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Bioshock Infinite - the $200 million 6 hour literally on rails interactive movie with guns thread

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
If project eternity/wasteland 2/numenera had 200 million$... heaven would open on earth.

No. The end result would be horriturd beyond any imagination. Megabudget titles are never good.
 

xemous

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so is 1999 mode available on the pc version of the game immediately or must u complete it first??
 

dnf

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^Yet with all that it's a 10 hours gaming experience.:decline:
If project eternity/wasteland 2/numenera had 200 million$... heaven would open on earth.
Ken dismissed this claim on twiter.
 

Tommers

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They gave it a 10/10 but it took him 13 hours to complete.

And the dying system sounds almost as bad as it was in Bioshock.
 

dnf

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Not defending the game but lenght =/= quality. Seeing oldtimers sperging this argument is facepalm worthy. Just see Tetris.
 

skacky

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According to a french review website (GameKult), the 1999 mode is nothing more than a more difficult hard mode with more HP for the enemies, less HP for the player, the ability to resurrect is still there and there are no quest indicators, and less money available. And that's it. There goes my purchase.
 

sea

inXile Entertainment
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She never gets in your way, and while it becomes apparent from time to time that she is being subtly teleported around out of sight to fit the circumstances of your behaviour, you dismiss any sense of her artificiality as quickly as you would deja vu.
REVOLUTIONARY AI. Funny, in any other game they'd bitch about teleporting AI characters, but this one? It's art!!1

The fact that you come to take Elizabeth's unlikely existence for granted is one of the strangest and most brilliant things about BioShock Infinite.
She's called "Alyx Vance" and you saw her 10 years ago in another game, that's why.

And if she ever disappears from view for than a few moments, you miss her. You miss the way she tosses you items as you explore and fight - a quick swivel in her direction at the touch of a button to be met with the perfect arc and swoosh of her throw - and the conversations you have as she picks locks or rides an elevator with you.
BioShock Infinite is actually a complex deconstruction of the frivolities of American consumer culture, subtly pointing out how our love for others is premised upon our own selfish desires. :obviously: Ken Levine, you've done it again!

Fans of the loosely corralled cross-developer Shock dynasty may be surprised how much less ground there is to cover than there was at the bottom of the ocean, with only a few sections that bulge with detours and alternative routes. It's so pronounced, in fact, that there's no need for a map or dedicated save/load system, so F6 and F9 get the day off in favour of autosaves.
In other words, "it's a super-linear modern first-person shooter, cut up into cutscenes and checkpoints, and the quest compass stops you from getting lost, ever."

Enemies lack the kind of inspiring artificial intelligence that makes firefights in Halo so distinctive, but Infinite soon establishes its own feel and it works. Sprinting and flying around the environment, spitting vigors while cocking a shotgun and reloading as I ran enemies through minefields of tornado and fire traps - Elizabeth out of danger but never far from my side - battles became something I looked forward to as much as the next rummage through an abandoned side street full of secrets.
This is code for "enemies are dumb and don't have many interesting abilities and behaviors, but because there are cool guns and powers, you're not supposed to notice as you mow them down with your arsenal of impunity."

At one point a central character remarks, "Perception without comprehension can be dangerous," and it sticks in your mind; this is a story of how the wrong idea can really go a long way.
BioShock Infinite: tired platitudes are art!

You can still expect to be sat around tables with your friends arguing about it, too - how did that really happen, how does that work with that - and whether you saw particular moments coming. And as soon as you finish it the first thing you want to do is start again so you can test the game against its own internal logic. You'll find it holds together remarkably well; you'll be amazed that they pulled it off.
I don't even know what the fuck this means. If the game is totally linear then what is there new to see, other than powers and guns you didn't use yet?

Most of all, though, you'll be amazed that Elizabeth works. To begin with, you imagine she will be someone who tags along behind you as you plunder Columbia for loot and scraps of bonus narrative, but her AI is such that you often find her running in front of you, anticipating where you want to go. It's a great trick, but it's also symbolic, because by the end of the game you realise that you are not the main character in any real sense. She is. She always has been. She always will be. It's her journey. You're just along for the ride. Still: what a ride.
No wonder Eurogamer liked it so much, it truly is the greatest game of this generation. :smug:
 

agentorange

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Codex 2012
She's called "Alyx Vance" and you saw her 10 years ago in another game, that's why.

This in particular has been bothering me. Everyone is acting like this is some revolutionary thing, to have a not terrible character tag along with you throughout a game. Hell, even Resident Evil 4 did it, and in that one you could tell Ashley to hide and stuff. And Haunting Grounds had a helpful dog that followed you throughout the game, and you could send it around to solve certain puzzles and distract enemies. But none of them threw health packs at you or had a huge rack, so no emotional connection.
 

sea

inXile Entertainment
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Will you be doing a review of this sea?
Not RPG enough to cover. Unless I buy it myself or pirate it and then write up on it just for fun, but I find myself pretty unwilling to do that right now.
 

dnf

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She's called "Alyx Vance" and you saw her 10 years ago in another game, that's why.

This in particular has been bothering me. Everyone is acting like this is some revolutionary thing, to have a not terrible character tag along with you throughout a game. Hell, even Resident Evil 4 did it, and in that one you could tell Ashley to hide and stuff. And Haunting Grounds had a helpful dog that followed you throughout the game, and you could send it around to solve certain puzzles and distract enemies. But none of them threw health packs at you or had a huge rack, so no emotional connection.
And here i thought this only happens with 20 year old PC Rpgs... I guess this selective amnesia is cyclical with game journos.

According to a french review website (GameKult), the 1999 mode is nothing more than a more difficult hard mode with more HP for the enemies, less HP for the player, the ability to resurrect is still there and there are no quest indicators, and less money available. And that's it. There goes my purchase.
So, just like COD then? meh...

Not RPG enough to cover. Unless I buy it myself or pirate it and then write up on it just for fun, but I find myself pretty unwilling to do that right now.

What is your rpg-o-metric?
 

Tommers

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Not defending the game but lenght =/= quality. Seeing oldtimers sperging this argument is facepalm worthy. Just see Tetris.

I don't understand your point. What about Tetris?

And yes length does not necessarily equal quality, there are plenty of games out there that are shit for a really long time, but 13 hours is about 3 nights of playing after work. Even if you play it twice to "check the internal logic" then you'll be done in less than a week, and that's if you've got a full time job.

Maybe "1999 mode" (which Tom didn't want to punish himself with) will mean you play it for maybe an extra weekend before you take it out and never touch it again.
 

dnf

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I like how the Eurogamer guy beat the game on Normal, tried 1999 mode, gave up in frustration, and then decided to give 10/10 anyway.
Fixed. its really a sorry state that these sad fucks can't judge game balance.
 

dnf

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Not defending the game but lenght =/= quality. Seeing oldtimers sperging this argument is facepalm worthy. Just see Tetris.

I don't understand your point. What about Tetris?

Good and short casual game. There is lots of good games that are 1 hour long. Not every game needs to be ARMA. That's not the case with Bioshock who tries to be a ambitious game, but typing a one liner just focusing on the game lenght is stupid.
 

Tommers

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Good and short casual game. There is lots of good games that are 1 hour long. Not every game needs to be ARMA. That's not the case with Bioshock who tries to be a ambitious game, but typing a one liner just focusing on the game lenght is stupid.

Well, except that Tetris doesn't have an end.

And this is a completely different type of game.

Apart from that though, I agree with you.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Tom Bramwell said:
Shitman Derpsolution - 7/10
Rage - 8/10
Bioshock 2 - 8/10
Fable 3 - 8/10
Assassins Creed 3 - 9/10
Assassins Creed 2 - 9/10
DX:HR - 9/10
Spore - 9/10
Far Cry 3 - 10/10
Mass Effect 2 - 10/10
Grand Theft Auto IV - 10/10

:M
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
It took me 13 hours to finish the campaign on its regular difficulty setting. Finishing it on any setting unlocks 1999 Mode, where enemies are much tougher, your navigational aid is removed, and resource management is much more important to survival. Suddenly all those health items in bins and barrels start to make sense.​
When you die in BioShock Infinite, you are brought back to the life but you lose some money and local enemies regain some of the health you've taken off them. One of the reasons 1999 Mode is so much more difficult than any other setting is that dying often uses up all your money and then you can't respawn, so you're sent back to the main menu and have to resume from your last autosave prior to the section where you died.​
A certain class of gamer will probably adore 1999, but it was too much for me. I was content to replay the game on the setting I finished it on - I wanted to experience it again but felt no need to up the ante.On the subject of death in BioShock Infinite, I died a few times on my way through the game but, interestingly for a game set in the sky, I never once fell to my doom.​

:lol:

Forced to load autosave. I guess making a challenging mode on a win-for-all game will always inevitably fail.
 

Ermm

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Nice to see all the 10s pouring it.

But seriously, 200mil $ for a 13 hour FPS? Serious?

Mind = Blown.
 

dnf

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Ken said its not 200 mil. but he didn't say the real budget :troll:
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
He's not taking into account the total amount of moneys used for kickbacks and bribes.

Meanwhile, Reddit is compiling a list of BS:I reviews, and among then are some total gems of idiocy:

What is this feeling called when you almost feel like crying about how brilliant the work of developers and story tellers has been translated into this beauty of a game? It's like an artistic sentiment. Crying about artistic beauty. Maybe frisson? I don't know but I am much more than impressed.

The rest is too sickening to quote.
 

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