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BioShock Infinite

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Gameplay#

Unused Vending Machines#

  • While tailor machines appear in the game, they are all destroyed or under repair, with a single piece of wear in each. However, Arc_XSubtitles.INT in the game's Localization folder suggests that they were once supposed to be fully usable, likely fulfilling the same role as the Tonic machines in the original BioShock:
Subtitles[7]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"This is what you?re wearing?\"))
Subtitles[8]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"I can have it for you on Tuesday... Okay, Monday, if it?s such an emergency.\"))
Subtitles[9]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"For handful of gelt, you?ll feel like a million bucks.\"))
Subtitles[10]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"What?s with the shmata? Come on, I?ll put you into some nice velvet.\"))
Subtitles[11]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"What do you want for these prices?\"))
Subtitles[12]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"Far be it from me to say...but did your tailor learn his trade at the school for the blind?\"))
Subtitles[13]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"For you, I?ll give you half off.\"))}}

The following lines, also in Arc_XSubtitles.INT are also unused, but seem to reflect an alternate concept for the tailor machines instead of the stereotypical Jewish tailor used in the other subtitles and final game. Concept art shows an alternate "Father Franklin"-themed tailor machine, so these could have been intended for that.

Subtitles[21]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"Look sharp. Deadly sharp!\"))
Subtitles[22]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"A gentleman\'s perfect apparel...for coronation or assassination...\"))
Subtitles[23]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"A gentleman is always dressed to kill.\"))
Subtitles[24]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"Bespoke or brutal. Whatever the gentleman desires.\"))
Subtitles[25]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"No one wants to die. But at least, one should go in style.\"))
Subtitles[26]=(Subtitle=(Speaker=\"Vending Machine\",Subtitle=\"For business, or pleasure?For battle, or single combat?We are here to serve.\"))

Unused Collectables#

Records#

BioInfinite_Record.png

Records were originally intended to be a collectable item alongside Voxophones. They were removed only a few weeks prior to the game's release with no explaination given as to why.

Unused Enemies#

Volter#

Watch on YouTubeVigor Junkies are cut enemy types that were Infinite's equivalent to the Splicers from the first two games. While Fireman and The Crow got rework and made it to the final game, the Shock Jockey variant didn't. However, this variant, internally called "Volter", can be found unused in the Hall of Heroes map files, and can be spawned by modifying the game. Volter can throw multiple Shock Jockey traps or drop a single crystal wall when trying to flee. He has a completely unique animation of him electrocuting himself when the Possesion Vigor wore off on him. If he dies, he will not drop any loot. His model got repurposed for the Frosty Splicer in the Burial at Sea DLC.

Slate

Watch on YouTubeCornelius Slate has an unused fight mechanic to fight the player. He's essentially a stronger version of the Volter, with higher health, faster movement speed, and completely immune to possession, though he lacked the crystal wall move the Volter has.

Unused Areas#

Mountain Observatory#

Watch on YouTubeAn unused area can be found far away in the ending scene with Elizabeth exploring the lighthouses. It features a series of snowy cliffs and a bridge leading to a very unfinished observatory, which is quite interesting as there are no such structures anywhere else in the game. The observatory has a working door, though opening it causes you to fall into an infinite void.

Desert Lighthouse#

In the same ending scene, a desert lighthouse can also be found. The area has sandy floor alongside a sandstorm effect. The tower is somewhat complete with crude textures, which are only applied in game and not when viewed in a model viewer. This tower also has a interactable door except it produces darker splash screen and unsettling whispers, the total inverse of the mountain observatory. Bioshock_desert_tower.png

Space Lighthouse#

The final of the three unused lighthouses is an incredibly large, albeit low detailed and low-poly space lighthouse (suspiciously similar to the Citadel Station from System Shock) that can be found the same way as the other two. One thing of note is the single Columbia citizen that appears to be closely tied with the space station. In game he appears in a doorway present on the lower shaft of the station and is in the same file directory Bioshock_space_station.png ChumpA_MaleBodySuitopen.png

Inaccessible Good Time Club Room#

Bioshock_Infinite_Inaccessible_Good_Time_Club_Room.png

In the room in the Good Time Club where Booker and Elizabeth find Chen Lin's body, there is a small inaccessible room adjacent to the room through the walls that contains an unknown, untextured model sitting in a chair as well as a model of Booker's right hand jutting out of the wall.

If the room is accessed before triggering the Chen Lin cutscene in which Elizabeth opens a tear, Booker's arms will be facing towards the center of the room, making both of them visible. The untextured body and the room itself remain otherwise unchanged.

Unused Weapons#

MG_TP#

The most complete artifact from the original build of BioShock Infinite comes in the form of the Machine Gun used in the infamous 'Gibson Girl' gameplay video. The rig for the weapon can still be found in all of the combat folders for the final retail product. Given the fact it has been duplicated for every level, it's possible that the devs planned to re-use it for the final game, before deciding that it didn't fit and scrapped it.

Graphics#

Unused Models#

SaltTheEarth (Volter)#

An unused model meant for the unused Volter enemy. Internally, the model name is called "SaltTheEarth", contrary to popular beliefs, it is not the actual enemy name. "Salt The Earth" is actually an early name for the Shock Jockey as they sometimes referred to that name internally, also enemies that use a Vigor are named after their respective Vigors in the game files. This model was eventually reused in the Burial at Sea DLCs for a new enemies called "Frosty Splicers", retextured to be themed around ice instead of electricity.

Resurrecto#

At one point the player was meant to be respawned in specific chambers after dying, similar to the Vita-Chambers in the previous games. While this idea was scrapped, the model meant for those chambers can still be found in the files.

MG_TP#

Model for the unused Machine Gun mentioned above.

Weapon Upgrade Kit#

At one point during development, the player would've been able to upgrade weapons and vigors through kits meant to be found throughout the game. Not much else is known about the kits, but their models can still be found in the game files.

Vigor Upgrade Kit#

The model for the vigor upgrade kit. Its textures are missing from the files of the base game, but they are found in the files for Burial at Sea Episode 2.

Unused Textures#

Unused Devil Texture#

BSI-BookerBandageDevil.png

An in-game choice at an airship station can lead to Booker DeWitt's hand being stabbed by a ticket vendor. Interestingly, the textures for the bandage show a devil face which is never seen in-game, as it's not covered by the UVW map.

Unused Siren Textures#

BioshockInfinite_Siren.Siren2_DIFF.png

Texture files for a device meant to alert enemies, and was shown in early gameplay footage of the game. However, only the rocket attached to this model was used in the final game, making most of the texture unused.

Early Comstock Posters#

Early Comstock Poster

Second Early Comstock Poster

Final

Some distant building models in the game contain two early Comstock posters. The first design is possibly his earliest design, with short hair and wearing a pair of glasses. The second design has a different hairstyle, as well lacking any glasses, this design is the most well known as it appears in many early footage. Both of them have the American flag behind them as well as referred him as simply "Comstock" instead of "Father Comstock, Our Prophet". Whether or not these poster design reflects a different role during development is unknown.

Early Vigor Poster#

Early Possession Poster (Mesmerize)

Final

As with the early Comstock poster, a few distant building models contain an unused poster for a vigor called "Mesmerize", which is the original name for the Possession Vigor as it is still referred to as such in the game files. Interestingly enough, a poster with almost the same wording (albeit a completely different image and design) for Possession can be found in other parts of the game.

Early Comstock Patriot Head#

Comstcok_Patriot.png

On the top left corner of Comstock's Patriot body texture is an unseen head that presumably based off Comstock's early design. In the game, Comstock's Patriot used a separate model for the head.

Gibson Girl Elizabeth#

In a *very* early prototype of Bioshock Infinite (When the art style was still Art Noveaux), the first iteration of Elizabeth was shown to the public. Within all the combat folders a remnant of this 'Gibson Girl' Elizabeth can be found in the form of a texture sheet for her body/dress. No other remnants of her remain aside from this and promotional materials. GibsonGirlBody_Texture_sheet.png

Unused Cubemaps#

MP_cubemap_TexNegX#

Bioshock_Infinite_MP_cubemap_TexNegX.png

The cubemap's filename suggests that this cubemap is a remnant from the cancelled multiplayer portion of Bioshock: Infinite.

CoalscedItems_hc#

Bioshock_Infinite_CoalescedItems_hc.png

Appears to be an apartment of sorts. The artstyle for this particular cubemap is quite plain in comparison to the Bioshock series' reputation for using older art styles.

S_light_P_hc#

Bioshock_Infinite_S_Light_P_hc.png

Features a street littered with garbage along with many buildings which appear to be boarded up. There appears to be a clock at the end of the street. It is possible that this street is meant to be in Paris, a location mentioned frequently throughout the game.

Unused Music#

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There appear to be several unused music files located in the audio section of the game data. Most of them seem to have only minor alterations in pitch; however, some appear to be quite different.


A possible early version of Lutece's theme.

Unused Text#

Unused Voxophone#

Text for an unused rant on eugenics exists in PreCoalescedItemAssets.INT:

Transcript=\"How is it that we of columbia are so careful with the pedigree of our dogs and horses and then leave the ancestry of our children to blind sentiment? A lovely young woman could be riddled to the core with feeble genetic code. Here genes could breed criminals, paupers, and bedlamites if not rooted out of the genetic pool! Citizens should not choose mates for themselves!\"
LocationFound=\"The Little Red Bottle\"
DateOfRecording=\"February 15, 1914\"
ItemName=\"1) GOOD GENES RANT\"
ItemDescription=\"Jimmy Jampot\"

This appears under the headings of both [TestAudioLogItem XAudioLogItem] and [Consumable_AudioLog_Base XAudioLogItem]; the two versions are nearly identical except that the latter replaces the location and date with "Location Unknown" and "Date Unknown" respectively. This was used in earlier versions and spoken by a cut character named Grover Smalls.

Unused Character#

Saltonstall#

Saltonstall is a cut character who appears in the 2010 demonstration video. In the final game his only appearance is his scalp that is nailed to a board alongside various other scalps of other characters. However, it seems he was planned to appear in the Raffle Square scene as the announcer instead of Fink, as his actor object is internally named "Lottery_Saltonstall_Reactive".

References#


  1. http://irrationalgames.com/insider/the-world-is-about-to-change-for-bioshock-infinite-fans/↩︎