Huh? The poster and I replied back and forth many times so it was discussed.thanatos388 said:You can't just bring up something and act like you have then automatically discussed it.
My argument for why Infinite is better is just because the main plot line makes sense while in Bioshock it didn't. A core property of a story for me (and I think for many as well) is for it to make sense so by default Infinite is better in that regard. The core plot of Bioshock doesn't make sense, it's not like I'm nitpicking some side story or some minor thing in Bioshock.sethisjimmy said:I'm gonna skip mentioning how OP doesn't really know what objective means because people have been over that ITT.
So Vigors. They could have been done better. As it stands, it's just painfully obvious that they were forced in the story on account of this being in the Bioshock series. I'm not averse to them being there, but they were simply not explained well. In the original Bioshock, Plasmids were central to the story. In addition to them making people somewhat nuts, they also simply don't fit in society. Giving people violent, magic powers is a guaranteed way of fucking up your closed society. Infinite's vigors however, are some kind of side-attraction that have little to do with the main story. This irks me a bit. Shouldn't certain Vigors just break things? Possession for example. Have vending machines spew money, make people do whatever you want them to do. Tensions are obviously high, and yet Vigors allowing the wanton magical genocide of skypeople with a flick of the wrist somehow are not a huge factor? I dunno about that. Bioshock 1's approach to those kinds of powers was definitely more coherent and unifying to the story. They also had an origin that made a bit more sense. They came from Ryan's dislike of religion and the restrictions society placed on science. In infinite, a place ruled by religion and faith, they just sort of came, unexpectedly.
As for the storytelling, the games are equal in my eyes. And not in a great way. Which is to say, they both use the patented Bioshock method of storytelling (tm) that involves short moments of actual story progression divided by long arbitrarily contrived (often to the point of being insulting) fetch quests that are sometimes layers deep and often involve recently introduced secondary antagonist NPCs that talk to you through PA systems have a nasty tendency to send conveniently packaged waves of enemies your way for giggles every now and then.
I don't consider the time travel/universe splitting plot a negative like some do, because Bioshock 1 and infinite are obviously different styles of Sci-Fi and Infinite just asks that you have a little more suspension of disbelief, but I do feel they both severely lack any storytelling prowess to compliment the actually pretty interesting main plots of each.
I really don't get why so many people are upset over the vigors. It's easy to bring them into the game due to the multiverse thing. I kinda saw the vigors as being brand new to Columbia, which is why you get the first one as a free sample and barely anyone uses them. Bioshock without plasmids/vigors would be a boring ass FPS so I don't get why so many are upset about them. Just for gameplay purposes, the game needed them. Plus, it's not like having vigors was a key instrument in the main plot line as you can tell exactly the same story without having vigors in the game. Now if Bioshock was a movie franchise or a series of books, I'd understand but it's a game.
I'm not trying to say Infinite is some grand example of storytelling in gaming or anything. It definitely has above average storytelling for a game but that's not really saying much considering how most games handle story and 99% of games don't even strive for telling a story like Infinite (or the Bioshock for that matter). And, the video game medium is still trying to figure out how best to tell a story in an inactive environment.