BioShock Infinite Review: A Head in the Clouds

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Jaeke

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Susan Arendt said:
ccdohl said:
Susan Arendt said:
ccdohl said:
I didn't like the other two, but this looks good. Do I need to have played the others?
But you should play BioShock (the first one, anyway) because it is brilllllllllyunnnnnnnt.
I've heard. I actually started it, but I was put off by how the little booths would just bring me back to life over and over again when I died. Maybe I should just blaze through it on easy for the story.
Be aware that Easy is *very* easy for anyone with decent shooter skills. You could alternatively crank it up to Super Duper Incredihard if you want more challenge. But either way, yes, the story is definitely worth it, but fair warning - the final section of the game is pretty bad.
You scared me Susan, I thought you were talking about BioShock:Infinite for a second. My keyboard was about to feel weight of angry fanboy fingers (which I think might be the heaviest thing on Earth).

But to the OP, I actually got around that in the BioShock games, and even the new one, by forcing myself to restart at checkpoint everytime I died.

I too was kinda put off from the original game about the Vita-Chambers. On one hand I like it doesn't break narrative flow but also it makes the game seem a little hollow considering the main character is practically immortal.

(Infinite's ending doesn't disappoint btw.)
 

Jaeke

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Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
It's actually a genius way of weighing your moral disposition narratively without exploiting gameplay linearity for your choice but also (without spoiling anything specific) eventually has weight in the narrative.
 

Soak

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Ok, finished...
And i have to say, i have very mixed feelings about this. It is a very good game, but i can't understand how you can praise it without pointing at any of its many, many flaws!

What i see when i play it:
Gameplay-wise, Infinite is an improvement from Bioshock (and 2), yes, because the additional elements make it more engaging, more fluent and exciting. But on the other hand, they transported about every flaw from the previous ones and that i simply can't understand! The game is "imbalanced" as fu**, considering loot is mostly random and while the places you get gear are fixed, what you actually get is randomized as well. And this makes for awkward situations from the start: Why would i have any interest in gear that gives me a malus on something i prefer over another thing (gear that would increase aimed shots, but decrease unaimed "shots from the hip", one of the few with an actual malus) but i couldn't take it off, because i simply had no other piece for that slot for a huge portion of the game - while in another slot i had a piece which practically would make me invulnerable close to any sky-hook devices! Half the game i did nothing but mount those devices and jump in the faces of my enemies, simply because i could do so unpunished. So later i would simply go for all out melee combat, just because all the gear i got saw fit to it and make me close to invincible. That i simply call balance issues and while Infinite has somewhat more rounded combat, it remembers me of feeling like the Hulk through midgame just as with the previous titles.
But that's not all, considering the Vita-Chambers were already criticized in the first titles (and then got an option to turn them off), why include this feature in this title as well? Hey, we got no saves now, well that's... not really an improvement!
And while combat is more exciting, to me, though those flaws, at some point it got as tedious as in the previous ones as well.

Maybe 1999 mode fixes this, haven't started another playthrough yet, but that's because i simply can't subscribe the statement, that it would have this much of a replay value! Including a "game+" or altered mode or whatever doesn't make for necessary replay-value! On the contrary, the fact that it has an altered mode which might be "better", but you have to access it first by playing through the game once does not make it a "better game".
And that brings me to the next point: The story itself. I won't spoil anything yet and when i do, i'll warn you about it. But i feel confident to say, that within the story, while even the previous titles tried to create the illusion, that your actions would matter for later and the topic in this title would have made for the most perfect basis to include this as well - even in better ways - throughout the game it becomes clear, that what you do barely matters at all! Your decisions may include minor differences (like the picture on a accesoir Elisabeth gets - wow), maybe a bonus at this point or a missing secret at another, but in the end, there is only one inevetible conclusion... which by itself is good, yes, could be excelent for a movie, but has again huge inconsistencies and created a rather empty feeling for me as someone playing through all of it.

And now to go a bit deeper into it:

no really, if you want to find it out for yourself, don't look any further

To me, the whole story feels awfully inconsistent, from the beginning to the end! Now this could be all excusable by the topic presented itself, but that won't let the feeling go away. Starting with the relationship of Booker and Elisabeth: I don't get it. First she distrusts him (for good reasons), then runs away, then gains some trust, then runs away again and then cooperates again without any obvious change for their relationship. And that all happens within - what time exactly? - within a single day? or within a single day plus a six month "magical" absence of Booker? However i look at it, this simply can't make any sense!
If the main part of the story takes place within a single day (plus the six months absence), which would be right to assume by the pacing of the game itself, both Booker and Elisabeth would have barely any time to develop an actual relationship. Their actions would rely on their first impression and presumptions of each other, there would be simply no time to establish any kind of "trust" which would make Elisabeth further cooperate. Other than her being kinda naive, which is possible, but barely a good explanation for all her actions considering she could have trusted - well - anyone from this perspective. So why trust Booker? Because he is in "twistedytwist secret" her father? But she wouldn't really know and through the most part of the story she thinks Comstock is her father (which in a way is not completely false), but she hates him for that, so why not hate Booker as well? Or maybe she is able to see all truths possible through the whole space-time-whatnot "by instinct"? But then again, why struggle through all of this shit?
And that's when the story got to the big twist for me, which kinda shifted the perspective, but arose other inconsistencies:
How is it even possible for two "versions" of Booker to exist in the same dimension as independent individuals, while this did not work for anybody else? If Comstock (Booker) build Columbia, how can it exist in a dimension where Booker never build it (or vice versa)? Well, you could explain this through the "tears" and that dimensions get (partially) merged when Elisabeth (or the siblings) steps through them, but in my opinion, that makes everything only more twisted than it would explain it.
And then there is the end itself. Again, it is not a bad ending, but for me, it left an in-erasable feeling: Did i really struggle through all of this, just to get to a point where i would/should consent with suicide/beeing killed to prevent it all from happening? Wouldn't this be the definition of "pointlessness"? Does the explanation through the game, that through all possibilities this would be the inevetable outcome, just underline this? As said, for me it would have been a lot more satisfying, if the possibility were given, through the game, of seeing real impact through choices made which would have made huuuge sense looking at the topic of multidimensional existence... but noooo, why would they do this?


I respect how they made the ending anyways. I just think, this will earn more praise than Mass Effect 3 ever got, just because they marketed it differently, but in the end, the essence of the ending feels barely different to me.
And while the game makes somewhat more sense, now that i've played it: It becomes clear why it is called "Infinite", all the subtopics presented through the game come together and it seems logical the story-telling is bound to specific characters, rather than playing a "nameless protagonist" and i have to further think about it, which is something i wanted to... i just think they could have done better and i also think, that praising this game, without pointing out all those flaws, isn't really good criticism!
 

Soak

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Jaeke said:
Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
It's actually a genius way of weighing your moral disposition narratively without exploiting gameplay linearity for your choice but also (without spoiling anything specific) eventually has weight in the narrative.
Well, yes, it would be...
except that the game doesn't really do that!
Maybe at some point the developers thought about using a system to keep track of your "moral choices" again and then threw it out, maybe they never wanted to use it. Fact is, your choices don't really impact the narrative, or the outcome, there is only one, it is always the same.
At least that is what i could find out through browsing the internet, multiple forums and wikis, i did not go for another playthrough myself yet.
Prove me wrong, if you can... (please prove me wrong, i would so wish for it, because it would "redeem" a big part of the game for me, but i guess the only way might be future DLCs; which i won't count!)

Also, on a general note:
Obviously this game got praised by... pretty much everyone. Why is that again? Yes, yes, yes, the game is good... but it is not "full points, flawless victory, perfect" good, just how it is presented by every review i have yet seen/ read.
Honestly, right now i am dissapointed in all the (mayor) critics who reviewed the game.
 

Andy Scarlett

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Really enjoying Infinite so far.

My only real complaint with it is, I miss the Big Daddies and Elizabeth seems to have a few Pathfinding issues, but aside from that I'm loving it and the first hour or so is well worth the £23.99 I paid for the game with the pre-purchase...

You know, I'm hoping that this is the last Bioshock game as Bioshock Sequels have never been any good (if they are linked to the one previously, as the case of two)
 

Proverbial Jon

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Mike Wehner said:
Calling it simply a first person shooter is practically an insult.
This is the point where I shouted "YES!" at my screen! This is the exact thought I had while playing Bioshock: Infinite. It's an FPS, that's for sure, but there's just so much more it has to offer besides. I can't explain how vast and detailed this game and its world are.

Oh, and for the record? Elizabeth is now, hands down, the best AI companion in any game ever made. Points in case:

- She never gets in the way or blocks your path.
- She never needs escorting/protecting as a gameplay mechanic.
- She randomly finds items in the world and throws them to you such as coins and ammo, especially during combat.
- She can open tears and bring new elements into combat.
- She is animated beautifully, the way she reacts to the world is astounding, especially after playing with so many other stilted AI companions in games.
- If you explore the area she'll often stand to the side and wait, or she'll explore with you. By explore I mean that she interacts dynamically with the world during play (leaning close to inspect something, verbally responding to things in the world) and she'll also point out items of interest, such as lockpicks which can be hard to see.
 

IamLEAM1983

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Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
Oh, there is a difference. You either didn't see it yet or glossed over it (which is fairly surprising).

A few hours later, you run into the same couple that was being put on display. Try and throw the ball at them and they chew your head off. Try and throw it at the announcer, and they thank you with cash and a new Gear item.

On the whole, though, I'm speechless. The game has its structural flubs, but it's one of the best masterclasses in world-building I could think of. In typical Irrational fashion, everything is so interconnected and related to the narrative I keep forgetting I'm playing an FPS hybrid and treat it like it's some sort of newfangled adventure game. I love that feeling. :)

Oh, and dat ending. Jesus Fucking Christ. Makes Inception look like an Adam Sandler vehicle.
 

JudgeGame

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I actually love the parts where you can freely explore Columbia the most. The narrative delivery is the most natural from any game I've ever played. As a character, Elizabeth stands out from all others. I usually get extremely bored with first person games that try giving you loads of exposition while witholding the action but Bioshock Infinite has changed that for me.
 

IamLEAM1983

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Anoni Mus said:
I really don't know what's so special about it.
To each their own, but you can't really try and compare Infinite to the other two BioShocks, or otherwise expect the same exact narrative approach. I mean - yeah, you can compare them since they have the same basic parentage, but the series was never about awesome twitch-based combat anyway. Even with the more nervous pacing the combat sequences impose, there's still plenty of instances where you'll pretty much swap DeWitt for Prophet and end up standing in place, soaking bullets in like a ************.

In terms of storyline, the game really opens up once Tears come into focus. Your classic "Save the Girl" storyline turns into a constant mindfuck. There's the shallow Tears Liz opens up around arenas, and then there's the bigger, deeper ones she opens that lead to sometimes radically different takes on Columbia. It allows the game to pull near-absolute 360-degree narrative turns, to the point where this might feel a bit weird to whomever isn't ready to roll with the Multiverse's punches.

Stick to it, that's all I can say. I know the opening is slow, I know the entire first two hours leading up to Monument Island feel a bit flat - but once the game does open up?

I mean, I'll go back to my previous post. The ending has to be seen to be believed.

Soak said:
I'd just like to point out that there is one other instance of two iterations of the same individual sharing the same universe. The Lutece "twins". Otherwise, I'm not disparaging or entirely disagreeing with your point of view, even if I loved the game to bits.

Oh, and this is more an aside than an actual comment - but their use of popular songs reworked into Early 20-th century form? Awesome. It really drives in the Multiverse concept.

I mean, Cindi Lauper on an organ grinder? Dafuq?
 

JudgeGame

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WarpZone said:
So the bad guys are normal humans just following orders, the real enemy is political corruption and cultural decay, but the protagonist has no actual ability to speak or argue and instead EVERYTHING revolves around the player leading one helpless female NPC around and shooting people in the head?

Way to advance gaming as a medium, guys. Sexist escort missions, here I come!

I can't wait for the pre-scripted cutscene where the game goes "look how racist the people in Columbia are!" by like torturing some innocent people to death or whatever, and you can't actually shoot the bad guys or do anything about it, you just have to sit there and watch it happen because GAME WON'T LET YOU!

I'm guessing they were making it an actual sequel to Bioshock until Dishonored dropped. Then they were like "OMG! A trend! Change the whole franchise! Copy that shit!"

I honestly hope I'm wrong and the game turns out to actually be good, but to date the industry hasn't given me any reason to be optimistic.
To ease your mind. You aren't playing an escort mission. Elizabeth is never attacked and can't die. On the contrary, you are not saving Elizabeth, you are a shady, morally ambiguous, hired gun whose job it is to kidnap and deliver her to even shadier people. The only person in need of protection is you and as such Elizabeth is escorting you. The one time she does need saving she saves herself and then she saves you again.

Also, the people you are killing are not innocent. They are extremely racist, classist, privileged monsters who will stop at nothing for their own profit and yet they are a perfect example of the totally fucked society they belonged to back in early 20th century. There is very little gore shown. Almost all of their awful philosophy is revealed through audio logs so they aren't precisely going for the shock factor. There is a single racist crime you presence directly and you can choose to stop it if you want. If you do you get a small reward.

But don't take my word for it, play the game; it's pretty good. I'm fine with people criticizing something they don't like, but just making random assumptions and criticizing based on that is just dumb.
 

V TheSystem V

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First thing that came to mind for me when meeting Elizabeth and having to help her escape Columbia was 'This is Resident Evil 4...but steampunk!'. I still stand by that, but not in a bad way. It reminds me of Resident Evil 4 in a way, except there is no helping Elizabeth, and she has a personality. She helps you and you help her. Great relationship, great game.
 

Pyrokinesis

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I just can't agree. While game play was solid (if feeling oddly broken or stitched together with some weapons falling out of existence and never seeing ammo gain for long periods of time and plasmids that suddenly become salt as if you were only intended to carry two and trade them out) the game feels like it was stiched together and has an audiable clunk half-way where liz changes clothing and hairstyle instantly to the old style and suddenly the game is differently written. Space time rifts almost seem to be an excuse to fuse together what feels like a Frankenstein of bioshock game attempts by different developers into one game. And the end explanation is rage worthy using "quantum physics" as a huge excuse for alot of the holes.


**spoilers below**

How does one found a city on rift tech that is made from a time traveler who becomes a time traveler due to a rift accident that occurs when she works on rift tech made by her? How can two different "bookers" touch one another and not rip space time? WTF was with the rapture scene and how did it have anything to do with the current situation? Why does liz's not mother,mother have the ability to reanimate the dead when she isnt her mother (aside from the bs answer of she got somehow infused with liz when she was brought back but apparently even liz cant do that on a wim) Why in the first half when you die you open a door to revive but in the second liz hits you with a needle? Why is the Liz who got changed on the airship and the liz prior to being changed supposedly two different reality liz's at the end scene? Why do you get a tonic for a magnetic shield at the beginning of the game, but in the second half get a vigor that also makes an active magnetic shield? WTF is songbird and why is his weakness 5 ft of water? How is a leach still draining liz at the endgame when she is no longer anywhere near the tower? Why do two alternate reality "bookers" have different voice actors? Why does comstock "aka future booker" want a daughter so badly he bends space time to get her? Why does liz have to be the on to "cleanse the earth"? why cant Comstock do it? Why on earth did the twins make up the "false profit" story when they are the ones who brought him here?? and Worst of all how much of the active reality we ACTIVELY watched somehow fake memories (if you remember the twins dragged you and were talking about how you make memories to fill in gaps... of i guess fake reality..)

All in all this game smells of a developer nightmare (aka dev makes part of a game, quits new dev has to somehow put his new vision in with all the already achieved work) and its carefully guised in quantum bs. Am I the only one who seems to smell how nasty of a divide there is between part one and part two? It seriously feels stitched together then written to somehow explain itself.


Inshort
gameplay-solid
Story- loveable characters (first half) Rage worthy (second half and ending)
 

Soak

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IamLEAM1983 said:
*snip*
Soak said:
I'd just like to point out that there is one other instance of two iterations of the same individual sharing the same universe. The Lutece "twins". Otherwise, I'm not disparaging or entirely disagreeing with your point of view, even if I loved the game to bits.

*snip*
Hm,...

i didn't really see the Lutece twins as two versions of the same individual. I think, considering they appear to have different sexes, they would have to be different by birth in a biological manner and therefore would not be the same (as Booker and Comstock technically are, except they made different choices in live) - or at least one of them would have had to undergo surgery and hormone therapy which wasn't really present in their time... or would have had to use DNA splicing with something like plasmids, or vigors for that, but it didn't appear to me as if they had. Or in one of the 6 Voxophones i didn't find was an information concerning this i'm now missing, maybe you know a bit more for that than i do :).
I thought they might have been actual twins in their respective dimension but lost their counterpart. Or that their parents just had one child, but different ones in their respective dimension and they would therefore consider each other as their sibling while they wouldn't really be, but still not be "identical".
But hey, that's a part left rather open by the game's narrative and a legit point.



Pyrokinesis said:
I have to agree with parts of your post, for example that the game feels partially "stitched together", at least i thought the same thing considering i followed some of the development and know about some things they dropped in the whole process, like the relationship of Booker and Elisabeth, which was originally planned/described as a love interest. Or Comstocks change from a political head figure into a religious zealot.

Though, some other things you find fault are explained rather well within the game and consistent within itself as well as with our current scientific premises/assumptions, at least as far as i can see it. However those parts are not explicitly explained unless you collect and listen to the respective Voxophones or watch the Teleboxes (or what they're called). Sure you can see this as a flaw for the game as well, considering collecting those things isn't a mandatory part of the game, though i think it makes a big part of the motivation for the game, lighting those backgrounds. On the other hand, considering huge parts of those premises are very much theoretical and not "proven" you would still have no problem to disagree with them.

However, for better understanding i would like to explain those parts i can explain, but for those who haven't played the game yet, here comes another big section of

Technically, it is not "rift" technology, but technology based on quantum physics making the city float (which could be possible, while it is out of reach for us now, considering we still have problems properly perceiving/ measuring those quantum particles and their mechanics and if you don't like this theoretical part of physics, obviously you have an unfitting premise for a good game experience in Infinite). As Explained through Voxophones, the Lutece siblings found a way to manipulate quantum particles, "freezing" them in space. After that they started to experiment with the "rift" technology, called "tears" within the game. If we actually exist in a multiverse (which is theoretically possible, but not provable, at least not yet) it just might be possible to travel through these dimensions by "rifts" or "tears". In the Voxophones is an explanation, that they already used a machine to travel through those "tears" successfully. This seemingly gave Elisabeth the ability to manipulate those "tears" herself. However, at some point Comstock tried to sabotage their machine, because he wanted to kill them/ get them out of the way, basically because they knew all his "dark secrets" and he was afraid of them. When they tried to open a tear, the machine malfunctioned and drew the siblings sort of "between the dimensions", so now they exist at every possible point in space-time within every dimension, making them something like "demigods", explaining how they can appear and disappear again "out of thin air" before the player. Also, it was not them who made up the "false shepherd" story, but it was Comstock, who made it to further cover his secrets and in hope to protect his plans, though you are right that he could only knew of all this and set his plan into motion with the aid of the Lutece siblings, however this does not explain the Lutece's motives/ intentions - those could have been totally different, for example, to simply experiment, which is explicitly said in the beginning and easily derived from their behavior throughout the whole game.
This further extends into some other points you mentioned. For example, Comstock isn't really a "future version" of Booker, but an alternate version from a dimension where he made a different decision at a crucial point in his life, or more explicit: The baptism scene at the end of the game, where Booker is the version who refused the baptism and Comstock is the version who excepted it and simply renamed himself afterwards. Or that Elisabeth made her "mother" into some kind of "ghostly being", giving her the ability to "raise others from the dead", is again very theoretical as well, but by their explanation not impossible: In a way, Elisabeth (or the machine forcing her to do so used by Comstock) "drew" an entity resembling Lady Comstock from another dimension, where she wasn't dead. Theoretically, this entity now was neither "her dead mother", nor a person from another dimension anymore, but kind of torn between dimensions. Now imagine this entity seeing multiple dimensions, having influence on, but not fully existing in any of them. She could have "pulled" other entities through those dimensions, who were dead in one, but still alive in another, seemingly "raising the dead" (similar to what Elisabeth tried with Chen Lin), but just creating other "ghostly beings" not fully existing in either dimension anymore. This is partially explained through the dialog between Elisabeth and Booker. Now you can still disagree with this, sure, because it seems very theoretical/fictional.
Another thing is the ending, with multiple Elisabeths appearing. Now, going further from the premise of a multidimensional existence and that Elisabeth seems to be able to see and manipulate those dimensions when she is freed from the influence of the "siphon", this would also be true for all the other versions of her in other dimensions. In the end, multiple versions of her appeared at the point of importance for Booker's/ Comstock's changing decision as a symbol for all of these possible dimensions concluding to one inevitable outcome: Drowning Booker at this crucial point as the necessary action to prevent all this shit from happening. All the then present versions of Elisabeth were purely "cosmetic", but should each represent a version from another possible dimension and therefore the Elisabeth resembling the earlier Elisabeth would have been from another dimension, where she simply did not cut her hair and did not change clothes, for whatever reasons. This would be derived from all the other premises made throughout the game, however, at this point in the game, it wouldn't really matter anymore, you could also explain it through any other possibilities and that is part of the whole twisted theories XD.
Also, Comstock "can't" do what he has foretold, because of different reasons: He does not posses the abilities Elisabeth has. He is not a "miracle child" as she is. And finally, weather the "archangel" who told him to purge the people on the surface simply did not tell him to do it himself, or if he doesn't really hear any "archangel", but derives everything he foretells from the possibilities through the tears he has seen with Lutece's machine, maybe he never saw a possibility to do it himself. Either way, how hard he tried, he was never able to get a daughter or any child for himself and therefore abducts the child of his "alternate version", who got one and he wholeheartedly believes, that he himself is not supposed to do the purge, but that he has to pass this challenge to Elisabeth, this is part of the narrative.
And for Bookers part and why he can't clearly remember what happened to his child. Well, it is not explicitly explained, but easy to do so, weather he is simply traumatized, considering he also branded himself after he sold his daughter/ she got abducted, or that it has to do with the use of the tears and that memories get twisted in the process, which is mentioned rather early in the game. However, none of the things you experience throughout the game is supposed to be "fake", but everything is a possible and therefore in the multiverse existing reality, though some of it got badly twisted through the use of the tears.

Why the respective versions of Booker/ Comstock can exist in the same dimension while seemingly no other (except for maybe the Luteces) can is beyond me, too.

The Rapture scene however, i guess, was purely for fan-service.
Ehm, you don't get any "tonics" in this game anymore, i guess you mean a "gear"... and for that part, those are randomized, which has nothing to do with the narrative structure of the game, but with it's gameplay - and is one of those points i criticize myself. Same goes for the revive thing with the door and Elisabeth. It's solely a gameplay decision, which i find not that smart myself, but supposedly should provide more fluent/ easy gameplay for those who die more often in the fights.
And for songbird... well, this was also another thing i was rather disappointed in. Maybe it is explained in one of the Voxophones i haven't found, but either way i found his role in the game rather weak considering how he got promoted through marketing and that it fucks up so hard even in shallow water was surprising to me as well.


Well, hope i could "explain" some more to your satisfaction, maybe someone else can cover the rest, however, this is kinda part of the fun "discussions" about this kind of games and an interesting way to deal with it myself.

I guess i have thought about all this stuff enough and will let it rest for now.

Yeah, looks like this game creates very opposite sites of recipients, which is not necessarily a bad thing.
 

Joshua Bryan

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Mar 29, 2013
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Seriously guys, I can understand that in itself it's a pretty cool game and the new flying city thing is fun, but it's just not bioshock anymore.
The fights are too chaotic, too much ducking behind cover and going pew pew with a gun. The vigors are OK so far but they don't seem to be able to compete with the plasmids of rapture. Now, while a flying city isn't as creepy as an underwater one, where'd the horror go?
What happened to all the psychopathic, plasmid infused, masquerade-style sickos that would stand there chanting about God until you pinned em to the wall with a harpoon/ arrow?
I know there's a few big baddies like the handymen but they don't have that signature creepiness that the big daddy/little girl combo did. When one of those little tykes came wondering around a corner, I'd be at the ready with the most explosive weapon on hand to take out her big bad friend, all the while shitting myself. I've played the game, and while I'm still working through it I'm worried that the lack of suspense and pants-crapping from the fights I've had already will continue when some of the bigger baddies come along. The auto-patriots aren't particularly scary or hard.
Sorry if I sound like I hate the game because I don't, I'm just dissapointed. I picked up this game (pre-ordered premium btw) expecting a lovely new addition to the title, but this isn't bioshock. Mind you, I appreciate the choice of era and style, I've always loved that about the series.
But, the feel and the mechanics just aren't bioshock. Why would they make 2 perfectly working games, then take out things like medpacks that can be carried? (Same thing goes for the salts). I just feel too vulnerable if my vigors won't obliterate my enemies when I need them too and having to search every corpse I've just killed to stay alive isn't an enjoyable method of surviving a fire-fight.
Plus I just miss the subtle horror of each fight. Having health bars over enemies and waiting for them all to come out of cover isn't very new and I miss the psychopaths.
One last negative before I give the game some praise; Weapons.
It's not often we find a game these days with an inventory the size of a closet and it worked for bioshock. Why the 2 weapon/vigor deal? This is bioshock! not some modern fps about terrorists. At that, the weapons we do get are a little generic. What happened to the deal with ammo types and crafting, or the way special once off upgrades actually changed the look of our guns? I LOVED THAT! upgrades you could see. I dunno, maybe I'm just attached to the style of the old guns.

In terms of storyline, this game has a good one going for it. I'm really getting into finding out the protagonist's past (Dewitt) as well as being able to explore the parts of the city to discover more of the context of the game (Propaganda for instance, gotta love the strong enforced patriotism, or when you get to Elizabeth and the rooms contain back story about how they've treated her for her whole life.) Of course, the return of my favourite story telling mechanic; the collectable audio logs, is really helping explain the story for those who want to know fully what's been going on in columbia.

Overall, it's a good game, but I don't think it should be under the bioshock title.
 

ratix2

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Feb 6, 2008
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And, as the television ads have firmly hammered into all of our skulls, that adventure remains the highest-rated first-person shooter of all time.
Metroid Prime would like to disagree with this statement. While Bioshock was a great game its nowhere near deserving of this title, not with competition like Deus ex and system Shock 2. But that's marketing for you, don't include something for a little difference just to give yourself an advantage in the media.
 

Blood Brain Barrier

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Nov 21, 2011
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So far (3 hours) it's a game where 95% of the gameplay is shooting things. Which is disappointing, but I should have learned my lesson from Bioshock, which wasn't much different.