Bioshock Infinite- Some minor concerns

Recommended Videos

WhyBotherToTry

New member
Jun 22, 2011
550
1
0
I'm cautiously optimistic about this one. The ziplines look like they'd give a great sense of freedom and there's potential I think for a good chemistry between Booker and Elizabeth. The heavy hitters should provde a nice sense of variety because there were only the two types of Big Daddy before. That's where I have one or two problems though. For example, with the Boys of Silence, how are they to differentiate between friend and foe if they can't see? The only reason I can think of is that either Columbia has some kind of rigidly enforced curfew and they'll only be in night-time sections, or they're stationed outside classified areas, and have to scream if an enemy or a friendly comes near them.
Another thing I'm wondering about is the vigours. I loved the plasmids in the previous titles and since you could carry so many of them there was potential for some truly great combinations, but from what I could see in the gameplay so far, you're only allowed to carry two at a time in this one. I realise Columbia wouldn't be as advanced as rapture and their scientists wouldn't be able to go tinkering with your genes as easily but realism isn't that important surely? Another thing I don't like about them is that by the look of it, you only get a certain amount of slots with each one, so that makes them seem like a slightly fancier kind of grenade and not a genetic superpower that's always with you.
Lastly there's the weapons. Again, this is the same problem I have with the vigours, in that I haven't seen any gameplay where Booker was carrying more than two at a time, which may take away from the variety the other games had.
So does anyone share these or similar concerns? Or wildly different concerns that weren't described here? Do you think the finished product will be worth getting?

Side note, captcha: ticketmaster. Really, Captcha?
I must have entered a word it disagreed with because I just got an error message and a second captcha saying "You're not listening"
I'm scared.
 

Aerosteam

Get out while you still can
Sep 22, 2011
4,267
0
0
You can only have two vigours and two firearms at the same time?

I didn't know that, thanks. But I think the pros outweigh the cons, so I'm going to get it anyway and you should too.
 

WhyBotherToTry

New member
Jun 22, 2011
550
1
0
Aerosteam 1908 said:
You can only have two vigours and two firearms at the same time?
I'm not sure if you can only carry two of each at the same time but as I said, all the gameplay clips I've seen showed Booker only carrying two of each, so that's what led me to believe that. Maybe that was their original intent but they changed their minds since. I'm still going to get it but putting restraints like that on the player would only take away from the previous combat system because it had so much variety.
 

Burntpopcarn

New member
May 29, 2011
224
0
0
Also from what I've seen, there's regenerating health now, yeah. I don't really know if that will be a huge problem, but from what I know barely anything about the game is out there and it's been delayed till december 2013 or something. I'll probably lose interest in it eventually, so Irrational better start releasing more information about it. Critics will probably give it crappy reviews for being "uninteresting" or "not Bioshock enough" or something. Critics ALWAYS do that. great game comes out, they hate it, everyone else who isn't a dumb frag head who dislikes everything outside of their tiny comfort zone will like it, the same way Resident evil raccoon city worked.
 

Yassen

New member
Apr 5, 2008
1,308
0
0
I'm guessing the two gun/vigour limit is to create a sense of danger and scarcity. One of Bioshock's biggest problems was the fact it was trying to be horror and oppressive but the fighting was so easy and the plasmids so unbalanced it took all challenge out of the game. So maybe this is about trying to balance the challenge levels?
 

Don Savik

New member
Aug 27, 2011
913
0
0
With the limited number of power to the people machines in the first 2 games, most people played through the story with only 1 or 2 upgraded guns. On that reason alone I don't mind the 2 gun limit.

As for the 2 vigour limit, I dunno. On one hand its nice to have a large arsenal, but then again, like the guns, I only stuck with a couple upgraded plasmids.

Its 2k and Irrational Games though, so I'm not too concerned.

Also keep in mind that everything we are seeing now may not be finalized.
 

WhyBotherToTry

New member
Jun 22, 2011
550
1
0
Yassen said:
I'm guessing the two gun/vigour limit is to create a sense of danger and scarcity. One of Bioshock's biggest problems was the fact it was trying to be horror and oppressive but the fighting was so easy and the plasmids so unbalanced it took all challenge out of the game. So maybe this is about trying to balance the challenge levels?
That's a fair point but Elizabeth's powers can make ammo containers, turrets or cover objects appear out of nowhere so that wouldn't really fit in with a horror kind of game where scarcity is a big feature.
It doesn't really have the right kind of look for an oppressive atmosphere either, because by the look of it, it's full of big, pretty well-lit environments. If they were going the horror route they'd have been better off making it feel more claustrophobic and darker, not just tacking on arbitrary restraints to the player. Yes, Bioshock's attempts at horror failed, but Rapture was a better setting, and the people were all genuinely insane from abusing plasmids, but here it looks like the insane people have just been replaced by super-patriotic americans or terrorists in the case of the vox populi.
 

TheCommanders

ohmygodimonfire
Nov 30, 2011
589
0
0
Seeing as this game has a long time before release, and since with Bioshock I care more about aesthetic appeal and story (I like the look of both so far) than combat, I'm feeling good about this one. Keep in mind, game play you see now is likely to be different than the final product. I also like the idea that there might be ordinary citizens of the world who aren't out to kill you, because then when the real foes emerge it's far more jarring than if you had already embraced the mentality of "Shoot everything that moves" that you do by halfway through the original Bioshock. Except big daddies, obviously.