aboard Columbia since a baby. She is claimed to be the daughter of Father Comstock, the founder of Columbia, and heralded as the proverbial Lamb that will inherit the city. She has been kept under observation in a well-furnished cell within a large statue of the female personification of Columbia, using her time in captivity to become well-read and to learn practical skills like lock-picking and cryptography. She is aware of the existence of tears in the fabric of space-time within Columbia and has limited ability to manipulate them. Her captivity is maintained by Songbird, a mechanical robot-like bird creature. 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. This conflict was partly based on Ken Levine's personal experiences. Levine once 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. He highlighted the difference between the two, "Elizabeth is trying to get free", but still drew a connection between them. Elizabeth is "the most critical of the game's visual icons", being constantly a companion to the protagonist. No longer being recently out of the tower, Elizabeth's character is slightly different in Burial at Sea, being "older, wiser and more confident". The DLC, taking place in Rapture from the first BioShock games, is evocative of film noir with Booker becoming the private detective and Elizabeth the client and femme fatale. Elizabeth's arc in the DLC continues on from her one in Infinite. She is still aware of the events in the main game, and has an understanding of the various universes she can visit and the so mentioned "constants and variables" she is aware of. Development Creation The idea for a character like Elizabeth came about due to both System Shock 2 and BioShock being "solitary experiences", due to other characters either being behind glass or dead. Having Elizabeth to bounce off the player helped reduce the sense of "[re]treading water". An A.I. character was decided on as the developers felt it had not been done well since Half-Life 2s Alyx Vance. Ken Levine's, creative director and lead writer on BioShock Infinite, described Elizabeth as the "emotional center" of Infinite. BioShocks Big Daddies and Little Sisters provided the groundwork for the A.I. Earlier versions of Elizabeth were mute,