MadMaxHellfire
Arcane
silly or unnecessary plot? it's ok. retarded? no. never. especially in science fiction, is the worst capital sin possible.
Thanks for this post. I was toying with the idea of playing it again to see if it was as poor as I remembered. Good reminder it's not worth the time.Having just completed Infinite I can say for sure that the game would have been much more enjoyable if it were utterly broken from ambitious design than the empty polished turd that was delivered.
Thanks for this post. I was toying with the idea of playing it again to see if it was as poor as I remembered. Good reminder it's not worth the time.Having just completed Infinite I can say for sure that the game would have been much more enjoyable if it were utterly broken from ambitious design than the empty polished turd that was delivered.
This is what you get when you live your life as an online service. You all wanted your automatic updates, you wanted your cheevos, you wanted your shelves free of that "antiquated" physical media, well you got it. And until authorities start cleaning up and regulating the Wild West that is the IT industry's "licensing" model (any day now, guys, it's right up there with Star Citizen's launch date), you're gonna keep getting it, and you're gonna get whenever they want it and in every hole they want it. You might wannaNow with surprise DRM mechanics: https://steamcommunity.com/games/BioShockInfinite/announcements/detail/3335500006865769805
I didn't like DXHR for various reasons.Given some of your (correct IMO) complaints about BI I'm a bit surprised you preferred it to DXHR.
I restarted Infinite a few months back, but ended up uninstalling after about 20 minutes.
My main gripe was that the encounters are so heavily telegraphed and repetitive that it becomes boring quickly. I was using the same tactics for about 90% of the game (spam the completely busted crow ability.. profit). The story is bad as you say, but if the gameplay was good then it could at least have had something going for it.Main problem of Bioshock Infinite is that they abandoned any pretense of making a game that played like you were walking on a real place, it is basically a cinema set where you are the camera man following the main character, Elizabeth AND after all that, to add salt to the injury, the very story they sacrificed so much to tell is a complete dog turd that fail even the basic logic tests of a normal human being.
Actually, I'd say Infinite's biggest failure is the lack of failure. Catchy take?Main problem of Bioshock Infinite is that they abandoned any pretense of making a game that played like you were walking on a real place, it is basically a cinema set where you are the camera man following the main character, Elizabeth AND after all that, to add salt to the injury, the very story they sacrificed so much to tell is a complete dog turd that fail even the basic logic tests of a normal human being.
What you said is made much more patent about the game design priorities when you remember Elizabeth was meant to be a mute and that an important part of the game was dedicated to try to guess what the fuck she was trying to communicate. Even in the version of the game that had her closer to what we finally saw, she was pretty active in combat, not just a walking medkit. Ken Levine ruins everything in the end.Actually, I'd say Infinite's biggest failure is the lack of failure. Catchy take?Main problem of Bioshock Infinite is that they abandoned any pretense of making a game that played like you were walking on a real place, it is basically a cinema set where you are the camera man following the main character, Elizabeth AND after all that, to add salt to the injury, the very story they sacrificed so much to tell is a complete dog turd that fail even the basic logic tests of a normal human being.
Here's the thing, in spite of the game's many inadequacies, it managed to sell me on the Disney princess thing. The gameplay was utterly shit, but I set it to easy mode and decided to soldier on to see what the story was about. Around the same time, I played The Last of Us and I couldn't help but compare two minor pieces of feedback - Ellie's (admittedly systemic) reaction to the protagonist murdering people amounting to "Shit, Joel!" versus Elizabeth's setpiece when she first witnesses Booker shooting those disguised tellers. That latter scene sold me Elizabeth, even knowing it was all scripted as I gave chase with her calling me a monster and screaming for me to leave her alone. It was a beautifully human reaction, the sort that videogames often gloss over, and I wanted to believe.
But Ken had other ideas. Because you quickly become aware and accept that Elizabeth is effectively invulnerable. It makes sense, escort missions are atrocious and you wouldn't want to make an entire game into one. At a narrative level, however, you can still contextualise Elizabeth's situation in that she's only safe as long as you, the protagonist, are there to protect her and lead her out of Columbia. Except Ken can't let go of his Vita Chamber obsession and you soon also discover that when you die, instead of respawning in a glass jar, you respawn in a corner with Elizabeth pulling you to your feet.
So... Elizabeth is safe as long as Booker is around. And Booker's safe as long as Elizabeth is around. Convenient and perfectly circular. So the game has no fail state and I don't need to give a shit about any of it, right? Levine, in his tedious crusade against the Load button, managed to use gameplay to torpedo the narrative that he sacrificed gameplay for in the first place. In eschewing failure, Levine managed to achieve the ultimate failure, and it's truly inspiring.
Interesting, I didn't know that. Levine seems to have this design tendency of if you can't model it with verisimilitude, don't model it all, but it's kind of hit-or-miss. Yeah, human behaviours and conversations might be difficult to make believable, but absolutely everyone in Rapture being a fucking lunatic who attacks you on sight wasn't an improvement.What you said is made much more patent about the game design priorities when you remember Elizabeth was meant to be a mute and that an important part of the game was dedicated to try to guess what the fuck she was trying to communicate. Even in the version of the game that had her closer to what we finally saw, she was pretty active in combat, not just a walking medkit. Ken Levine ruins everything in the end.
Elizabeth even looked different.Interesting, I didn't know that. Levine seems to have this design tendency of if you can't model it with verisimilitude, don't model it all, but it's kind of hit-or-miss. Yeah, human behaviours and conversations might be difficult to make believable, but absolutely everyone in Rapture being a fucking lunatic who attacks you on sight wasn't an improvement.What you said is made much more patent about the game design priorities when you remember Elizabeth was meant to be a mute and that an important part of the game was dedicated to try to guess what the fuck she was trying to communicate. Even in the version of the game that had her closer to what we finally saw, she was pretty active in combat, not just a walking medkit. Ken Levine ruins everything in the end.
Still, it was definitely a case of writing justifying a design limitation, Levine just didn't want to bog himself down with "social" gameplay, instead opting to dispense all the character drama at a non-interactive level, with radio and audio logs, like in SS2 before. It chafes a bit more though, because splicers aren't mind-controlled mutants and we do see them working in groups, meaning they retain some level of human relational ability. I get it, Bioshock's a shooter so you shoot things, but the whole "why can't I talk to the monsters?" meme does tickle something in the back of your head in this case.The bit with everyone on Rapture being mad makes a bit more sense though. The city was in ruins, and everyone who was there was damaged beyond any sort of help due to the consumption of not-crack.
Elizabeth even looked different.