Bioshock Infinite PR #4

         Welcome to the last blog on Bioshock Infinite! For real this time… So far on our journey we have been through multiple losses from the development team, multiple delays for the game and even multiple outcries’ from the fans (but really, who is surprised?). Let us finish this journey together and close the book on Irrational Games’ PR.

            On December 2, 2012, Irrational Games hired Anna “Ormeli” Moleva to cosplay (dress up as a fictional character) for promotions and special events for Bioshock Infinite. Levine made the announcement by stating “We were so amazed by her dedication and her resemblance to Elizabeth that we decided to ask her if she’d like to be involved in helping bring Elizabeth to life in our box, our key art and our upcoming television ad.”

            Moleva would eventually attend gaming events along with the Irattional crew to showcase the game and take picture and sign autographs with fans.

            Then came the bad news.

            Five days after the announcement of their new cosplayer, Irrational Games announced that Bioshock Infinite was to be delayed yet again. The game was being pushed back to March 26, 2013. Ken Levine followed up the announcement by telling IGN “It’s primarily polish and bug fixing. “You know, ‘let’s make that narrative scene that much better. Let’s do another pass on the timing of that scene. Let’s do another balance pass.’ It’s a game we could have shipped in February. It just wouldn’t be the game that we think the fans deserve. And that doesn’t mean it was far off from that, but they deserve what they deserve. And when we ask people to pony up a lot of money for this game, we have to feel confident that we’re giving them something that they deserve.”

            Ken Levine also stated that while he knew he would suffer some “slings and arrows” for the decision, they would be only temporary but the game would last forever.

            And there we have it! We have finished the major PR activities that took place solely during the development process of Bioshock Infinite. Thank you for joining me on this journey, and I hope you learned as much during this process as I did!

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Bioshock Infinite PR #2

          In the last blog, we had sort of an introduction to Irrational Games and their ambitious lengthy project “Bioshock Infinite.”  In this week’s segment we will cover two crucial events that took place in the pre-release of the game.

            After the first trailer was released for the game, their came a growing outcry from the community that highlighted the focus of the female, Elizabeth, and the amount of attention that was given to the size of her breasts. Creative Director Ken Levine leaves this comment to respond to the community, “In terms of her body type, I think certainly people on the Internet have spent way more time thinking about Elizabeth’s chest than I have. It’s something I’ve barely thought about. “We sort of evolved her over time, and that’s the challenge when you show stuff early on – you’re still in the creative process and you’re still evolving the creative process. I’m sure Elizabeth may evolve a little bit more over time because until it’s out, I haven’t made the definitive statement on it… so I certainly don’t spend as much time thinking about this issue as the Internet does, and I’m not sure what that says about the Internet but, you know.”

            As time has moved on, it is very apparent that Elizabeth’s character design has changed very much such its original appearance in the trailer, and some speculate that this is largely to do with the communities’ outcry (which Levine denies).

            While this isn’t directly related to company driven PR, I feel it is worth mentioning that Ken Levine was nominated on Time’s “100 most influential people of 2012.”

            On May 9, 2012, Ken Levine announced that Bioshock Infinite (which was a game that was already announced extremely early in its production) would be delayed from October 16, 2012 to February 26, 2013. Levine then announced that they were basically not planning on releasing any additional information on the game until right before its release.

            This decision was met with some very mixed emotions from the fans of the series. While there were some fans who understood that a hard decision had to be made, many were upset and cited that the company did the exact same thing with the first Bioshock. Levine swiftly attempted to deal with the warmongering by stating that the reason Bioshock was great in the first place was because they took that extra time to take care of it and polish it up.

            Regardless of the criticism, Bioshock Infinite has endured and has already received its first review of a 9.5 on PC from ign.com. Keep tuned in text week as we talk about the woes of Irrational as they lose developers and delay the game even further.