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In part two of Adam Sessler's interview series with Bioshock Infinite's Creative Director Ken Levine, Adam asks about Elizabeth, the game's companion, and what it took to get her right. Learn how Irrational Games iterated on her design, and went to great lengths to try and make her seem alive, emotive, and - most significantly - how they made the player care about her.
Watch part one: • Reaching For the Heave...
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