in part due to anxiety in making her "work", being more of a "Gibson Girl". The player character, Booker DeWitt, would also be mute, and so conversations between them would be non-existent. One of the reasons this was changed was to allow more freedom to the player (rather than having her grab Booker to point at things) and to allow her to have a presence even when off-screen, in addition to giving her more personality. Another change made was to Infinites beach scene, due to negative reactions to the character. Originally, she just left Booker after 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. Elizabeth was more scripted originally. The team tried to ensure she would almost always be on screen, while at the same time ensuring she didn't get in the way of the player. The developers made a "Liz Squad" 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 also did the AIs of the first BioShock). In order to properly react to things, Elizabeth had to have emotions. Some of her scripted animations had to be cut, as they were coming off too similar to Rapunzel from Walt Disney Pictures' Tangled. Designing Elizabeth proved very difficult, and repeatedly the team wanted to simply cut her. Troubles included expressing her childlike curiosity, making her act with a believable sense of horror to Booker's more violent actions, while keeping her out of the player's way. Similar issues were had with the Big Daddies, with the team being unsure what to do with them. Despite this, her role in Infinite "deepened" as development progressed, due to the team liking the character. This led to her becoming more of a partner, and she gained additional abilities such as being able to lockpick doors within gameplay (originally a one-time event). In the second episode of "Burial at Sea", Elizabeth becomes the player character. Being more of a thoughtful character than Booker, her gameplay focuses more on strategy and avoidance of direct combat, more like a survival horror game. It was important that Elizabeth did not feel simply like Booker "in a dress". Jeffrey noted that Elizabeth was the main character