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In the newest of a series of interviews about BioShock: Infinite with Ken Levine, the lead designer at Irrational Games, the noted auteur explains what "Tears" are (essentially points where other dimensions or universes are interfering with the game's setting of Columbia). In addition to being an interesting storytelling method, the Tears will serve a critical role in gameplay, allowing the player, Booker, to tell Elizabeth to choose one of a selection of Tears to activate. In the gameplay during this interview, we have Booker faced with the option of choosing to open a Tear to either a carriage to use as cover, a window to enter a house, or a stash of weaponry. Hit the jump to see the interview.
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