The Experience-Bioshock Infinite

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Thoughtful_Salt

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Mar 29, 2012
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gee, I wonder if the review is going to turn out positive?

While the game has a lot of tricky time-manipulation threads, the main narrative of choices, consequences and the impact it has on Booker and Elizabeth is the driving force. This video is an attempt to capture that vein of thought, as well as an attempt to capture the heedless momentum of the combat.
 

Matthi205

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Mar 8, 2012
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Again, a very good representation of what the game is about. And a very nice touch at the end.

But there's still this nagging thought in the back of my head: "this would be better if serenity and combat weren't the 2 main parts of the video, but mixed together". I don't know if this is doablein a 4 minute video, but I'll try to explain it:
The game is constantly changing between action and story. The story segments are normally free of combat, and you can hear the city's background noise. In the combat sequences, everything is hectic, you can always hear gunfire echoing and explosions going off. Just putting these in in such a way as to reflect this in-game juxtaposition of combat and story would greatly improve the video in my opinion. Also, maybe making it so it goes parallel to the story,even if it's edited in such a way as to not be immediately seeable, the effect would be completely different. Say, you had the more violent bits... put more of your combat footage there, then make the story bits more and longer where there's more of the storyline being told. And when the handymen are introduced... a change of music, a pause. A handyman in action. And then bits of combat against a handyman.
 

Thoughtful_Salt

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Mar 29, 2012
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Matthi205 said:
Again, a very good representation of what the game is about. And a very nice touch at the end.

But there's still this nagging thought in the back of my head: "this would be better if serenity and combat weren't the 2 main parts of the video, but mixed together". I don't know if this is doablein a 4 minute video, but I'll try to explain it:
The game is constantly changing between action and story. The story segments are normally free of combat, and you can hear the city's background noise. In the combat sequences, everything is hectic, you can always hear gunfire echoing and explosions going off. Just putting these in in such a way as to reflect this in-game juxtaposition of combat and story would greatly improve the video in my opinion. Also, maybe making it so it goes parallel to the story,even if it's edited in such a way as to not be immediately seeable, the effect would be completely different. Say, you had the more violent bits... put more of your combat footage there, then make the story bits more and longer where there's more of the storyline being told. And when the handymen are introduced... a change of music, a pause. A handyman in action. And then bits of combat against a handyman.
I do see what you are saying. The point of the experience was always to try and capture the attempted message or tone of the game, as well as capturing the experience of playing it, I planned on integrating some voxophone and exploration footage, but I found that the main point of the game, that of the impact of Booker's choices on those around him, was the more important focal point. I also try and avoid spoiling too much in these videos (any spoilers to be had in most of the experience videos are mostly in the form of images from the game put into a new context, and so they don't end up spoiling the actual story arcs involved), so having a literal progression of the story throughout the video would distract a bit, not to mention the fact that it would make for a longer video, and thus be hard to make as compelling as a shorter video.
As such, I think the comparison between the serene, tragic qualities of the relationship between Booker and Elizabeth, as well as the effects on and from Columbia itself, and the brutality of the the combat, was a more compelling video. The handy men, for me, weren't huge factors in the combat for me, sure they were there, but they weren't the big enemies that the big daddies were, and had little of the impact. The exploration was purely optional, though for sure some of the voxophones were essential for understanding the story, and thus wasn't as big a deal, as the combat, which makes a far bigger impression in the mind (though I did spend about 60 percent of my playtime exploring, some of the results of which were factored into the intro).
In the end, Bioshock Infinite moved me and this video was my attempt at capturing why and how.
What were some of your experiences with the game?