Honestly, I've never seen anyone mention this at all until Jim's video just now. It certainly wasn't the biggest thing that most people were complaining about. Hell, if even Jim wasn't aware of it, or at least wasn't aware of many mainstream examples of it, then I feel pretty safe saying it wasn't even a big thing that the majority of the gaming press thought to bring up and run with.bringer of illumination said:So are you just ignoring the fact that the whole "eating from trashcans" thing HAS in fact been brought up several times by several different people?
Your statement that "Nobody spent any time on this" is flat out false.
Aside from your one example there of killing an innocent person (though I don't recall this happening aside from my ending up in some woman's home with police in there ready to kill me and having to fight them when they saw me), it's easily, and quite rationally, explained by the fact that if they don't fight these people and find a way out of the city, Booker will die and Elizabeth is going back to her tower for the rest of her life.Bioshock Infinite is rife with Lubosnasra whatever, and much of it IS related to the violence.
One example is the fact that despite Elizabeth being aghast at the first murder spree of yours she witnesses, she never seems to care after that, not even when you break into the home of some innocent housewife and tear her fucking face off with your hook, Elizabeth just doesn't give a shit.
I remember that part, and I remember it being specifically about strategy. When that message pops up, you're coming right off a gun battle and into a house owned by unarmed civilians. They run and cower, but they won't hurt you or run out and call authorities. I imagine the message pops up because up to that point, you have pretty much gunned down every living soul you come across, and they had to get just a bit in your face to remind you there are other ways to solve problems. And of course the violence continues after that, but the notice was simply saying there are some times when killing isn't necessary. It never made any promises that it would never happen again.Callate said:Consider, though, that early on within Infinite it's explicitly stated that there are ways to avoid violence and that the player might be well advised to consider using them. After this one segment, it's back to area after area where you have to kill every single living soul before pressing on again.
Garden Of Earthly Delights by Hieronymus Bosch.Dickdatduck said:Can someone tell me the name of that painting with "Birds eating naked people"?
I am putting in a crumpled piece of paper in the suggestion box:Jimothy Sterling said:Lugoscababib Discobiscuits
This week, Jim loads his gun and shoots holes in the argument that certain games suffer from ludonarrative dissonance, just because they're violent.
Watch Video
That's actually much how it was introduced into usage, so to argue it's wrong is folly.ex275w said:Ludonarrative Dissonance is not about gameplay contradicting story. By that notion any FPS were a character is injured or killed in a cutscene also suffers from LD because they can soak bullets in gameplay.
While I don't think that the "score" (whatever that's worth) should've been lowered for that (raised maybe), I am glad it was brought up in the review. At least now I know I wont be playing as 3 tortured souls who shed a tear every time I run over some random slob on the sidewalk.Racecarlock said:Again, though, I think the new unsympathetic characters are still more relatable because they now reflect the actions that the player will take in the game anyways.Vault Citizen said:He didn't criticise it for being violent he criticised the characters and stated that he thought they didn't have any sympathetic aspects to their character, he gives examples in the review of characters who were sympathetic and violent, one of those beng the main character of GTA IV.Racecarlock said:Oh man, speaking of people automatically dismissing violence, have you read greg tito's GTA V review? Oh yeah, how dare a GTA game be violent.Jimothy Sterling said:Lugoscababib Discobiscuits
This week, Jim loads his gun and shoots holes in the argument that certain games suffer from ludonarrative dissonance, just because they're violent.
Watch Video
The thread title is great for demonstrating how dyslexia feels. Not perfect, but great.RTR said:When I saw the title, I thought I forgot how to English.
That's kind of what I mean when I said that not having real choices was more the point of the thing than the violence. But the idea that that particular scene also amounted to another form of "ultimately meaningless choice" was something I hadn't really considered. Interesting point, thanks.Lilani said:So that's more or less how I took that notice. Reminding you that you do have a choice, and sort of reinforcing that overarching theme that reveals itself at the end where you feel all throughout the game your choices mean something, but ultimately they don't.
Well if that's the case, I'd have to ask if immersion is so important to you, why did you jam your hook into the face of an innocent housewife? To me it sounds like a person giving a second person a glass cup, where upon the second person smashes it with a hammer and shatters it before complaining to the first person about it being broken. If you didn't want it to be broken, then why did you try and break it in the first place?bringer of illumination said:So are you just ignoring the fact that the whole "eating from trashcans" thing HAS in fact been brought up several times by several different people?
Your statement that "Nobody spent any time on this" is flat out false.
Bioshock Infinite is rife with Lubosnasra whatever, and much of it IS related to the violence.
One example is the fact that despite Elizabeth being aghast at the first murder spree of yours she witnesses, she never seems to care after that, not even when you break into the home of some innocent housewife and tear her fucking face off with your hook, Elizabeth just doesn't give a shit.