the cutting room mirror

November 2012 Age Rating Build

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This is a sub-page of Proto:BioShock Infinite.

A prototype of BioShock Infinite for the PC which was provided to rating boards. This build doesn't have the whole game in it, but contains assets from much earlier in development, including ones from scrapped concepts which were removed from later builds of the game.

To do:
Find more assets which were either removed from or changed in the final game Upload higher quality versions of some videos

Scrapped Items and Models#

Weapon Slave#

This vigor was meant to be used to turn any weapon into a turret for a limited amount of time.

AmmoPickup Temp "Ammo Ugly"#

A placeholder model for ammo pickups.

Nostrum Stable#

A model for an item called Nostrum. Nostrums were later scrapped from the game and replaced with Gear.

Nostrum Unstable#

An unstable variant of the Nostrum pickup.

Malehead Fink#

An early version of Fink's head model. Its textures also include "handyman" in the name, which lines up with the head also being used for an earlier version of the Handyman enemy model based on early screenshots of the game.

Malehead Saltonstall#

A head model of Henry Saltonstall, an entirely scrapped character from the game who appeared in several screenshots as well as gameplay footage from 2010. While he was scrapped and never made an appearance in the final game, several references to him could still be found throughout the game.

Unused Textures#

Unused Elizabeth Markers#

Textures for all the various things Elizabeth can mark during gameplay, including several unused icons such as the one for the Boys of Silence - which were originally going to have constant presence throughout the game. In the final game, they are relegated to a single level in which Elizabeth is not present. The Siren icon was likely also intended for when it was going to be a regular enemy and not just a boss fight.

Unused Nostrum Icons#

An unused icon set related to the Nostrums, which also seem to include vigor upgrades.

Unused Unstable Nostrum Screens#

Several unused HUD assets for screens related to the scrapped unstable Nostrum pickups.

Early HUD Textures#

Textures for early HUD element which this build uses.

Unused Music#

Early Songbird Music#

5 pieces of music, intended for the escape from Songbird on Monument Island. Considering that the music in the final game is labelled mus_lt_songbirdSequence_01 up to mus_lt_songbirdSequence_04, there was likely a fight in the same level, after the escape.
mus_lt_songbirdSequence_05a
mus_lt_songbirdSequence_05b
mus_lt_songbirdSequence_06
mus_lt_songbirdSequence_07
mus_lt_songbirdSequence_08

Scrapped Videos#

Beach Scene#

Watch on YouTubeA scrapped Kinetoscope movie directed by William R. Hennessey called "Beach Scene". Shown in the movie is a man leading four men in a series of exercises on the beaches of Battleship Bay while a ragtime song plays on in the background.

Despite being scrapped, the men still appear in the final game; positioned in front of the gift shop's entrance in Battleship Bay instead of on the side, toward the water like seen in the movie. On top of this, it appears that William R. Hennessey might've became William R. Foreman in the final game, given how both share the same first name and middle initial.

ComHead#

ComHead1

ComHead2

ComHead3

BioshockInfiniteProto_ComHead1.mp4
BioshockInfiniteProto_ComHead2.mp4
BioshockInfiniteProto_ComHead3.webm

These are a series of audio-less videos depicting iterations of an speech by Zachary Hale Comstock while being up-close to the camera. Starting from ComHead1:

  • ComHead1 looks to be the earliest ComHead video from the series by its short runtime and lack of after effects like blurring and the black-and-white filter seen in ComHead2 and ComHead3.
  • ComHead2 has a twice-as-long runtime compared to ComHead1 due to being slowed down, on top of having a strong blurring effect.
  • ComHead3 seems to be the most developed one with it having a black-and-white filter applied and looping again after 16 seconds, which further increases the runtime again. It also flashes in and out at the beginning and end.

Although ComHead3 looks somewhat similar to the video used during Booker's encounter with Comstock at a clock tower nearby Monument Island Gateway, the one that's used in the final game is far more polished; having a smoother intro and outro, less awkward camera angle, a more confident-looking Comstock, and a stronger black-and-white filter, in addition to a rectangle distortion effect seen also.

ComHead 2

ComHead 4

BioshockInfiniteProto_ComHead2.mp4
BioshockInfiniteProto_ComHead4.mp4

While ComHead4 is visually similar to ComHead2 (as it's just ComHead3 without the black-and-white filter), ComHead4 appears to have been used for a (also scrapped) Kinetoscope movie in the final game called "Columbia to Sterilize Dimwits and Defectives!"

Flashback A & B#

FlashbackA

FlashbackB

BioshockInfiniteProto_FlashbackA.mp4
BioshockInfinite_FlashBackB.mp4

Two audio-less videos titled "FlashbackA" and "FlashbackB" begins with a first person point-of-view of someone entering a body of water and gliding across the sea floor, passing by a diver with a drill in hand until reaching a cliff with a city in the distance. while FlashbackA ends in a bright white flash at the cliff before the city reveal, FlashbackB plays on for a bit longer and shows that the city is just a souvenir from the 1893 Chicago World's Fair placed in an aquarium, and as a goldfish swins into view the individual in the aquarium starts gasping for air before ending with a white flash.

With all that being said, these videos are from the Bioshock Infinite Premiere Trailer at 0:13-0:43, where it's shown that an early Booker is the one drowning in the aquarium. To further add, flashbacks (in this style) never did make an appearance in the base game of Bioshock Infinite, with only the dreams Booker has throughout the game having some slight similarities to these flashbacks, especially with them ending in white flashes.

Hacking#

To do:
Add details to what's shown in the "videos" (Hacking1 & Hacking2)

HackingMaster

AdvancedHackingMaster

BioshockInfiniteProto_HackingMasterNormal_Demo.mp4
BioshockInfiniteProto_HackingMasterAdv_Demo.mp4

Two narrator-less tutorials of the scrapped hacking mechanic titled "HackingMaster" and "AdvancedHackingMaster" details how this iteration of hacking would've worked, in addition of featuring a stretch-out version of the music track used in other tutorials. Starting off with HackingMaster

  • HackingMaster begins with a title card; "BASIC SPOOFING" is seen at the top with text underneath, "Probe a White tile to gain Charge. Max out the Charge Meter to spoof an object." It then cuts to the gentleman seen in other tutorials to the right of a comically-large hacking device between two lighting rods and a safe on the left. After performing the action on the device, the safe is shocked-open to reveal nothing inside. The title card reappears to describe another part of hacking, "Probing a Black tile will drain charge. if Charge runs out, the Spoof will fail and you will take damage!". Cutting back to the scene, the gentleman demonstrate what happens, and is instead electrocuted by the device.
  • AdvancedHackingMaster more-or-less starts off the same; "ADVANCED SPOOFING" is seen at the top of this title card with text underneath, "Probing a Blue Tile gives more Charge than a White tile. If you probe ONLY Blue tiles, you will get a success bonus!" Back to the scene seen before in HackingMaster, the gentleman performs the action on the hacking device and shocks-open the safe, revealing a huge money bag inside. Another title card appears with text stating "Probing a Red tile drains all Charge instantly!" Swapping back again, the gentleman demonstrates what happens and is considerably electrocuted, to a point where his skeleton is visible for a few seconds and has smoke coming off his body.

It's interesting how developed hacking was, with animated tutorials and a further thought-out concept for the mechanic, just for it to be scrapped. Besides that, this version of hacking could've been a middle ground between the one seen in Hacking1 & Hacking2 and the remnants of hacking seen in the files of the final build, in regards that a single button is prominently seen and used on this hacking device. A tiny tidbit to mention is that HackingMaster has warmer colors compared to AdvancedHackingMaster for whatever reason; seen mostly with the gentleman's browner suit and the metal on the hacking device being more copper/bronze.

Hacking1

Hacking2

early hacking (videos were 30 second stills)

Miscellaneous#

  • All the vigors which made it to the final game have different icons in both the HUD and their bottle models.