with Art Deco. However, it was found that while Art Deco architecture had simple shapes with low polygon counts, making it easy to generate in the game's engine, the Art Nouveau style was too complex, with very fine-tuned round designs which used more polygons -- more than they could afford in their rendering budget. This caused them to revise it for the current Beaux-like appearance. Still, some Art Nouveau assets do appear in the game, such as furniture, and decorative frames and signs in Emporia, Comstock House and the Church of Comstock.
As for the stormy weather atmosphere, they found it was too dark, and the lighting resembled Rapture too much, with no emphasis on the environments as being an open sky. It was revised into a clearer and brighter environment.
After the development of the "City In The Sky" concept, consideration was given to how people and goods would be moved around Columbia and the Sky-Line was born. As the Sky-Line was developed, a small demonstration level was created using developer assets intended to show how the Sky-Lines would work in game. This level also reflected how Columbia was envisioned at the time. There are floating "islands" of differente sizes with some possessing multiple levels. These islands are connected by Sky-Lines and and walkways that resemble the tunnels used in Rapture. While lacking textures, the general layout tends to suggest the Art Nouveau style seen in the early concept art for Columbia.
Columbia's Setting and SocietyEdit
"...if you're going to do such things, at least you should
do them properly." - Brigid Tenenbaum
This article, BioShock Infinite Removed Content , or a section of this article may require overall cleanup.
Columbia went through significant changes throughout its development, all surrounding the common theme of American exceptionalism and the issues of class and race in the early twentieth century.
Columbia started out very different, most differences listed in the City in the Sky section above. An early idea for the conflict in Columbia was also Luddites versus pro-technology. Very early concept art even had an image of a Cabaret, something that would definitely would have been out of place in the Columbia of the game.
Columbia's patriotism, as seen in the early trailers and promotional posters, was originally supposed to be more politically and socially based rather than religious, with Comstock being an aged politician rather than a prophet. The state was also supposed to be fascist and Nazist influenced, with a Hitler Youth like program for the young (who appear similar to Boy Scouts in uniform; "Youth of Columbia, Will You Bear Her Sword?") and racial purity was emphasized as a reason for their racism ("We must all be vigilant to ensure the purity of our people!"). Columbia was militaristic, encouraging duty to protect Columbia against all of Columbia's "enemies", described as foreigners and anarchists ("Patriots! Arm Thyself Against the Foreigners & Anarchists! Protect Columbia!"; "Columbia Calls You!…to the ramparts, Patriots all!"). Columbia was also to have revered Abraham Lincoln as well as figures such as George Washington, with early trailer showing a good amount of Lincoln-related merchandise in stores such as Major's Notions, Sundries and Novelties. Religious devotion was apparently present but on a much more radical Christian level, more similar to the United States of the period. Columbia was also to sport, from time to time, actual American flags rather than their own; evidenced by early Motorized Patriots (and those who appear through Tears in-game) to have the traditional stars and stripes.
Columbia itself was also to be less connected, made up of many different connecting platforms, seen in several trailers and the TV spot. The buildings and platforms were also to be organized into clusters, and the Sky-Line was to also pass through these clusters (the Sky-Lines in-game mostly start at the edges of platforms and connect areas farther away from each other and the routes are much longer).
The supernatural aspect of the game was also to be more mystical rather than scientific. As mentioned below, the merged were a result of people being exposed to alternate versions of themselves, and overuse Vigors were also to be detrimental to health and appearance much like ADAM is to Splicers ("Vigor Junkies"). Elizabeth's powers were also to be more diverse and supernatural, and tears were to have a much greater impact on gameplay and story. The Siren was based on early 20th century mysticism and the culture of mediums, and possibly wouldn't have been limited to just Lady Comstock. The TV spot also shows Columbia was to be, based on its extreme Christian beliefs, suspicious of the supernatural, to the point where a Preacher testifies against Elizabeth as a crowd is about to lynch her by hanging, probably due to her powers. This same kind of suspicion probably would have carried over to the main game.
Citizens would also have had a greater impact on the game, appearing in much greater numbers and even could attack the player, both Founders and Vox alike. Citizens were to have been much more varied in ability, using nearly everything at the same frequency the player could, including sky-lines, weapons, and Vigors. Citizens in the released game instead are found in scripted areas and their limited (and scripted) conversations are meant to give the player some more context of the story, but their combat role is mostly supplanted with Soldiers and Police, and the enemy's ability to use Vigors is nearly entirely abandoned aside from Firemen and Zealots.
The concept of the "Founders" versus the "Vox" as well would have been much greater, the importance of the "Founders" (as a specific faction and class) rather than "Columbia" (as a whole making up all whites and non-Vox) being next-to-lost in the released game, the Vox revolution turning into an ultra-violent social uprising rather than a class revolution. The "revolution" part also would have seemingly have been in full swing by the beginning of the game, Booker having come in the middle of the conflict tearing apart Columbia. The main game instead has the Vox at first being fairly suppressed and contained and limited in action, but then becoming full-blown antagonistic after Booker and Elizabeth enter the universe where the Vox rise up en-masse, serving as the central enemies for much of the rest of the game. The player was also to have come into conflict frequently with citizens aligned either with the Founders of the Vox Populi, who would be fighting between themselves as the player came into the area. In the main game, there are only few scripted instances where the Vox would come into conflict with the Founders, mostly occurring during the Vox revolution segment in the second alternate universe (where the Vox act as allies to the player) and Downtown Emporia (where both sides will attack the player if they intervene or makes themselves known). The sides would also have been divided on their desire for Elizabeth and her powers, the Founders wanting her back to contain her powers, and the Vox wanting to use her powers to aid their revolution. The main game has ultimately Comstock wanting to keep the "Lamb of Columbia" from being "corrupted by the False Shepherd" and to make her his heir, and the Vox have little interest in Elizabeth other than killing her.
Threat of CommunismEdit
Early versions of the game appeared to incorporate an early version of the Red Scare and the rise of Communism.
The 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo at 3:00 features the cut character Henry Saltonstall, who is electioneering with an American flag campaign button. When disturbed, his appearance undergoes a Tear-like flicker and his campaign button changes to a red and yellow hammer and sickle.
Later on at approximately 5:53, the demo features a painting of a man on a horse with the Statue of Liberty in the clouds based on a 1922 N.C. Wyeth title page illustration from a Brander Matthews book Poems of American Patriotism. This changes with Tear-like effects into a portrait resembling that of Joseph McCarthy, the senator behind his namesake McCarthyism and the anti-Communist hysteria in the United States in the 1940s and 50s. While the N.C. Wyeth illustration is still present in the game in locations like the Hall of Heroes and the Bank of the Prophet, the Joseph McCarthy portrait does not appear.
The Clash in the Clouds DLC features a Voxophone by Rosalind Lutece called No Cell Will Hold Them. In it, she describes a Tear showing an alternate Columbia where "strange red flags with a small yellow icon flew from her rooftops".
A scripted event in New Eden Square features a couple arguing, "Oh, don't turn into some Finkton radical on me John. I do not want to be some character out of I Married a Vox Populi, now do I?" This is a reference to the 1949 film popularly known as I Married a Communist.
Though the final game takes place in 1912, the red and yellow hammer and sickle was not designed as a symbol until 1917 and was adopted on the Soviet flag in 1923. Additionally, Joseph McCarthy was born in 1908, but appears in a period costume with a high-stiff wing collar which had long fallen out of style in the 1950s.
Laura Zimmermann who designed the various cutouts and signs for the carnival games at the Fairgrounds also provided a sign and cutout for a fourth unused game, named "Defeat the Red Coats", which refers to the British army uniform used during the American Revolutionary War.
Much like the original BioShock, a Ferris wheel that the player could visit was cut from the game. An early screenshot of Battleship Bay shows a full model of a Ferris wheel not far from the Bay, fairly close to where the player starts the level. In the retail version, the Ferris wheel model is still present and operating at about the same location, but much farther away in the skybox and inaccessible. Using Console Commands, the player can fly to the Ferris wheel model and see that it is a complete 3D structure, but low textured and the passenger cars don't rotate with the spinning motion. It also has an Earnest Eagle icon in the center of the wheel support tower, which further indicates that the player was going to be in closer proximity to the attraction. The in-game Soldier's Field directory map still shows the Ferris wheel, as well as a gondola station going to it, but no such location is found. The Ferris wheel model was also used for 2D cutouts of the city for the skybox.
Hall of HeroesEdit
The loading screen for the Hall of Heroes features a statue of Booker DeWitt, Zachary Hale Comstock, and Cornelius Slate which was not seen in the final version of the game. In addition to this, various cutouts featuring all three of the men were also unused.
Concept artist Jorge Lacera provided concept art for two animatronics that were most likely intended for the Hall of Heroes (or potentially one of the carnival games at the Fairgrounds), but were not implemented into the game. Both are stereotypical portrayals of China and the Russian Empire in anthropomorphic animal forms. The first one depicts a rodent dressed as a "Yellow Peril", with the appearance of a Qing Dynasty-era Chinese man. The second depicts a bear wearing a Russian military coat and an ushanka with an eagle badge. The bear is the national symbol for Russia and the eagle is depicted on the Russian coat of arms.
Emporia in the E3 2011 demo was vastly different from the final version. Originally mentioned in IGN, this location would have been the third level of the game, and the Columbia Mail, Major's Notions, Sundries and Novelties. As with the final version, the Emporia district was vandalized by the Vox Populi, as well as seeing Citizens being tortured and executed, along the way towards Comstock House.
Aside from removed content, some scripted scenes and areas were altered and moved into other parts of the game: a store resembling Major's Notions, Sundries and Novelties was moved into Battleship Bay and Soldier's Field, as with its scripted Songbird scene moved to the final part of the Grand Central Depot. The scene with Elizabeth resurrecting a dying horse was removed, and the Tear that lead to an alternate 1983 was moved to Monument Tower. A similar scene featuring Daisy Fitzroy projecting herself in the demo was altered for Shantytown, only shown on the side of The First Lady instead of a red curtain on a building. Although the saved dentist that pulled a Vox's teeth was removed, a similar scene is featured when arriving in Memorial Gardens before passing by the gate of Comstock House, where two Vox members are grave-robbing a corpse for gold teeth fillings. The battle with a Vox Security Zeppelin (and its alarm) was altered, only replaced with a similar version moved toward the Factory in Finkton.
The BioShock Infinite E3 2011 Gameplay Demo, promotional screenshots, and concept art shows the dental office of Dr. Whyte, which was intended to appear in this level, but was ultimately removed. The business advertised cleanliness and a painless experience. The demo showed a scene where the dentist would be thrown out through the window of the business and then further harassed by a Vox Populi agent.
The Great CantoneEdit
The Great Cantone was the owner of a barbershop in Columbia. The idea behind the business appears to be based around the popular image of the singing barber such as Rossini's The Barber of Seville. The shop would have featured fully-automated machines that offered quick, close, and quality trims. Other than what's shown in the concept art by Ben Lo, no other information is available for this business.
Good Time ClubEdit
Before the Good Time Club got its name, the simple title the "Fink Theater" stood in as a place holder in concept art. The structure also had a more elaborate marquee and advertisements; in particular, it featured a prominent display for a singer named "Rosie Rickford."
Interestingly enough, Shantytown was cut not long after a VGA trailer of BioShock Infinite, showing that level off. The reason this level was cut is unknown. Even more mysterious, after one particular developer left due to Shantytown not being included, it was finally included in the finalized game.
Early iterations of Shantytown were headed by art director Nate Wells, drawing inspiration from the slums of Jamaica and Key West. "All of the housing was wooden and colorful, as if painted by the residents to make the depressed quarters more livable. And each bright shack was stacked atop the next, climbing into the sky like an anthill, with the skyline piercing through it."
However, creative director Ken Levine argued that "It looked like the residents lived in garbage. It needed to be beautiful, because Columbia was designed so that even the poor lived beautifully."
Originally, there were more beggars and dying people lying on the streets. Some of these people would actually grab Elizabeth and plead for money. Dead people could be found where Elizabeth would give them flowers, putting them in a peaceful position. This is still seen in the main game in some portions of Emporia.
Concept art by Ben Lo shows different areas of the Factory in Finkton. While they clearly contributed greatly to the look and feel of the level, many of them portray locations that are not seen in the final game.
Later in development, rough level designs where created. Many of these early level designs would not make it into the final game.
Mad Toy Maker's ShopEdit
One level cut from the game was the Mad Toy Maker's Shop. This level was possibly going to be in or near Emporia and would have pitted Booker and Elizabeth against a madman who created automatons for Columbia. Originally the Toy Maker and his shop were to be of some importance in the game given the amount of concept created by Robb Waters for the Mad Toymaker's Toys, but the Art Nouveau style level was eventually cut.
Several needlepoint samplers can be found hanging on the walls in the Where We Learn facility of Comstock House during the game. Two additional samplers were made but not added into the finalized game and can be found in BioShock Infinite's game files.
Sea of DoorsEdit
The endgame which takes place in Sea of Doors, a place connecting all realities, was to feature more "lighthouses" (a representation of the doors to other realities) other than Rapture's and Columbia's. Those places, respectively named by files Arctic Lighthouse, Desert Lighthouse and Space Lighthouse, were an observatory, an Arabic-looking tower, and a space station looking very similar to Citadel Station from System Shock, a game whose sequel was also developed by Irrational Games. If one manages to access the Space Lighthouse in the game and approaches it, they will find a small entrance containing a Columbian citizen model. Only untextured models can be found within the game's files, though the observatory can be still found outside the playable area of the Sea of Doors, on some snowy mountains, with a stone staircase and a wooden bridge between the peaks. The building's door can be opened as a scripted event, and doing so will start playing snow storm effects, and falling down through the map.
Unknown Level or LevelsEdit
The following are screenshots of area or areas that were not seen in BioShock Infinite. A few of the images could be from an early version of Emporia, but some or all of these images could be from canceled Spec-Ops multiplayer missions.
Test Buildings and LevelsEdit
While BioShock Infinite was in development there was testing done for levels and the buildings in those levels. Not only was the style of the architecture being tested, but also methods of procedurally creating buildings that would free up the level designers from having to construct each building by hand. These tests and experimental levels were never really intended to appear in the game, but give a look at how the city of Columbia was developed and what it looked like earlier in development.
Anderson's was a brand seen in the BioShock Infinite E3 2011 Gameplay Demo (at 7:50) on a trolley near the Columbia Post Office. Its yellow sign shows an icon depicting two cleavers, which indicates that the brand was a producer of cutlery or a butcher. The business never appears in-game, but the cleaver icon is reused on boxes labeled "fine cutlery", which can be seen throughout the final game.
Baker was a business in Columbia, seen on a parallelogram-shaped sign in the BioShock Infinite E3 2011 Gameplay Demo (at 0:45). It appeared in Major's Notions, Sundries and Novelties, along with a similar Lax brand sign. As no clear image of the sign exists, it is not known what the brand produced. However, what can be made out from the sign reveals that it was "fast acting", indicating some kind of medicine or adhesive.
The Baker sign can be seen on one of the Columbia models used in the skyboxes and the diorama in the Soldier's Field Welcome Center, but it doesn't make any canon appearance, as the models were reused from an early version of the game.
Evan's was a business which sign is seen on a trolley in the BioShock Infinite E3 2011 Gameplay Demo (7:57), but didn't make the cut. What sort of business Evan's was is unknown as no clear footage exists of the sign. The sign is white and features an icon of a man's head.
Fanciful Fashion was a clothing store/fashion designer in Columbia. Its advertising poster was first seen in the BioShock Infinite E3 2011 Gameplay Demo (at 11:13 and 15:02), where it is displayed on billboards. In the final version of BioShock Infinite, the Fanciful Fashion advertisement is seen in the game's main menu on a wagon, serving as the "Load Chapter" menu. The poster doesn't appear anywhere in the actual story-driven game itself, making its status semi-canon/cut.
First Lady Brand CigarettesEdit
The BioShock Infinite Premiere Trailer (at 1:18) and the 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo (at 5:34 and 7:00) features advertisements for First Lady Brand cigarettes. The advertisement and the product itself is never seen in-game. The slogan was "Riff-raff smoke any old cigarettes …YOU smoke First Lady."
Lax was a brand in Columbia that appeared in the BioShock Infinite E3 2011 Gameplay Demo (at 0:45), seen on signs in the shape of a parallelogram. Lax can be briefly seen in Major's Notions, Sundries and Novelties, by a sign for the Baker brand. The signs that are visible in the trailer are too out of focus for the text on the Lax sign to be identified, so what kind of business Lax was is unknown.
The Lax sign actually makes a non-canon appears in the game, seen on the diorama in the Soldier's Field Welcome Center and the Columbia models used in the skyboxes. The models were reused from an early version of the game.
McNulty's was a design business in Columbia which was seen in concept art and pre-launch footage, but not in-game. Based on concept art by Ben Lo for the BioShock Infinite E3 2011 Gameplay Demo, McNulty's was originally going to be a shoe repair business, as a sign for McNulty's is seen reading "Shoe Repair". The sign that was used in the final version of the BioShock Infinite E3 2011 Gameplay Demo (at 2:07) reads "We cloth the people - We furnish the home", showing that it was developed into a design company.
McNulty's is also a reference to developer Jamie McNulty, who worked on the game and the BioShock Infinite E3 2011 Gameplay Demo.
Parke's was a company in Columbia which sign could be momentarily seen in the BioShock Infinite E3 2011 Gameplay Demo (at 1:02), but was ultimately removed from the game. What the company made is unknown, as no clear image exists of the sign, but it was sold for $29.75.
Royal Matches was a match producer in Columbia, which did not make the cut. A poster and a sign were developed for the game which were seen in pre-launch content, like the BioShock Infinite E3 2011 Gameplay Demo (at 12:08 and 15:01) and Beta footage of Battleship Bay (at 1:20), and was also used in concept art. The slogan was "Friction Lucifer".
The Royal Matches sign was seen in the Columbia stage in PlayStation All-Stars: Battle Royale.
Sinclair Cigars was a tobacco store located somewhere in Columbia. Signs for the business were seen in the 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo (at 1:16 and 2:09) but doesn't appear anywhere in the final game. Sinclair Cigars is a reference to Scott Sinclair, the previous art director at Irrational Games who worked on BioShock. The same reference was also made with the Sinclair Spirits business in BioShock.
Thomas R° was a company that was removed from the game. Nothing is known about the business as the only evidence of its existence is a white sign which only displays the business' name. It is seen on a trolley in the BioShock Infinite E3 2011 Gameplay Demo (at 7:48 and 7:57).
The Thomas R° sign does appear in the game but in a non-canon way. It is seen on the diorama in the Soldier's Field Welcome Center and the Columbia models used in the skyboxes. The models were reused from an early version of the game.
Zimkin Realty Co.Edit
Signs for Zimkin Realty Co. have been seen in pre-launch images, but not in-game. What kind of business Zimkin Realty Co was is unknown, as the sign provides no further information. It was first seen in a very early version of Columbia, during the Art Nouveau phase, and later in the cut multiplayer version of Emporia.
Mechanics and Gameplay ElementsEdit
Cut 1999 Mode Game MechanicsEdit
When 1999 Mode was announced it was originally stated that the player would have to make choices at the beginning of the game and that these choices would carry through the rest of the game. Game files show that the player would have to choose a class and this class could not be changed. If you chose the wrong class, you were stuck with it. These classes would likely limit what at the Gear the player could use and it’s possible that the weapon selection could be limited in some way as well. The classes that could be chosen from were Melee, Mobility, Soldier, Tank and Vigor. Game files also indicate that an experience system was to be used with a message saying "CONGRATULATIONS YOU'VE LEVELED UP!" for the GUI. This experience system would seem to indicate that as skill system in place and that skill points would have to allocated to be able to use weapons or at least improve the player's skill with the weapon. What kind of improvements are not known.
Ken Levine is quoted as saying that ‘’This mode is not going to feel like BioShock.’‘ The descriptions makes 1999 Mode sound similar to that of the System Shock series which the BioShock series is a spiritual successor of. There was never an explanation given on why some aspects of 1999 Mode were removed.
Several sources indicate that BioShock Infinite would have had two different multiplayer co-op modes. The first of these was called Boarder Patrol and was a tower defence style game where two players worked together to defend an area against racist political cartoon style enemies. The background for the game was that Boarder Patrol was actually a game for children of Columbia and was used to help indoctrinate children into holding racist beliefs. This mode is stated to “have never worked” and development was canceled early on.
The second co-op mode was Spec-Ops which had four players working together to defeat AI controlled enemies. These battles would take place in areas inspired by locations from the single-player portion of the game and these areas would change over time to tell a narrative about the game’s two factions, the Vox Populi and the Founders. The maps would have some randomized content as well loot that could be used by players to modify or upgrade their characters in some way.
It is unknown what the classes there were for Spec-Ops, but it’s possible they were similar to ones proposed for 1999 Mode in the single player game. These would be Melee, Mobility, Soldier, Tank and Vigor.
The Mendelssohn Kinematic Couture were supposedly meant to be used in the same way as Rapture's Gene Bank, but the idea got scrapped later in development for unknown reasons. However, the vending machine itself is still seen in-game, often in shambles with a single piece of Gear by its side. Files in the game reveal voice clips meant for the store usage, as well as menus allowing Gear options for switching. This implies that you could buy Gear rather than finding it scattered around Columbia.
Old GUI DesignsEdit
This blog post shows some early designs for the GUI (graphical user interface) for various features. One is for an early HUD design, another is a rough draft for a loadout screen, while the last one is for a GUI for a Gear store that was removed from the final game.
In the 2010 gameplay demo, the Sky-Lines appeared more mechanical, with moving chains which pulled Sky-Hooks and the trains around. In the final game, the hook seems to propel itself along the rail. Also in the 2010 and 2011 demos, Sky-Lines allowed combat over much greater distances. The moving cars also originally moved towards the player while on the Sky-Line. This forced the player to either get off or change course, making gameplay more interesting.
Originally, the Sky-Hook appeared smaller, and deployed from the sleeve. This early version was seen in the 2010 demo and in The Art of BioShock Infinite. A later version of the Sky-Hook, which become the basis for the one seen in game, would have the hook extend via a long retracting arm, capable of killing enemies in a number of gruesome ways such as beheading and disembowelling.
Jet PackEditConcept art shows that at one point a Jet Pack was considered for use by the player. There is little information on the Jet Pack, but it seems likely that it was dropped in favor of the players using Sky-Lines and the Sky-Hook.
The "Jump Shoes" are a piece of equipment that allows the player the make jumps of great height and distance. To propel the wearer upward the shoes deployed scissor arms which launched the user from whatever platform they stood on. These arms retracted before landing. This rather steampunk concept was cut very early in development, possibly in favor of the Sky-Hook.
For a long time in development it was possible for the vending machines in Columbia to be hacked by the player. To hack something Booker would use a device held in his left hand. This device possessed three buttons and what appears to be a readout with a needle. The player would have to keep the device pointed at the target while the hack was taking place and upon a successful hack, the target would be struck by something that resembled electricity generated by the hacking device. The concept was still being considered fairly late in development as a number of different files reference hacking. There are also two unused sound files where Elizabeth congratulates Booker on a successful hack. Why hacking was dropped is unknown, but the Possession Vigor's ability to "possess" vending machines is a likely reason. The ability to hack some machines through Lockpicking was later included in Burial at Sea - Episode 2.
Function of TearsEdit
Many early trailers showed large, different Tears, and implied they would be used more often and in different ways. In the final game, many of these functions were removed and the Tears have a smaller overall role. Originally, utilizing these tears meant causing severe damage to Elizabeth, creating a nosebleed on her part, or making her so exhausted she can barely walk. This was going to affect your overall relationship with Elizabeth and change the ending. This was scrapped in the end, though the nosebleed aspect would still be present in the main game and Burial at Sea.
Tear Gameplay MechanicsEdit
As Ken Levine explained in several interviews, you would have a choice of three tears, and you could only choose one. You would have to stick with this choice until Elizabeth's power refreshed. During development the concept of Elizabeth closing Tears was explored. It is possible that Elizabeth by closing a Tear she would gain power and be able to open another Tear more quickly. This changed the concept of Elizabeth hurting herself when she opened Tears and restricting the players' choices, making gameplay much more intense. As the game developed, Elizabeth would have gained more power and allow the player to choose two tears out of five choices in one battle scenario. In the final version of BioShock Infinite, Tears came with an unlimited usage, being able to bring in whatever you wanted at any given time. At one time in production Elizabeth could summon additional objects through Tears to help Booker in combat. They were “allies”, a group of people who would fight Booker’s enemies, a Handyman and even a Zeppelin. Elizabeth could also dismiss or “deinstate” a Handyman. These more powerful combat helpers were likely removed when the number of enemies Booker could fight at one time was reduced from around a dozen to the six or so that it is now.
Fairly early in development the concept of having objects that could be destroyed was explored. The objects that were experimented with were chairs, barrels that held weapons and Columbia's Finest Ice wagons.
In early development of BioShock Infinite many different weapons were considered and then discarded for various reasons as development proceeded. One weapon concept that was not used was that weapon upgrades would alter the weapon's appearance as they did in BioShock and Bioshock 2. This is seen in concept art for the Broadsider Pistol. This would seem to indicate that for at least some time in development the player would keep all the weapons they found throughout the game and not be limited to carrying only two at a time.
PistolEditMauser C96 was not the only pistol design considered for the first firearm Booker gets in the game. Early in development, a weapon based on the famous German Luger was also considered but ultimately dropped. Note the Vox style weapon upgrades on the Broadsider in the concept art.
Sky-Line Pack Machine GunEditMaxim gun but seems to have been adapted to be carried on something called a Sky-Line Pack, of which little information is known. This weapon is smaller than a full-sized machine gun and it may have been dropped in favor of the larger and more iconic Gatling Gun.
In early trailers for the game, Vigors appeared very similar to Plasmids. Vigors were also supposed to be able to work and combine with Elizabeth's powers; this functionality only appears in the E3 2010 debut demo. A few powers that were cut included Weapon Slave, a Vigor which allowed Booker to possess an unused weapon and turn it into an ally (this later became streamlined into several Gears), and a Vigor similar to Telekinesis. A mostly removed concept with Vigors was that each Vigor type would have a limited number of "charges" instead of all Vigors drawing on the players Salt. This concept was retained for the use of the Bucking Bronco Vigor in the Cast Out the Devil carnival game and in a nearby Veni! Vidi! Vigor! where 4 Charges of the Vigor can be purchased for 375$. At this point in the game the player has no way of acquiring that much money and so cannot purchase the Vigor.
At one point early in development, Devil's Kiss did not seem to possess the ability to be used for traps. Instead, when a “charged” attack was made, the player would release a large explosion of fire that affected the area around the player. This fire explosion attack was later given to the Fireman.
Possession's name was originally Mesmerize, with the now-cut slogan: "Irresistible charm in a discreet Vigor". The Vigor's inventor was credited [on an advertisement] to a person named Dalton (who was not mentioned in the final version of BioShock Infinite).
For a part of production, Mesmerize had a much different look and possibly even a different effect on enemies than what Possession currently has. When the Vigor was active, Booker’s hand would become covered with growing vines, leaves and light purple flowers. When used, the Vigor would create a compact purple cloud that would shoot out to hit the target. The target then had a purple ghost like female form and flower petals hovering about them. When used as a trap, a large flower is created in the trap location. If the trap is activated, the flower blooms releasing a cloud of purple gas that covers the area near the flower. It’s possible that enemies that are “mesmerized” stop attacking the player and walk around aimlessly, rather than helping the player in combat.
For some time in development Return to Sender would reflect attacks back in the direction of the attacker in addition to being able to absorb enemy fire. This seems to be an early version of the Return to Sender "shield" that protects Booker from damage when the Vigor is cast. It was unknown why the reflection mechanic was removed, but it's possible that it was considered to be too powerful.
The early form of Shock Jockey did not have crystals growing out of the user's hand. Instead, it looked very similar to the Electro Bolt Plasmid used in BioShock and BioShock 2.
Originally, when using Undertow, Booker DeWitt's fingers would have turned into octopus-like tentacles, instead of the large suction cups seen in the final game.
Respawn Tomb (Resurrecto)Edit
Resurrecto is an early respawning tomb that existed in a late Beta for BioShock Infinite. Similar to the Vita-Chamber, the concept for Resurrecto would have been able to bring the player back from the dead. Relating to the city's earlier patriotic concept, the stained glass art for the tomb features a more patriotic Columbia with the three symbols of the Sword, the Scroll, and the Key. In the final game, Booker DeWitt simply emerges from a Tear-like version of his office if he dies alone, or, if with Elizabeth, is revived by her. Although the concept was revised at a later stage of the game's story and development process, Resurrecto can still be found by extracting the model from the game's data files.
At some point in development, stealth mechanics were added to the game. This mechanic would allow Booker and Elizabeth to avoid combat by either staying out of view of enemies or not taking hostile actions such as shooting a weapon. The stealth game mechanic was not actually removed and you can still sneak behind enemies or stay out of sight and they will not attack unless they are already in an actively hostile state or see Booker. To make an enemy enter a hostile state the enemies can hear gunfire, hear an alarm go off, see/hear a flare go off, see Booker or hear someone else call out they saw Booker. In many areas enemies will spawn in a hostile state and stealth will not work. You can sometimes attack enemies with the Sky-Hook and if killed on the first hit, it will not cause an alarm to be raised. While the stealth mechanic is still in the game, there is nothing to explain it or even inform the player a stealth option exists. The game design also makes using stealth extremely difficult, if not totally impossible in most situations. It is unknown why stealth was "removed" as a game mechanic, but it explains how it was added to the Burial at Sea DLC so quickly and in a rather advanced state, most of the work had already been done for the main game.
Early in development the game had more choices to be made by the player. At some point in development, many of these choices were removed leaving only a few such as the choice of the Bird or the Cage. Limited information on these removed choices can be found in the InputAliases.int file. It is unknown how these removed choices would have affected the story, they could have led to multiple endings or they could have had no effect at all on how the story played out. Some of these choices were apparently removed because they no longer fit the story or were a result of gameplay changes such as Booker no longer picking locks.
A number of seemingly minor choices were cut from this area. They would have allowed Booker to speak to a child, a lady, and a prisoner. Also, there was a removed opportunity to activate a Gondola and open a locked door, likely by picking the lock.
Here a single choice was removed. It allowed the choice of setting a course to go to New York or Paris while aboard The First Lady. It is unknown if this choice was at the start of the level after first boarding The First Lady or later after Elizabeth had killed Daisy Fitzroy. It should be noted that, from a narrative perspective, the latter would make more sense.
A major sequence where the choice of intervening in an execution was removed. This sequence can be seen in the E3 2011 gameplay demonstration. Another choice involved turning off a light.
Sea of DoorsEdit
At the end, there is a choice to be made on if Booker would Pay off Comstock's Sins or would refuse to do so. This choice apparently comes before the sequence where Booker gives up Anna to Robert Lutece. How this choice effects the end of the game is not known.
The early version of Booker's arms were seen covered by sleeves from a pin-striped coat. This version remained in most of the early gameplay footage, even after the artwork debut of his appearance on the EGM cover, which had him appearing with rolled shirt sleeves. It wasn't until the Beast of America trailer that Booker was finally given rolled sleeves to match his artwork appearance, along with his hand brand.
Before he was voiced by Troy Baker, Booker was voiced by Stephen Russell in the first demo trailer.
The Beast of America trailer at one point shows Booker wearing a ring with a devil's face, similar to the icon of the Devil's Kiss Vigor. A model of Booker's left arm with a "V" (for presumedly Vox Populi) tattoo on his wrist can be found in the game files, but it was never used. However, Booker becoming a member of the movement was present in the retail version through a version of him from an alternate timeline.
Elizabeth was originally supposed to be 17 years old, instead of 19, when the player meets her in BioShock Infinite, but this turned out to be too young for the character. The developers felt that she was "too Disney princess" and some of Elizabeth's scripted animations, meant for Battleship Bay, even had to be cut because they were coming off too similar to Rapunzel from Walt Disney's film Tangled, respectively.
Prototype "Gibson Girl" ElizabethEdit
Early in the development of BioShock Infinite, Elizabeth had many revisions before her final form. As revealed in an IGN interview, an early model for Elizabeth (which had previously been shown as concept art sketches in The Art of BioShock Infinite) had been tested within the game world. Nicknamed "Gibson Girl" and based on illustrations of women during the era, that model was cut early on. The developers did not favor this early form, as both she and the player would not speak, and her interactions were highly scripted, periodically taking control of the player to direct towards objectives.
Alpha/Beta "Corset" ElizabethEdit
In early gameplay trailers, Elizabeth's powers revolved less around quantum physics and functioned more as general magic—she had the ability to raise storms, use telekinesis, and combine objects through fusion (which later evolved into the Return to Sender Vigor). She also seemed to have a more child-like personality in the E3 2011 trailer, which was toned down for the final release of the game. Her appearance in pre-material screenshots, Debut Teaser, and 10-minute Demo show her with darker hair in an anachronistic shingle bob style, dark blue-grayish dress, and over-sized eyes. It should also be noted that this version of Elizabeth has a slightly more pronounced bosom when compared to her final version. An updated version of this original model actually appears as one of the alternate Elizabeths at the end of the game, and as a statue in the downloadable content Clash in the Clouds at the Columbian Archeological Society, along with an unused third Handyman model.
In concept art, it's shown that Slate was originally planned to be a more human-looking Jockey Junkie (seen below) with short, magenta crystals around his scalp and other crystals protruding along his uniform. The uniform itself is the original soldier uniform he used 20 years before. However, once the Vigor Junkie concept was scrapped, Slate was changed to a normal citizen with US Army Captain's uniform, though he still has crystals growing from his forehead after he started drinking the Shock Jockey Vigor hours before Booker and Elizabeth came to him.
Slate has an unused fight mechanic to fight the player. He has high movement speed, and no actual firearm and instead uses Shock Jockey. He will run around and throw multiple traps at the ground. When he is far enough away from you, he will throw them at you. He has more health than normal enemies, but not too much to not be killed. When killed, he will not drop any loot in final gameplay.
Daisy Fitzroy/Voxy LadyEdit
Concept art for the Vox Populi shows Daisy Fitzroy and another Vox woman. This concept was developed into a character model, but the model was never seen in-game. It is unknown if this was an early model for Fitzroy or not, but the details on this model suggest that she would have had some major role in the game.
Before it was known as the Songbird, it was only named as "Him" by Elizabeth. In the 2010 debut demo, he is briefly seen during the ending of the demo, where he sounds identical to the Big Daddies from BioShock and BioShock 2.
In early footage, it appeared as though Songbird was an ever present threat that would be confronted in combat situations. In the final release, Songbird only shows up in scripted events and cutscenes and cannot be attacked. Originally, you had the choice between either attacking or hiding away, which would affect your relationship with Elizabeth.
Zachary Hale ComstockEdit
In early versions of the game, Zachary Hale Comstock's appearance was of a middle-aged man with slicked-back hair and a scar over his eye or wearing glasses. Both versions were removed from the final version of the game, which could reflect a change in his role in the game's overall story. Textures of an unused version of Comstock, presumably from early stages of development, can be found on the backside of a building. The early versions of Comstock look closer to the same age as Booker and look much similar in facial appearance.
Not intended as an enemy, Automatic Gentlemen were envisioned as automatons that acted as servants to the rich of Columbia and would likely have been seen numerous times over the course of the game. While Automatic Gentlemen were cut from the game fairly early in development, the various vending machines encountered in Columbia feature animatronic figures that resemble them . The Automatic Gentleman also served as inspiration for the Motorized Patriot.
Boys of SilenceEdit
The Boys of Silence were originally meant to appear as a recurring enemy, but in the final version of the game, they only appear in Comstock House. They were shown to be an enemy feared by the player, much like Songbird, appearing in certain areas making you re-think the way to handle a situation. The Boys of Silence were also beatable, but now simply disappear if you're spotted or if you attack them. Originally, they were blind and relied on their sense of hearing, rather than spotting the player using a spotlight similar to the cameras in the first BioShock as they did in the finished game.
When BioShock Infinite was meant to have significant horror elements, these enemies were showcased as the most horrifying creatures. Not knowing what was under the masks would make the player both scared and interested in what story was behind them. Originally it was hinted they were orphaned children, but any stated backstory was virtually scrapped in the final iteration.
The Claw Daddy was an enemy that was cut from the final version of BioShock Infinite. It was conceived as an individual wearing a crab-like exoskeleton that would grab people and rip them in half. From close-ups of the Claw Daddy, it can be seen that the pilot's face is distorted from being exposed to Tears. This concept eventually evolved into the Handyman.
When Columbia was first envisioned, the citizens of the city were much like the Splicers of Rapture. They were insane and would attack the player on sight. This led to the development of the Merged and people with “Nouveau scars” that were also a result of being exposed to Tears. But rather than being merged with an alternate version, the person’s flesh would be twisted and warped. These scars are complex and organic looking making them appear almost decorative in some way.
The Nouveau Scared and radical Merged concepts were dropped as Columbia’s art style evolved and the Art Nouveau style mostly left behind. Another problem with the early concepts was that the clothing was not period appropriate and seemed too “fantastic” looking. A further problem with these designs was a lack of uniformity in their proportions which meant that each model had to be animated individually, making for a large amount of work and other problems.
The next stage of the Columbian civilians was having them become more stylized and more like caricatures. This led to the new problem with inconsistencies in poly count, the inability to share art assets and in crowds, it was easy to see that the same model was being used over and over again. This led to the current more realistic design and period correct look.
The Beast of America trailer for BioShock Infinite (at 0:23) shows footage of an early version of the Raffle Park. A civilian-woman with a blonde bob-hairstyle wearing a blue dress can be seen walking during the scene. This woman. her dress and hairstyle are not seen in the final version of the game. She was cut fairly far into development, as the Raffle Park is near identical to the final release.
- Main article: Charles
A guard or servant to Henry Saltonstall, Charles played a small part in introducing the Murder of Crows Vigor in early gameplay footage. While small references to Saltonstall remain in the final game, Charles is not mentioned at all. In The Art of BioShock Infinite, Charles was shown as a Vigor Junkie, and his model wore black clothing. A Vox Populi version would have him wear a red hood, with tied knots as devil horns.
Early and Unnamed prototype EnemyEdit
Appearing in the same video as the prototype "Gibson Girl" Elizabeth, there is an unnamed enemy shown resembling a giant mechanical doll in appearance. No information has been given on what the enemy is or does and it is likely it was scrapped early in development from the Art Nouveau version. It is also possible that this doll was just a stand in for something else or was placed there to give Elizabeth something to draw the players attention to.
The Electro Gloves was an enemy cut from BioShock Infinite fairly early in production. It was a powered exoskeleton with a generator that powered mechanisms on the exoskeleton's "hands" that enabled it to fire bolts of electricity at enemies in a fashion similar to Shock Jockey. A close examination of the pilot's face shows that he is injured and unhealthy looking.
The Enhancer, also known as Snake Oil, was a cut enemy from the final game of BioShock Infinite. They were conceptualized as potion-carrying enemies that would attack enemies by hurling balls of energy while healing nearby enemies by throwing potions at them. They had the appearance of a rotund, coated individual carrying multiple potions and elixirs.
Fink Security was a unique enemy originally stated to appear, but it was cut for unknown reasons. Images only appear in the concept art of the game. They were originally security guards for Fink Industries, dressed in green attire, and carrying Triple Rs. In the final game, Jeremiah Fink offers Booker the position of Head of Security to replace Scofield Sansmark. There's nothing distinctly different between the security agents and other soldiers.
Fink Factory WorkersEdit
Early concept art shows that some workers in Fink’s Factories would actually be part of the machines they were supposedly operating. These emaciate workers were locked into the machines by a harness and the stumps of their arms are placed into the machine to control them. While not appearing in the final game, the concept of Fink turning people into machines was retained as Fink workers performed their duties in a very regimented and robotic fashion.
The so-called “Freaks” were enemies conceived extremely early in the development of BioShock Infinite. The Freaks were people who were infected or mutated in some way with a compulsion to eat corpses. Upon consuming a dead body the Freak will become monstrous, growing in size and ferocity.
One Freak was a young girl named Shelly. When transformed, she is a 9-foot tall monster with claws and arms so long they nearly reached the ground. The concept art for the Freaks show that many were imprisoned or restrained in some way to try and keep them from eating the dead and possibly the living. Shelly is portrayed as having a cage around her head and another freak (not pictured here) wears a straitjacket. When the basic themes for BioShock Infinite were established the concept of the Freaks was dropped.
An additional Handyman model was originally planned for inclusion in the game, wearing patriotic clothing, sporting hair and a mustache, and having the frame of his Autobody uniquely designed. This particular Handyman may have had a minor role in the story as he calls Elizabeth by her name and physically tries to stop/capture her and Booker in the 2010 demo. Unlike the final game's Handymen, he seems much "healthier" and even smirks at Booker's attempt to hit him with a shell using Telekinesis. This might have been the reason why he was cut, as developers wanted to emphasize how sick and miserable Handymen were. Cut from the final release, Clash in the Clouds DLC featured this model as an unlockable in-game statue in the Columbian Archeological Society, along with the Beta Elizabeth.
Before the game's core concepts were finalized, there was an early draft for Toy-like automatons, created by a "Mad Toymaker", resembling animals in festive outfits. There were four designed variants of these toys: a rabbit wearing a top hat and tuxedo, an owl in a night themed suit with retractable blades attached to its arms, an elephant with a Slow-Pro-like back-mounted cannon that would fire cannonballs when it pulled the rope, and a moth with painted wings like stained glass; the latter concept would evolve into the Songbird.
The theatrical Magician was an early idea for an enemy. Existing in both male and female variations, these Sander Cohen-inspired enemies possessed the power of Telekinesis and could manipulate the environment with it. They could also create minions to fight for them. Concept art shows a male magician shaking a man upside down with his powers, causing valuables to fall off the man. Another concept shows the female variant using her powers to hurl objects.
The Merged were to be enemies who existed after being exposed to Tears for an extended period. As a result of encountering various incarnations of themselves across dimensions, their facial features were twisted and warped and deformed. Concept art by Robb Waters shows the Merged having multiple mouths, eyes or noses and can be quite grotesque. The concept of the Merged was not totally removed from the game, however. At several points in the game Booker and Elizabeth will encounter people that will shimmer and warp as a result of Elizabeth merging two different realities together and a person remembering being dead in one reality and alive in the other. Chen Lin, when seen in his workshop after going through the Tear in the basement of the Good Time Club, is the most prominent example of this.
Prototype or Alpha Motorized PatriotEdit
Originally, the Motorized Patriot evolved from the concept of the Automatic Gentleman. The initial idea was inspired by a 20th-century fascination with exploring technology into the field of early robotics and complicated machinery. Irrational Games felt that Columbia would use its scientific hivemind imagination to create a mechanical servant for their society. As Nate Wells mentions, "There's this fantasy that people of the time wanted these automatons to do things for them. We don't start with a gun. We set the vibe first."
Late Alpha Motorized PatriotEdit
The concepts for the Motorized Patriots as Benjamin Franklin and an unused Thomas Jefferson would have been more distinct from the George Washington version. Both had concepts for their own distinct damaged faces, such as Franklin having no glasses and the right side of the face and eye missing. Jefferson would have had missing eyes, a broken jaw, no face, and burned hair. In addition, both would have worn their own variant colored coats (purple for Franklin and green for Jefferson), similar to those seen on the Founding Fathers balloons.
Beta Motorized PatriotEdit
The Beta Patriots originally used normal American flags on the Beta Patriot, as older previews showed Motorized Patriots with similar, if not the same, flags in place of Columbian ones. This may have been updated in Burial at Sea, as the Patriot that can be summoned through a Tear bears Columbian flags.
Little Sister CounterpartEdit
Very early concept art by Robb Waters and Jorge Lacera reveal that there was an idea to include a Columbian version of the Little Sister from Rapture. The concepts were made in a "dark, European Art Nouveau style" or "Rapture in the Sky" phase of the game, before the finalized style was chosen. It is unknown if they actually intended for the Little Sister counterparts to appear, or if the artists were just creating these concepts due to it being a BioShock game and them figuring out the overall style. In the final version of the game, the Big Daddy and Little Sister dynamic are seen between the Songbird and Elizabeth.
Before the Siren, a concept enemy known as the Resurrector served as the forerunner of an adversary that would bring back or manipulate the dead in some fashion. Dressed to resemble a Cardinal of the Roman Catholic church, the Resurrector would apparently use the blood flowing from the palms of his hands to "resurrect" the dead to fight for him. The earlier version of this concept wore long robes, a large paper mâché "saint" mask, and had "bleeding hearts" carved into the palms of their hands from which the blood flowed.
Security Camera AutomatonEdit
A piece of concept art from early in development shows a cloaked automaton with a camera for a head. This appears to be a Security Camera like those in Rapture, but it would be able to patrol an area rather than just be set in a fixed location. Another difference is that the Security Camera Automaton had several clawed hands which could be used to attack or defend itself with. While the roving Security Camera Automaton was cut, it is possible that the concept influenced the development of the Boys of Silence, who perform the same role.
It was originally planned that the Siren would be a reoccurring enemy. In the final version of the game, she only appears as a boss in Downtown Emporia and acts in a plot-significant role. In Clash in the Clouds, the Siren reoccurs as an enemy and appears in two separate maps.
Concept art originally showed additional unique outfits for Slate's Soldiers in two Attractions at Hall of Heroes (stereotypical "Asian" and "Native American" outfits). Some Slate soldiers were planned to have a more native American appearance which would be around in Hall of Heroes to fight Booker. Variations were only used for Slate's Crow in the final gameplay.
A unique "Asian" mask from one of the concept outfits did finally appear in Burial at Sea - Episode 2, at Fontaine's Secret Panic Room at the Manta Ray Lounge as one of his disguises.
No information exists about this removed content other than the concept art. The tank is from early in BioShock Infinite's development and did not make it past the drawing board. While called a tank, it resembles an armored car which was already being used by several of the world's militaries in 1912.
According to The Art of BioShock Infinite, Vigor Junkies were planned to be one of the types of enemies. As Columbia's version of the Splicers from Rapture, they suffer psychological deterioration as a result of excessive Vigor abuse. However, the Rapture comparison limited the use of Vigor Junkies in the game, and an in-game explanation by Citizens' dialogue in the Columbia's Fair mentions that average Citizens were not that interested in obtaining Vigor abilities, due to the formula "kinks" that Fink needed to work out.
A few aspects of the Vigor Junkies are still present in two of the currently used characters, the Crow and Cornelius Slate. Both characters' madness has been exacerbated by their repeated use of a particular Vigor, Murder of Crows and Shock Jockey respectively, with the latter, even having small Shock Jockey crystals protruding from his head. The Murder of Crows ability of its Junkie was also altered, as the 2010 demo showed Charles, a removed character that was also conceptualized as a Vigor Junkie with the Zealot. He would have been able to possess the same crow-unleashing ability as the player. But like the character, that ability was altered in the finished game to being surrounded by crows while teleporting. Although the Fireman's appearance was not in the Vigor Junkie concepts, a Vigor Junkie character in a top hat, glasses, and a black coat shows many of the same Devil's Kiss abilities as a Fireman.
Unused Enemy Voice LinesEdit
There are over 300 presumably unused voice lines for enemies in the game with a name containing “taunt_creepy”. These voice lines are of much different character than the normal taunt lines. These taunts consist of unhinged laughter and weeping, delusional statements, denial of responsibility for murder, paranoid fears, manic urges to kill, and compulsive disorders. These lines exist for the cop_male, fndr_male, fndr_female, vox_male and vox_female. Some of these lines are used by those under the effect of Possession, but in general, these voice lines do not fit the atmosphere of the final version of Columbia and strongly resemble the insane ranting of the Splicers of Rapture. This would indicate they may be from one of the very early versions of the game when Columbia had the Art Nouveau style.
Selected Transcriptions of Files
vo_cop_male_02_taunt_creepy_18041.ogg ”Show me how to shed my skin!”
vo_cop_male_05_taunt_creepy_18331.ogg ”Negative, negative, Negative! NEGATIVE!”
vo_cop_male_08_taunt_creepy_19806.ogg ”Just let me cut you!”
vo_fndr_female_03_taunt_creepy_22374.ogg ”You made my life unbearable!”
vo_fndr_male_01_taunt_creepy_19884.ogg ”She died, I remember!”
vo_fndr_male_02_taunt_creepy_17347.ogg ”They won’t stop screaming!”
vo_fndr_male_04_taunt_creepy_19087.ogg ”My skin disappears at times. Oh, oh.”
vo_vox_female_01_taunt_creepy_21859.ogg ”To do it right you need to shoot at least five people!”
vo_vox_female_02_taunt_creepy_22235.ogg ”Take me home. Take me home with you!”
vo_vox_male_02_taunt_creepy_20238.ogg ”We’ve tasted human flesh.”
vo_vox_male_07_taunt_creepy_21378.ogg ”They leave the barbs in when they pull my thoughts out!”
- 1) GOOD GENES RANT - The only voxophone removed from the game.
There are three unused Kinetoscopes in the game files that were never put in the final game.
- "Columbia to Sterilize Dimwits and Defectives!" - Founders propaganda for racial purity.
- "Visit Battleship Bay!" - Kinetoscope advertisement for Battleship Bay.
- "The Death of Our Lady" - Kinetoscope about the death of Lady Comstock.
While this large cannon was seen in action during the BioShock Infinite Early Gameplay Demonstration (at 5:30) it never was seen in the game. The cannon's removal is likely a result of changes in the design of Columbia. While called a cannon, the high arc of its fire is much more similar to that of a howitzer.
Seen in the BioShock Infinite E3 2011 Gameplay Demo (at 8:25), this bizarre-looking wagon has massive horns and an oversized signaling rocket that summon Vox Populi forces. To activate the devices on the wagon, a large wheel on the front must be turned which takes some time. The time it takes allows Booker time to kill the person at the wheel and stop the device. The siren was not used in the game, but the "Red Glare" rocket can occasionally be seen sticking out of enemies killed by Fireworks explosions in-game.
An image of various mannequin models for BioShock Infinite shows several that didn't make the cut. The mannequins wearing the pink dress and beige suit as well as the nude mannequin with a head are the only ones that were used of the lineup. The unused models consist of a nude mannequin without a head, a nude mannequin with specific female proportions, a mannequin in a black western outfit, a mannequin in a waiter outfit and a mannequin in a dress shirt and waistcoat.
Caramel-Coated Popcorn & PeanutsEdit
A snackbox of caramel-coated popcorn & peanuts, similar in the style of Cereal boxes, was modeled but never encountered in the shipped game. According to the label, the box of caramel-coated popcorn & peanuts contained a collector series prize and had a net weight of 1 oz. The slogan was "Tastes just as good as you remember!" and their mascot was a pig's head with a ruff around its neck.
Silver Trays with FoodEdit
Models for silver serving trays with food items were left unused. There were seemingly three tray models: a round silver tray/plate, a deep rectangle-shaped tray, and a flat octagonal tray. The food items included: a raw turkey, raw chicken, raw beef, onion, garlic, and a loaf of bread.
An alternate version to the T.A. Snodgrass Company coffee tin was produced for the game but not added. The tin is orange/yellow an appears to have a screw-off lid.
A model for a waist-high metal entrance turnstile was produced but never implemented. It was a coin-operated machine that was likely replaced by the free-to-use oneway full-height turnstiles present in the final version of the game in locations like Soldier's Field.
Stack of Five Dollar BillsEdit
A stack of five dollar bills, with a portrait of Henry Saltonstall depicted on it, was designed for the game and left unused. If it was just meant to be a prop or actually obtainable by the player is unknown. In the final game, only coins can be picked up. The single five dollar bill was used for the tip hat (seen below), but it cannot be interacted with.
Hats with TipsEdit
Five different models for hats with paper money and coin tips used by street performers were made for the game, but only one of them was used in-game. The model that was used is a bowler hat (third in the image to the right) and can be found by the violin player in the Arcade's Gondola Station in Battleship Bay. The remaining four unused models are a cap, straw hat, top hat, and fedora.
Columbia Chronicles Newspaper IssueEdit
A third newspaper issue of Columbia Chronicles was made, but the model is not seen anywhere in-game. The headline reads: "RIOTS IN THE STREETS! VOX POPULI TAKE OVER FINKTON!"
Fink Manufacturing Propaganda PostersEdit
Various Fink Manufacturing propaganda posters were made for the game and some were never added:
Lady Comstock PortraitEdit
Two Lady Comstock portraits were made for the game, both based on a portrait of Alice Roosevelt Longworth, but only one made the cut (the one on the left in the image to the right). Notably, the unused model features a white corset instead of the blue one seen on the used portrait. The white corset was used on the in-game model of her dress, which can be later seen on Elizabeth.
Columbian Vigor MuralEdit
A Columbian version of Rapture's iconic Plasmid mural was designed by Laura Zimmermann, but was never implemented. The mural greatly mirrors the Rapture variant, showing Columbia citizens using Vigors in everyday activities. Notably, a man is depicted holding a lightbulb powered with Shock Jockey, which clearly references the little girl doing the exact same thing on the Rapture variant, only with Electro Bolt.
Founding Fathers PaintingEdit
A painting of the Founders was unused. The painting depicts the angelic Founding Fathers George Washington, Thomas Jefferson, and Benjamin Franklin being watched over by the Archangel Columbia as they give the scroll, the sword, and the key to a kneeling Zachary Hale Comstock.
The Vox Threat BoardEdit
The Vox Threat board found in the Good Time Club and the Bull House Impound originally had a slightly different design. The picture of Albernathy Cooke formerly had the text "FUCKING DEAD!!" instead of just "DEAD!" The Columbia Security flyer and the document next to it were also slightly tilted. In addition, the "Protecting" text on the Columbia Security flyer was misspelled as "Protectiting", which is a likely factor in why the board was re-edited.
Two unused paintings can be seen in the pub Booker DeWitt enters during the 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo. They can be seen at 6:09 and 6:24 in the video. The paintings also appear in early level designs for the game. The first painting depicts soldiers raising their fists in victory with several nations' flags and the Statue of Liberty in the background. This is taken from an N.C. Wyeth cover illustration titled "The Victorious Allies" for the March 1919 issue of The Red Cross Magazine.
In the demo, only the bottom right corner of the second painting is seen, which depicts running soldiers. However, pre-launch images reveal that the painting is based on the cover illustration for Ben Ames Williams' book "Amateurs at War". Uncle Sam's face from the same illustration was also used in advertising for Fireworks before being replaced.
Both paintings feature the American flag, which might have been a factor in why they were removed, as all positive depictions of the flag were cut.
Several Founder propaganda posters were made for the game and seen in various pre-release material but were left unused in the final product.
An early version of the "Patriots! Protect Columbia!" poster was seen in the 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo (at 3:13) and it was based on the 1922 N. C. Wyeth painting, John Burns of Gettysburg. The "Daddy, what did you do during the Siege of Columbia?" was seen in the BioShock Infinite TV Commercial (at 0:15). The "Columbia Calls You!" poster was seen in the BioShock Infinite Premiere Trailer (at 1:04 and 1:19), and the 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo (at 4:31, 5:35 and 7:03) and is based on a "Clear the way!! Buy Bonds – Fourth liberty loan" World War I propaganda poster, designed by Howard Christy Chandler. The "Youth of Columbia" poster is not known to have been seen in any pre-release footage, but has been released by official sources and is based on a "U.S.A Bonds – Third Liberty loan campaign – Boy Scouts of America" World War I propaganda poster, designed by J. C. Leyendecker. The "Burden NOT Columbia With Your CHAFF!" poster was seen in the BioShock Infinite Premiere Trailer (at 1:22). The "True patriot has nothing to fear from the Songbird" poster was made for the game by Jorge Lacera but not used. However, the Vox Populi member on the poster was reused for cutouts at the Bull Yard and Bull House Impound as shooting targets. The "Her eyes… so blue!" poster appears in the Bull House Impound in the finished game, but an alternate version of it was seen in early footage, like the BioShock Infinite Premiere Trailer (at 1:44) 2010 Gamescon BioShock Infinite 10 Minute Gameplay Demo (at 3:54 and 5:35).
Pro-Abraham Lincoln ObjectsEdit
Contrary to what is in the final game, Abrahamn Lincoln was viewed in a good light during one point in development of the game. Thus some objects were made that did not fit after it was decided to have Lincoln depicted as an "apostate". A marionette of Lincoln, as well as a Lincoln mask which Elizabeth interacts with, can be seen in Major's Notions, Sundries and Novelties during the BioShock Infinite E3 2011 Gameplay Demo (at 1:37 and 1:42) which were removed due to this. The remaining marionettes appear in the Battleship Bay Gift Shop along with a sign reading "Founders Marionettes". The sign was also seen in the demo (at 1:41), but with Lincoln instead of Uncle Sam.
Out Bound & In Bound SignsEdit
Signs reading "Out Bound" and "In Bound" can be seen in the BioShock Infinite E3 2011 Gameplay Demo, which did not make the cut. "Out Bound" was seen above an entrance at a Columbia Transit substation, to where citizens were fleeing to leave the area/city during the Vox Populi revolution (at 5:44). Later on, both signs appear at the Columbia Transit station leading to Comstock House (at 8:58 and 9:47).
Various graffiti made by the Vox Populi can be seen in early footage of the game, some of which were cut. In the BioShock Infinite E3 2011 Gameplay Demo various examples can be seen, including "Whorehouse" (at 5:52), "Seized! To feed the people!" (at 6:25), "Capitalist" (at 7:16), "The postman delivers lies!!" (at 7:57), "Tools of the oppressors" (at 8:05), and "Our voice will be heard!!" (at 9:27).
The Flag of the United StatesEdit
As mentioned above (see "Columbia's Setting and Society"), the American flag was seen in a lot of pre-launch content, hanging from flagpoles around the city instead of the Columbian flag. In the final game, Columbia seceded from the United States and thus had its own unique flag. All other depictions of the flag in a positive light were also removed, including paintings (see "Founders Paintings") and posters. The American flag is only seen on the Motorized Patriot Tear and on the Fireworks advertisement as an exception.
Round Up SignEdit
As seen in the BioShock Infinite 2011 VGA trailer (at 0:38) and Beast of America trailer (at 0:54), a sign reading "Round Up" appeared in the game during early and late development, but was left unused. The sign depicts a cowboy and appears to have some additional text, but no clear image of the sign is known to exist, making it unknown.
Only four tree models exist in the game (five if you count the 2D trees seen on buildings in the skybox), two of which are location specific. The two generic trees used throughout the game are a thicker tree and the other is a much thinner tree that grows in two trunks from the root. The other two location-specific trees are the dead trees in the Fraternal Order of the Raven and the burning trees at The First Lady's crash site in Port Prosperity. Several other tree models were seen in promotional footage for the game, but were unused. Approximately seven different tree models are known to have been cut, which can be seen below.
Canceled DLC Created by 2K MarinEdit
After the release of BioShock Infinite, 2K Marin was given the task of creating the first DLC for the game, but it had been reported that the work done, which supposedly had a section of Columbia set in the ocean, was not up to standards. This project was canceled and Irrational would take over development for the first DLC, Clash in the Clouds.
Untitled BioShock Infinite NovelEdit
On April 5th, 2015 Ken Levine posted on his Twitter account that he had received the first draft of a BioShock Infinite novel from the writer Joe Fielder. An inquiry to Joe Fielder in April of 2017 indicates that the novel would have been about Elizabeth's time in Rapture leading up to the events of Burial at Sea. Given the lack of new information on the novel, no official announcement about a novel from 2K and the phrasing of Mr. Fielder's response, it seems the novel has been scrapped for the time being. A later tweet by Mr. Fielder keeps the possibility of the novel's release at some future point of time open.
- ↑ BioShock Infinite had enough cut from it to make five or six full games
- ↑ Clouds and strife: The writing of BioShock Infinite – part two
- ↑ BioShock Comparison interview on IGN
- ↑ 4.0 4.1 Carson Mansion on Calen Brait's Portfolio
- ↑ 5.0 5.1 5.2 Courthouse on Calen Brait's Portfolio
- ↑ Ken Levine Interview: Taking BioShock From Rapture To Columbia on PlayStation.Blog
- ↑ 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 BioShock Infinite Early Gameplay Demonstration on YouTube
- ↑ Laura Zimmermann-Dávila's ArtStation
- ↑ Red coat on Wikipedia
- ↑ Murray Kraft's Portfolio
- ↑ Russian Bear on Wikipedia
- ↑ Coat of arms of Russia on Wikipedia
- ↑ Ken Levine and the Infinite Idaho on Polygon
- ↑ Creating BioShock Infinite's Elizabeth with Shawn Robertson, Chapter: Smart Terrain: Flower Bush Test on GDC Vault
- ↑ 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 15.14 15.15 15.16 15.17 15.18 15.19 BioShock Infinite E3 2011 Gameplay Demo on YouTube
- ↑ 16.0 16.1 16.2 16.3 BioShock Infinite Premiere Trailer on YouTube
- ↑ Bioshock Infinite Early Boardwalk/Battleship Bay Video
- ↑ https://kotaku.com/5878338/average-gamers-are-going-to-hate-bioshock-infinites-1999-mode
- ↑ UserInterface.INT INT_File_Excerpts
- ↑ https://kotaku.com/5878338/average-gamers-are-going-to-hate-bioshock-infinites-1999-mode
- ↑ The final years of Irrational Games, according to those who were there Polygon
- ↑ The lost multiplayer modes of Bioshock Infinite on PCGamesN
- ↑ BioShock Infinite Update: Multiplayer Modes Cut, Gears Maestro Joining. But Should Fans Worry? [Update] on Kotaku
- ↑ Stefan Doetschel's Portfolio
- ↑ Patrick Haslow's Portfolio
- ↑ 'BioShock Infinite' E3 Gameplay Demo on YouTube
- ↑ BioshockInfinite VFXREEL on YouTube
- ↑ 33.0 33.1 33.2 33.3 VFXREEL
- ↑ Mesmerize Advertisement seen in the E3 Demo
- ↑ "Troy Baker, the industry's 'new' Nolan North" article by Thierry Nguyen at Joystiq.com
- ↑ Breathing life into BioShock Infinite on Eurogamer
- ↑ IGN's Early Elizabeth Prototype interview on YouTube
- ↑ Change is Good by Gavin Goulden on GDC Vault
- ↑ BioShock Infinite: Glitched Slate Boss Fight on YouTube
- ↑ Alison Rosen podcast with Aisha Tyler @ 57:40
- ↑ twitter post from April 17, 2013 @Vinci_022 you're right! I recorded that role, but just found out they didn't use my recording. there's 47 minutes I'll never get back.
- ↑ Peter Anderson's Portfolio
- ↑ The Art of BioShock Infinite, Chapter One: Finding Columbia, pages 44-46.
- ↑ Change Is Good: The Importance of Iteration Within a Character Art Pipeline
- ↑ 45.0 45.1 BioShock Infinite Beast of America Trailer on YouTube
- ↑ The file name of the Shelly concept on Robb Waters' portfolio is named
- ↑ The Art of BioShock Infinite, Finding Columbia section, page 29.
- ↑ An Irrational Fear of Monsters on Joystiq
- ↑ The Art of BioShock Infinite, Chapter One: Finding Columbia, page 21.
- ↑ BioShock Infinite Early Gameplay Demonstration on YouTube
- ↑ BioShock Infinite TV Commercial (Full Version) on YouTube
- ↑ Clear the way!! Buy Bonds – Fourth liberty loan on Propaganda Poster Store
- ↑ Smear Campaign: The Propaganda of BioShock Infinite on Game Informer
- ↑ U.S.A Bonds – Third Liberty loan campaign – Boy Scouts of America on Propaganda Poster Store
- ↑ BioShock Infinite 2011 VGA Trailer on YouTube
- ↑ The final years of Irrational Games, according to those who were there on Polygon.
- ↑ Ken Levine's Twitter post on receiving the first draft
- ↑ Joe Fielder's Twitter post on BSI novel
- ↑ Joe Fielder's Twitter