According to Irrational Games user experience specialist Bill Gardner, out of all the things in BioShock Infinite the team is most proud of its’ work on Elizabeth. Gardner says the team over at Irrational Games spent a lot of time and effort getting Elizabeth just right, in hopes of players forming a connection with her. The team wanted to create an emotional attachment between Booker and Elizabeth that would help the story innovate in ways that many games don’t these days.
Gardner went on to say that the transformation of Elizabeth from the start of the game to the end is what he is most proud of. The team was worried about not getting Elizabeth right, and that they were very well aware of the uncanny valley but the team was drawn to the challenge. There was a lot of time spent just on her eyes, not just on their appearance but on how they move and “track people”.
In the end, Gardner says that he and the team think people will get “emotionally invested” in Elizabeth an become attached to her character. Personally I am still a little skeptical of the game, and especially Elizabeth; most players hate escort missions so having an entire game where you escort a character around can be development challenge.
Very few games are able to pull this off; two of the better ones that come to mind are ICO and Enslaved: Odyssey to the West. Hopefully BioShock Infinite can live up to all the initial hype the game generated after the 2011 E3 demo, and luckily we won’t have to wait much longer to find out as the game will be released in just a couple weeks.