Bioshock Infinite, the 3rd installment of the Bioshock IP, was announced to be released on the 26th of February 2013. Earlier this week, Ken Levine of Irrational Games announced that Bioshock Infinite will be delayed until March 26th, 2013.
Pushing back a release date of a major title can mean one of two things: more time for development or marketing. Taking more time to polish the game is rare in the gaming industry, especially in the last couple of years, I don’t think anyone would complain if this is the case. The second option is a little bit more realistic, if the market isn’t doing so well, the publisher might push back the release date so the market might recover.
Call of Duty Black Ops II sold less copies than Modern Warfare 3 on the first month from launch but other AAA games like Far Cry 3 have done very well. Of course without any insight nothing is certain. 2012 was a good year for old IPs…that’s for sure.
Coming in the defence of the first option (more time for development), the guys at PCGamer.com played the game on a FX-8120 with 16 GB of RAM, a 7900 Series AMD Graphics Card, and reported that the game worked without “any hiccups, frame rate dips, no texture pop-in, or crashes.”;
Would have been a bit embarrassing for Irrational Games if the game didn’t perform anything but great on such a machine (the graphics option used on the playthrough weren’t detailed) though it’s still almost 4 months away from release, plenty of time for optimizations.
The developers of Bioshock Infinite, Irrational Games (ex 2K Boston), have worked only on PC games until 2007, some of their most known games are: System Shock 2 (1999;PC), Freedom Force (2002;PC/MAC), SWAT 4 (2005; PC). Bioshock was their first multi-platform project.
The engine used for Bioshock Infinite is the Unreal Engine 3 but was modified to suit the dev’s desire more effectively.
Back to PCGamer’s article, they said the game ran in DirectX 10 “but that it does take advantage of some DX11 features“, here are the image quality settings they got a sneak peak at:
- Texture detail
- Dynamic shadows
- Post-processing quality
- Light shafts
- Ambient occlusion
- Object detail
- FOV (a slider, with no listed value)
- UI margins
- Toggleable highlighting of “searchable” or “important” objects