Irrational Games is aware of the word-of-mouth which has been spreading over the latest BioShock Infinite gameplay footage which premiered at this past weekend's VGA show, specifically concerns over what appeared to be some rather haphazard AI (artificial intelligence) for enemies who just stand there and soak up the hits. Lots of hits, in fact.
Level designer Shawn Elliott reassures that Irrational will have no plans to make BioShock Infinite into some Call of Duty-style shooter "where you aim at his head and you click a button once and he’s dead and it doesn’t matter because a million more are just going to keep coming that basically work in the same way."
He explains that the in-game sequences in question just happened to be catching some enemies while they're distracted by something really important offscreen other than the player's character DeWitt. Players should expect enemies who actually know you're there to be more attentive to doing typically bad things to you.
Elliott also touched on how the "bullet-spongey" nature of enemies will be a result of the "prolonged combat narrative" which BioShock Infinite looks to forge in the later parts of the game; simply put, by pitting you against tougher enemies which you'll need to use all your skills and powers against.
Meanwhile, BioShock Infinite's release has been pushed back by a month to March 26th 2013 in order to give the developer a bit more time to tweak it to taste.