GamesRadar: What about the Splicers? How did they evolve?
HP: We had a lot of Splicer models before we realized that we wanted them to be more human. We had this guy, Eel Man, who was half-person and half underwater creature. We also had a bad guy that we called Yam-Hand, who had this arm that looked like a giant sweet potato. His arm was so huge that it would drag on the ground. We didn't end up going with him either. [Laughs]
A lot of our creatures in the really early stages of BioShock were monster-looking mutants. We evolved the vision of the characters because we wanted you to feel like you were fighting against things that were humans at one point. And we wanted them to have this tragic element that they had lost that humanity.









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