Zero Punctuation: BioShock: Infinite

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dakkster

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Aug 22, 2011
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Extragorey said:
I don't know why people keep bemoaning the unexplained presence of Vigors. After the original BioShock it's clear that any sort of crazy shtuff can exist in the BioShock universe, and if they explained away every single mystery then not only would the game cease to be as interesting, but we'd have a jumbled mess of a narrative that tries to retread old ground in addition to forging a new path.
My point: BioShock's story revolved around Adam and the Little Sisters, so if BioShock Infinite's did something similar, it would just be unoriginal. I'm glad they chose to move on to a completely different focus instead.

Oh, and for those thinking that BioShock Infinite's narrative already is a jumbled mess, you really need to read some of the more extensive [http://au.ign.com/wikis/bioshock-infinite/The_Ending_-_An_Explanation] break [http://www.neogaf.com/forum/showthread.php?t=533205]-downs [http://www.pcgamer.com/2013/04/04/bioshock-infinite-ending-explained/] of it (the first link is my personal favourite). Some incredible stuff is pulled out that you just go "wow" at, such as the significance of the lighthouse combo lock (122) and the tally of heads on the blackboard (also 122).
People don't bemoan the existence of vigors just because they're vigors. The problem is that they aren't explained or justified within the context of the game. By the way, Columbia and Rapture don't exist in the same "BioShock universe". They are both two possibilities. It's pretty basic multiverse theory. But anyway. In the original Bioshock the plasmids, ADAM and gene tonics were explained within the context of the game world. Someone discovered the slugs and then they realized they could extract ADAM and refine it and whatnot, thus giving superhuman abilities and properties to ordinary people. Then people did that too much and became splicers and thus, Rapture fell.

Vigors and salts are never explained within the context of Bioshock Infinite. Don't even get me started on "gear" which is completely ridiculous and random. If vigors and salt are so ubiquitous in Columbia, and they are, why aren't more people using them? That doesn't make any sense. Bad writing and bad game design.

THAT'S the big problem with vigors. Not that they exist at all, but rather the justification and explanation for why they exist in the game world.

Look, it's obvious that Levine and the other people at Irrational thought "hey, plasmids was a huge success in Bioshock, we need to get that into the next one too, especially since we've slapped the Bioshock name on it!" and then they just shoehorned it in there. Basically, this game would have been better off not using the Bioshock name at all. It only suffered from the references. I almost cringed my face off at the end when
Elizabeth said the corny "there's always a lighthouse, always a man, always a city" line.
Bullshit, that's just bad writing.