chikusho said:
TheMadDoctorsCat said:
chikusho said:
TheMadDoctorsCat said:
Subjective opinion it may be, but it's one that I cannot see any sane man disagreeing with. It'd be like saying that a roast dog turd is better eating than prime fillet steak or something. I'm sure SOMEBODY would agree with that statement, but don't ask me why.
It's more like saying that prime fillet steak done medium rare tastes like a roast dog turd to you, compared to prime fillet steak done medium well.
To make clear what I'm complaining of here - it's a triple-A game with LESS interactivity and replay value than many other games I've played, at much lower prices, that are not AAA. I honestly cannot understand why anybody would pay more for less, unless all you're interested in is graphical fidelity. (I'm discounting the story and world because, again, as great as these are, you don't actually get to influence either in any meaningful way.)
At its simplest, what I'm complaining about is paying more money for less of an experience. Again, experience is subjective, but if a game actively limits what you can experience in it by an over-reliance on scripting and gameplay mechanics that you have no control over... how the heck do you argue that it's worth the money you're paying for it?
On the contrary. A game that actively limits what you can experience have much better control over what you actually do experience. Control over what you see, do and feel at any given point in the narrative.
A game without scripting and open ended gameplay mechanics require you to invent your own experience, which holds no guarantees for an enjoyable one.. Also, while the environment, world and story is smaller in games like Bioshock than other games, it has the opportunity to be more densely packed. I've personally gone through bioshock infinite three times, and I notice new cool stuff about the story, the characters and the world every, which actually enhances my first playthrough.
I think the mistake you are making is assuming that 15 minutes on a rollercoaster is an experience that is worth less than two hours in a bouncy castle. Or that walking through an art gallery is less of an experience than making finger paintings.
Who the heck brought BIOSHOCK into this? It's the second sequel I'm complaining about. I've completed Bioshock three times! (I've completed "System Shock" only twice, but still regard it as my favorite game ever, just for the experience it gave me... I also completed "System Shock 2" at least twenty times, and probably a good deal more.)
Again, I don't want to rain on anybody else's enjoyment of a game, and plenty of people obviously did enjoy it. BUT here's how your "bouncy castle" analogy holds up.
So let's say you go onto the bouncy castle. You've gone onto many other bouncy castles made by the same people before, so you're expecting a certain... standard.
But let's say you get on the bouncy castle, and all of a sudden, you're not allowed to put your arms or legs out when you jump - and landing on your butt is a definite no-no. You'd be pretty brassed-off, wouldn't you?
THEN let's say that the person operating the castle (do bouncy castles need operating?) told you that you HAD to make certain movements. Maybe you had to smash your head against the floor, say. Don't want to smash your head against the floor? TOUGH. Do it or get off. At this point you'd probably be regretting your purchase.
"Infinite" is smashing your head against that damn floor time and time again. The two-weapon system not only renders the weapon upgrade system redundant (since it uses the exact same currency as the ammo dispensers - which none of Ken Levine's other games have done, by the way, so it baffles me why he's done it here - because you can't buy ammo AND upgrades) but also means that you have to use whatever weapons the game deigns "worthy" of you at any particular point. The vigors not only don't fit the world (there's maybe two enemies, total, who use them, despite some of them being on sale at a children's fair - including the one that makes you commit suicide, by the way!) but the game starts you off with so few "salts" that it's basically not worth using anything BUT the "possession" vigor. Why use any of the six offensive vigors when you can just use whatever guns you manage to pick up instead?
But as frustrating as the gameplay can be, in the end even these are side issues. The problem is that there's a fantastic world there, but I don't feel that I can influence it in any way. There's a great story (albeit one ripped from one of my favorite novels almost beat-for-beat) but what I do has no effect on it whatsoever. This wasn't the case in any of Levine's previous games. In "System Shock", "System Shock 2" and "Bioshock", I mostly felt as though I was driving the action. "Bioshock" had enough scripted events, but there was a POINT to them, and they still felt driven by my actions.
In "Bioshock Infinite", I felt like I was watching the game instead of participating in it. A movie that kept getting interrupted by annoying shooting sections that had nothing whatsoever to do with the story I was supposed to be participating in.
"System Shock" is twenty years old now, yet I could do INFINITELY more on Citadel Station than I ever could in Floating Columbia or whatever it was called. (Jeez, this is how much impression "Infinite" made on me... I can't even remember the name of the damn city!) I mean, holy crap, in "System Shock" you could FIRE A GIANT LASER AND DESTROY THE EARTH. It might be asking a bit much for EVERY game to include this feature (although honestly I think a lot of 'em would be improved if they did) but c'mon, give me a little freedom to wreck some stuff?
Captcha is "Gone dolally". Feels appropriate!