Elizabeth Concept Art Bioshock Infinite Concept Art Bioshock Infinite

Character in BioShock Infinite

Elizabeth
BioShock character
Elizabeth (BioShock).png

Elizabeth as she first appears in BioShock Infinite. Her advent and attire changes several times over the course of the game.

Showtime appearance BioShock Infinite (2013)
Portrayed by Anna Moleva (promotion and face browse)
Voiced by Courtnee Draper
Motion capture Heather Gordon
In-universe information
Total name Anna DeWitt
Family Booker DeWitt (male parent)

Elizabeth [a] is a fictional character in Irrational Games' BioShock Infinite, the third title in the BioShock series. The game is prepare in 1912 on a floating steampunk city named Columbia which was founded on the principles of American exceptionalism. Elizabeth has been clean-cut in a controlled environment to take over the reins of the city in one case its current leader, Male parent Zachary Hale Comstock, dies. Elizabeth has the power to open "tears" in the material of reality; she is able to view every effect across all of the infinite timelines simultaneously and effortlessly open up doorways to them, allowing her to access parallel universes.

To preclude her from leaving Columbia, her captors employ a "siphon" which drains and limits her powers, and she is locked in a belfry guarded by a behemothic mechanical bird called the Songbird. In exchange for his gambling debts being forgiven, the principal protagonist of Infinite, Booker DeWitt, enters Columbia in social club to recall Elizabeth, unaware that she is his long lost daughter Anna DeWitt. Elizabeth also appears in Burial at Sea, a flick noir-inspired episodic downloadable content story set in the underwater city of Rapture, where she takes on a femme fatale role and serves equally the histrion character in the 2d episode.

The character is voiced by Courtnee Draper and her motion capture was provided by Heather Gordon. Irrational Games based Elizabeth's face up on Anna Moleva, a Russian cosplayer, later the developers saw her accurate costume, and hired her to do live-action advertisements. Elizabeth'south relationship with Songbird was partly based on Ken Levine's personal experiences. She is slightly naive later on having lived most of her life in a tower. Developers repeatedly considered simply cutting her due to the hassle in making her "work". Great piece of work was put into her bogus intelligence, with the developers believing in that location had been no real corking A.I. companion in video games since One-half-Life 2 's Alyx Vance. The character has hyper-realistic expressions to help players see her from across the battlefield, likewise as a ii-tone color scheme and unique silhouette.

Elizabeth was heavily featured in news and media prior to the release of the game, and plastic figures of her take been fabricated. She has been positively received, and Infinite reviews particularly highlighted her part. Her A.I. was praised, every bit was her character and narrative role.

Character [edit]

Elizabeth is introduced in Infinite as a young adult female that has been held captive aboard Columbia since a baby. She is claimed to be the daughter of Father Comstock, the founder of Columbia, and heralded equally the proverbial Lamb that volition inherit the city. She has been kept under observation in a well-furnished jail cell within a large statue of the female personification of Columbia, using her time in captivity to get well-read and to acquire practical skills like lock-picking and cryptography. She is enlightened of the existence of tears in the fabric of space-time within Columbia and has limited ability to manipulate them.

"That'due south not Elizabeth – Elizabeth is trying to get free – but she definitely has a connection. This is the matter that raised her: this was the merely contact she had. He brought her food, and her wearing apparel and her books. He played with her when she was a child. So she's conflicted and I recollect conflicted characters are way more interesting than characters who act with a certainty."

— Ken Levine, relating the character to a girl he once knew[i]

Her captivity is maintained by Songbird, a mechanical robot-like bird animate being. Elizabeth experiences a conflict in her feelings about Songbird, since he has been feeding, playing, etc. with her, while at the same time keeping her captive.[one] This conflict was partly based on Ken Levine's personal experiences.[1] Levine in one case knew and dated a girl that had been abused by a former partner; and she made excuses for him, and eventually went back to him.[ane] He highlighted the difference between the two, "Elizabeth is trying to get gratuitous", but still drew a connection betwixt them.[one]

Elizabeth is "the nearly critical of the game's visual icons", beingness constantly a companion to the protagonist.[2]

No longer being recently out of the tower, Elizabeth's character is slightly unlike in Burial at Sea,[3] existence "older, wiser and more confident".[4] The DLC, taking place in Rapture from the beginning BioShock games, is evocative of moving-picture show noir with Booker becoming the private detective and Elizabeth the client and femme fatale.[5] [6] Elizabeth's arc in the DLC continues on from her ane in Infinite.[6] [7] She is still aware of the events in the main game, and has an agreement of the various universes she can visit and the so mentioned "constants and variables" she is aware of.[vii]

Development [edit]

Cosmos [edit]

"The more than I thought nigh it, the more than we realised, well, if we're going to do it, we really have to do it right. Nosotros accept to make her integral, not just some sort of sidekick. We have to brand her primal to the story. The longer it went, the more than we just kept expanding what she meant to the game."

— Ken Levine[eight]

The idea for a grapheme like Elizabeth came about due to both System Daze 2 and BioShock being "lone experiences", due to other characters either being behind drinking glass or dead.[viii] Having Elizabeth to bounce off the thespian helped reduce the sense of "[re]treading water".[8] An A.I. character was decided on as the developers felt it had not been washed well since Half-Life 2 's Alyx Vance.[nine] Ken Levine's, artistic director and lead writer on BioShock Infinite, described Elizabeth equally the "emotional center" of Infinite.[10] BioShock 'south Large Daddies and Little Sisters provided the groundwork for the A.I.[9]

Earlier versions of Elizabeth were mute, in function due to anxiety in making her "work", beingness more than of a "Gibson Girl".[xi] The player character, Booker DeWitt, would also be mute, and and then conversations between them would exist not-existent.[xi] I of the reasons this was changed was to allow more liberty to the player (rather than having her grab Booker to point at things) and to allow her to have a presence fifty-fifty when off-screen, in addition to giving her more than personality.[11] Another change made was to Space 's beach scene, due to negative reactions to the character. Originally, she just left Booker later the crash, but this made her seem like a "flighty nutjob" and parts with Elizabeth trying to resuscitate Booker before getting permission to leave were added.[8] [12]

"For example, nosotros might say that Elizabeth feels comfy leaning against this wall, just she'll do then with her arms crossed. And she'll do so with her back slightly towards you. And that difference of but a few degrees is enough to make the histrion experience that they're really in the doghouse."

— Level designer Amanda Jeffrey[10]

Elizabeth was more scripted originally.[11] The team tried to ensure she would almost always be on screen, while at the same time ensuring she didn't arrive the way of the player.[xi] The developers made a "Liz Team" group, in charge of the character and dedicated to populating the world with objects for Elizabeth to interact with, which was claimed to be led by either Amanda Jeffrey or John Abercrombie (who besides did the AIs of the first BioShock).[eight] [nine] In lodge to properly react to things, Elizabeth had to have emotions.[10] Some of her scripted animations had to exist cut, as they were coming off besides like to Rapunzel from Walt Disney Pictures' Tangled.[13]

Designing Elizabeth proved very hard, and repeatedly the squad wanted to simply cut her.[xiv] Troubles included expressing her childlike curiosity, making her act with a believable sense of horror to Booker's more violent deportment, while keeping her out of the thespian's way.[fourteen] Similar problems were had with the Large Daddies, with the squad beingness unsure what to do with them.[14] Despite this, her part in Infinite "deepened" as evolution progressed, due to the team liking the character. This led to her becoming more of a partner, and she gained boosted abilities such equally being able to lockpick doors inside gameplay (originally a one-time event).[fifteen]

In the second episode of "Burying at Sea", Elizabeth becomes the role player character. Being more of a thoughtful grapheme than Booker, her gameplay focuses more than on strategy and avoidance of direct combat, more like a survival horror game.[7] It was important that Elizabeth did not feel just like Booker "in a apparel".[7] Jeffrey noted that Elizabeth was the main character of Infinite and Rapture the principal graphic symbol of the first game, and then "Burying" involved "our 2 leading ladies playing contrary each other".[iii] Pb animator Shawn Robertson felt that Elizabeth'due south presence helped necktie Rapture with Space.[3] In a 2016 interview, Levine contrasted Elizabeth to most of the other characters he created for the BioShock series; many of these characters had been oppressed and afterwards once freed of that oppression, became oppressors themselves, simply Elizabeth was written to break this bicycle of oppression.[16]

Design [edit]

Early faceless concept art played with posture and her costume.[2]

Numerous concept fine art was made for the character.[ii] Early sketches tried different ways to portray her personality through posture and clothes, using the "clean, bright, and iconic" costumes of comic books every bit inspiration.[two] Different art explored Elizabeth at all unlike ages, and varied her in demeanor, disposition, and wait.[2] Artists also experimented with the design for a "more aloof, princesslike" version of the character.[two]

Elizabeth has a "stylised and 'hyper-realistic'" advent, meant to allow the player to see her body motions and expression easily from a distance.[17] Elizabeth's original Gibson Girl appearance had a normal-looking confront, having normal facial feature proportions and using motion capture for her expressions.[17] This was changed to hand-keyed animations and a more exaggerated expect when playtesters ceased to detect her over other parts of Space.[17] In lodge to course an emotional connectedness with the character, players had to "come across what she [was] thinking at all times".[17] Hand-keyed animations also immune them to change expressions to fit with changes or current ideas, rather than being stuck with motion captures shot months agone.[17] For the exaggeration, inspiration again was taken from comic books as well as animated films, and Irrational's artists studied archetype animators' works to run into how they portrayed emotion.[ii]

Other elements that needed to modify in order to stand up out were her silhouette, and her color scheme took on an almost 2-tone wait.[xviii] Levine was disappointed in the online community's mainly focusing on her breast size and breast, believing people should exist more interested in her equally a person rather than her appearance, and considered the expressive eyes the virtually of import part of her design.[xviii] Artists such as Claire Hummel helped work on her wearing apparel, intended to wait "age-appropriate" and plumbing equipment for 1912.[xix] Her choker had many variations tried before they finalised it as a "more simple, elegant" one.[two]

Elizabeth's design was modified for Burial at Body of water. Prerelease materials showcased her new more than mature pattern, with ane shot having multiple angles to help any cosplayers who wished to clothes upwards as the character.[twenty] [21] Elizabeth's femme fatale appearance was inspired past approximately 7 different people of the era, including actresses Rita Hayworth, Lauren Bacall,[22] and Veronica Lake.[23]

Portrayal [edit]

Courtnee Draper voices the character. Levine commented that Draper was able to both capture Elizabeth's enthusiasm and night background.[x] Levine, Draper, and Booker'southward voice actor Troy Baker worked collaboratively, and would talk well-nigh scenes and improvise new lines.[24] Though Baker was more experienced in game acting, Draper had appeared in very few, offering a perspective Levine considered an advantage.[24] Draper has said she would be interested in playing Elizabeth once again if a BioShock motion-picture show were always made, and had talked to Levine almost it.[25]

Motion capture was done past Heather Gordon, who oftentimes had to rely on her imagination when performing, beingness in an almost empty room. Elizabeth had to do numerous physical acts that Gordon would not do in her everyday life.[10]

Russian cosplayer Anna Moleva (right) had recreated the graphic symbol of Elizabeth (left) then accurately that Irrational hired her to be their live-action Elizabeth.

Russian cosplayer Anna Moleva was brought on to be the "official face" of Elizabeth for the box comprehend, fundamental fine art and an advertisement, afterward developers saw her apparel upwards as the grapheme, citing her dedication and resemblance to the grapheme. Moleva had been a fan of the BioShock franchise, simply before seeing Elizabeth's final pattern hadn't found many cosplaying possibilities for it. Levine contacted her on Facebook with an offer, before telling her to become in impact through e-mail.[10] Moleva was told to sit down all the same and pull various faces, which were then scanned into a computer.[10]

Appearances [edit]

BioShock Space [edit]

At the start of Infinite, set in 1912, Booker DeWitt is sent to Columbia by the Lutece twins to recover Elizabeth, claiming that they will wipe away his debts with her return. Booker is quickly discovered as the "Simulated Shepherd" that will accept the Lamb away, and is assault past Comstock'due south troops. Booker frees Elizabeth, and both narrowly avert an attack past Songbird that destroys part of the statue. As Elizabeth accompanies Booker, she discovers that her abilities to find and manipulate tears has become stronger, and uses that to help Booker fight through Comstock's troops.

Elizabeth is initially doubtful to Booker's intentions, but comes to trust him over the other residents of Columbia. When trying to track downwardly a human that reportedly holds a central to helping them escape, they discover the human being already dead; Elizabeth uses her powers to pull them into an alternate reality where the man is still alive, simply this has unintended side effects that others around them suffer from nosebleeds and mental anquish, and Elizabeth becomes fearful of her abilities. They eventually board an airship to escape, simply it is brought aground in Columbia past Songbird who kidnaps Elizabeth. Booker gives hunt, but is pulled into the future of the 1980s by an elderly Elizabeth. She shows him that without his rescue, she will become like Comstock, inheriting the urban center and using it to lay waste matter to the surface world below. Before assuasive Booker to render to his fourth dimension, the future Elizabeth gives him a message to give to "his" Elizabeth to help her command Songbird and let them to escape.

Booker frees Elizabeth from an observation laboratory and the two brand their way to face Comstock. Along the way, they acquire that Elizabeth has been kept under command of the Siphon, a auto built by the Luteces into the statue to nullify her tear powers; they also larn that Elizabeth is not Comstock's biological daughter, though oddly shares his genetics, and Comstock had attempted to kill his wife and the Lutece's to hide this conspiracy. They reach Comstock and Booker confronts him most Elizabeth'south identity. Comstock says Booker already knows and the reason for why Elizabeth wears a thimble in place of a finger. Booker kills Comstock in anger, but Elizabeth calms him down and tells him they need to finish destroying the statue and the Siphon to fully realize her powers. They do then by controlling Songbird, simply when Songbird turns on them, Elizabeth transports them to the underwater city of Rapture, where Songbird is destroyed by the exterior h2o pressure level.

Elizabeth guides Booker to the bathysphere lighthouse, revealing she can now meet all possibilities based on choice as evidenced by an infinite number of lighthouses they can see. Elizabeth explains the nature of pick to Booker, revealing that Booker and Comstock are the aforementioned person: in ane reality, Booker ran abroad from a baptism ceremony after his atrocities at the Boxing of Wounded Knee, while in another, he accepted it and became the religious Comstock. Elizabeth reveals she is also Booker's daughter, Anna DeWitt, who Booker had sold to the Lutece twins to pay off gambling debts. They in turn were working for Comstock, who needed a blood heir for Columbia, having been rendered sterile by the twins' reality-warping experiments. Booker afterward had a change of middle and chased down the Luteces as they stepped through a Tear, severing the tip of Elizabeth'southward finger which gave her the awareness of multiple realities. Elizabeth asserts that in that location has been an endless cycle of Bookers and Comstocks, and the just way to cease this is to destroy the creation of Comstock; she takes Booker to the site of the baptism and drown Booker with the aid of dozens of other Elizabeths from other timelines. The Elizabeths brainstorm to wink out of existence, with the game fading to black on the one throughout the game.

Burial at Sea [edit]

"There were some Columbia ideas we kicked effectually, only I think we also got to the signal where nosotros felt like that was the story that nosotros had just told. We had told it to the extent we wanted to tell information technology. But I had this image in my head of this moment in this detective's office, Booker's office. Elizabeth walking in dressed like Veronica Lake. And I simply fixated on that." — Ken Levine[23]

In Burial at Sea, Elizabeth approaches Booker – in this reality, a individual detective in Rapture – to assistance them find a missing girl named Sally. They trace her whereabouts to a derelict department store, during which Booker suffers flashbacks to his baptism, but unable to explain them. When they finally discover Sally, they find she has been changed into a Picayune Sister, and Booker suffers more than flashbacks, recalling his daughter Anna, earlier becoming aware of his true nature: he had been 1 of the Bookers that became a Comstock, but in his effort to become Anna from another Booker, she was killed. In his remorse, this Comstock reverted to his birth name of Booker DeWitt had the Lutece twins transport him to Rapture, a reality where neither Anna nor Columbia existed. Elizabeth makes sure that Comstock is killed by a Big Daddy before she passes out.

When she comes to, she finds Atlas has Sally and demands she help them escape the store to render to Rapture in exchange for her. As she sets out to do this, she is guided by visions of Booker, and later learns that she herself had died earlier in Rapture; she made a deal with the Lutece twins to combine all her quantum selves and memories of future time into i mortal body to return to this place at this time to rescue Sally, effectively leaving all alternate versions of herself in their own respective universes. She struggles with this, and further learns that Dr. Suchong of Rapture had worked with Jeremiah Fink from Columbia to collaborate on engineering science. Suchong forces her to briefly return to Columbia via a tear to obtain a Lutece particle that will heighten the sunken Rapture building, where she further learns that the Luteces had convinced Daisy Fitzroy to threaten Fink'south child to brand Elizabeth kill her as to mature her. She returns and amid an attack by Andrew Ryan's men, completes the task. Atlas launches his war against Ryan and tortures Elizabeth in an attempt to excerpt the location of his "Ace in the Hole". In a flash of panic, she is able to remember the location, and Atlas makes her go retrieve it. The Ace is revealed to be a piece of newspaper with a coded message. She willing gives it over to Atlas knowing that he plans to kill her, but is privy to one last memory from before - that of seeing Jack on the plane that would crash nearly Rapture, and the annotation containing Jack'due south trigger phrase "Would y'all kindly". Atlas uses this to kickoff his last attack and fatally strikes Elizabeth'south head one last time. Elizabeth dies holding Emerge's hand, smiling in knowing Jack will soon come to help the children of Rapture escape the violence.

Promotion and merchandise [edit]

Prior to the release of the game, Elizabeth was widely publicised and reported in media, and Elizabeth (along with one of the "Boys of Silence" enemies) plastic figures were created, produced by NECA.[26] The second of Space 's "Truth from Fable" trailers – both designed to await similar old documentaries – details both Songbird and "the Lamb of Columbia", showcasing more of the character and her past.[27]

A lithograph of 1 promotional artwork, featuring Elizabeth and Songbird, was also released, alongside other lithographs.[26]

Reception [edit]

Before the game was released, Nicole Tanner of IGN, although initially offput past her big cleavage, praised her realistic personality and the idea of bringing more realistic female person characters into games. She also felt the relationship between her and Songbird was "i of the well-nigh complex [she'd] seen explored" in gaming.[28] In a comparison between Dishonored and Infinite, Kotaku 'southward Kirk Hamilton compared Elizabeth and Emily in "The Girl" category, preferring Elizabeth, proverb she "moreorless WAS BioShock Infinite" and praising her believability.[29] IGN 's Beyond! podcast compared the character to The Last of Us 'southward Ellie, noting their like roles but markedly different personalities.[xxx]

Courtnee Draper was nominated for "Best Voice Actress" for her office as Elizabeth in the Fasten VGX 2013 awards,[31] and was nominated for "Best Performer" in the 10th British Academy Video Games Awards,[32] but lost to Ashley Johnson every bit Ellie in both cases.[33] [34] Draper and Baker together both won the "Best Song in a Game" award, for the moment in Infinite where Booker begins playing the guitar and Elizabeth sings "Will the Circumvolve Be Unbroken?".[33] Elizabeth was nominated for "Best New Character" in Hardcore Gamer's Game of the Year Awards 2013, though again lost to Ellie.[35] In addition, she was nominated past Destructoid every bit "Best Character", losing to fellow Infinite characters the Lutece Twins.[36]

Her implementation every bit an AI partner for the actor-controlled Booker was described by GamesRadar 's Lucas Sullivan to be "downright ingenious",[37] and was stated past Fitch and McCaffrey to be the main aspect that separated Infinite from its predecessors.[38] [39] Likewise from Kotaku, Patricia Hernandez commented that Elizabeth felt more human than the actor themselves, and her liveliness fabricated other characters seem "expressionless past comparison".[40] Special praise was given not only to Elizabeth'south ability to accept care of herself in combat, but also for actively assisting the player past finding ammo and wellness, and opening tears.[37] [41] Not all commentary was positive, however. Matt Bradford, once more from GamesRadar, listed the lockpicking on a list of "biggest nitpicks" with Infinite, criticising the inconsistency between her always cheerful or cocky lockpicking lines and current mood.[42] fleck-tech 's Edward Chester criticised Elizabeth's interrupting, pointing out how she never mentioned she was picking ammo upwards, would throw coins during voxaphone listenings and mid-fight, and how she would merely start talking after large moments rather than regularly. Chester likewise criticised the inconsistency well-nigh whether the tears were a "strain" on Elizabeth or not.[43]

Praise was given to the character's ability to invoke emotions. Sullivan stated that Elizabeth felt similar "a friend,"[37] with McCaffrey adding that she "provides motivation and moves the story forwards," and felt that her presence in the story added "emotional depth", something he believed the first BioShock lacked.[39] Several reviewers praised Elizabeth's relationship and interactions with Booker, believing that they formed the core of Infinite ' s story,[44] with Mikel Reparaz of Official Xbox Mag explaining "the evolving coaction betwixt her and Booker is the heart and soul of what makes BioShock Infinite such an involving, memorable feel."[45] Rock, Paper, Shotgun 's Alec Meer listed the relationship between Elizabeth and Booker every bit one of ten "intrigues" he was unable to fit into his main review of the game, noting how despite needing to be rescued in the game a few times, "ultimately she is the i with power, both emotionally and science-fictionally."[46] Game Informer 's Kimberley Wallace listed Booker and Elizabeth every bit one of 2013's best gaming "duos", crediting Elizabeth'south ability to make Booker question things.[47] In 2016, Glixel staff ranked Elizabeth the 40th nigh iconic video game character of the 21st century, and the backstory backside her missing little finger her most "iconic moment".[48]

Legacy [edit]

Jonathan Nolan, co-creator of the Westworld television serial, said that BioShock Infinite was a major influence on Westworld, in particular with Elizabeth as the basis for the lead graphic symbol Dolores Abernathy.[49]

Notes [edit]

  1. ^ Birth full name: Anna DeWitt

References [edit]

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  49. ^ Riesman, Abraham (October 9, 2016). "How BioShock Infinite Helped Jonathan Nolan and Lisa Joy Create Westworld". Vulture . Retrieved December 12, 2019.

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Source: https://en.wikipedia.org/wiki/Elizabeth_(BioShock)

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