What did you think about Bioshock Infinite?

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Epic Fail 1977

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There's not a single believable character to be found in the game, or even a believable world for them to exist in, though that feels almost intentional. In other words it's not that the game fails in this regard, it's more that it doesn't even try. The plot is the sole focus and to hell with all other aspects of good storytelling. It does have a good twist or two at the end, but actually getting to the end was a bit of a grind for me.

Gameplay is pretty decent in the first half of the game (the skyrail mechanic in particular was fresh and fun) but it did become tiresome after the halfway mark. Each fight started to feel mechanically identical to the last one and narratively forced. Indeed by the end of the game it seems the writers had exhausted all the excuses they could come up with to throw enemies at you and just stopped even bothering. With the excuses, not the enemies. Heaven forbid that a shooter should stop throwing enemies at you, right? Hence, men and machines with guns appear for no reason and shoot you for no reason, and you just shoot back before carrying on to the next needless, senseless battle. This goes on for several hours during which time you're basically just waiting to see if the story will ever get around to concluding itself. Thankfully it does (and this is even preceded by a battle that has actual reasons for happening) and more questions are answered than you might be expecting - though not all of them are.

They say that the journey is more important than the destination. Well Bioshock Infinite apparently didn't get that memo. It has a good ending, but the journey is largely a chore.
 

Sight Unseen

The North Remembers
Nov 18, 2009
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zumbledum said:
Liked it , really dont understand why it was hyped so much , its a beautiful looking game for sure (gtx 680 max settings here) but it came across like it was some deep metaphysical masterpiece and it simply isnt, the plot has some serious issues, there arent any real themes or comments that are new or challenging, and the ending... well i hated it , when you get to post last boss part of a game and it goes ok gonna toss everything away now and just make a load of shit up on the spot then were going to make a bunch of painfully stupid decisions of what to do with this new power just so we can have a "poignant" ending. yeah sorry lost me there!
It's a shame that the game didn't actually do this at all, otherwise you may have had a valid point here... Everything that happened in the end of the game was heavily foreshadowed and carefully crafted if you take some time to put the pieces together. Within the universe that they created, everything that happens is a reasonable consequence of the laws that they established, and there aren't any plot holes that I can think of which happened... Nothing as pulled out of nowhere, and everything was carefully foreshadowed. So yeah, I disagree with you completely about the ending. Maybe it's not the ending you wanted, but it makes sense and it is a logical and fairly fitting conclusion to the story that they set out to tell. I still wish that the story ended with Booker forgetting about the debt he owed and just taking Liz to Paris with him instead, but that didn't happen, and I'm still happy with the ending.

Would you care to describe the issues that you had with it in more detail?

Epic Fail 1977 said:
There's not a single believable character to be found in the game, or even a believable world for them to exist in, though that feels almost intentional. In other words it's not that the game fails in this regard, it's more that it doesn't even try. The plot is the sole focus and to hell with all other aspects of good storytelling. It does have a good twist or two at the end, but actually getting to the end was a bit of a grind for me.

They say that the journey is more important than the destination. Well Bioshock Infinite apparently didn't get that memo. It has a good ending, but the journey is largely a chore.
I feel practically the opposite about almost everything you said...
 

Extra-Ordinary

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Mar 17, 2010
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Oh man, I absolutely LOVE IT.
I had incredibly high expectations and EVERY LAST ONE OF THEM were met and THEN SOME.
As I said in a different thread, this game made me do something I've never done in a game before:
I walked.
I simply walked and took in the beautiful vistas of this incredible floating city. Just the way the buildings bobbed around and, OH, it's just so pretty.
I've played games where I've taken in the scenery but no other game, aside from a couple instances in Skyrim, made me want
I just LOOK. The moments that I stopped and looked in Skyrim, Infinite dealt those out in SPADES
I just, oh, I GOTTA GO PLAY IT.
And as I hear it, there's some controversy around the ending.
I'm not going to give it away but apparently people either love it or hate it.
I'm in the former camp.
And as a funny little foot-note...
Mr.Tea said:
I also liked that short video of the voice actors signing during the credits.
I liked that too.
Especially the part where Ken Levine comes in and he's like,
"You guys sound *too* good. You sound too much like MUSICIANS and not like your characters in the given circumstances. Just tone down the quality a bit is all."

I know I'm paraphrasing more-or-less but that's pretty much what happened.
 

Maximum Bert

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Feb 3, 2013
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Only a few hours in so can only give my initial impressions which were:-

Why does this boat and water look so crappy and whats with all the glitching (oars through the water and dock) also it dosent feel like im on a boat in rough weather.

cool nice art direction the city looks awesome graphics not so much serviceable definitely but not that impressive some of the people look especially bad.

Water effects are terrible or rather non existant why are there no ripples around my feet why no sound when I walk or jump in the water why do I float everywhere?

Yup vigors and Voxophones (or whatever they are called) same as Bioshock but dosent feel as well integrated here sorta feels like well it worked last time just put it in again.

Cool liking the melee weapon oh I get a burning hat, can I kill this dood yes I can awesome.

Combat feels very Bioshock no amazing surprises or upsets.

Overall came away with cautious optimism, still havent got to Elizabeth so I am still very early in the opening wasnt as strong as Bioshock and the game has yet to grip me in the same way as Tomb Raider but I am not disappointed with what I have seen and experienced so far and I know I have barely scratched the surface yet. Oh I really liked Bioshock BTW this game is one of the very few FPS games that could tempt me back into that genre as I am still burnt out on it as a whole and have been since Halo 2.
 

zumbledum

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Sight Unseen said:
It's a shame that the game didn't actually do this at all, otherwise you may have had a valid point here... Everything that happened in the end of the game was heavily foreshadowed and carefully crafted if you take some time to put the pieces together. Within the universe that they created, everything that happens is a reasonable consequence of the laws that they established, and there aren't any plot holes that I can think of which happened... Nothing as pulled out of nowhere, and everything was carefully foreshadowed. So yeah, I disagree with you completely about the ending. Maybe it's not the ending you wanted, but it makes sense and it is a logical and fairly fitting conclusion to the story that they set out to tell. I still wish that the story ended with Booker forgetting about the debt he owed and just taking Liz to Paris with him instead, but that didn't happen, and I'm still happy with the ending.

Would you care to describe the issues that you had with it in more detail?
I have been all through this in the other many threads but its the baptism bit all the sci fi and infinite multiverse stuff goes out of the window and it goes all mystical on us, throughout the game Liz has been able to locate and open tears to the planes she wants, at very best she forgets or doesnt think she can, but that is blown out of the water when your looking through the 1 way mirror at her and she opens a tear to paris, this tear is across time and space but then she maintains she can only open tears where they are in their nascent form and only across very specific planes where other columbias exist with different floor plans but not across space or time.

But infact her ability exceeds even that shes not only capable of divining the specific tear but she can also create whole new dimensions outside of the normal laws of physics, she creates the siren.

the way she picks the dimensions in the prison at the dead Mr Lin and the tools proves she can go where she pleases. theres no reason to not have gone to a columbia that had for example had a peaceful social revolution and was now some tech based racial equality utopia and spent the rest of her life on a whine and cheese testing binge as the happy party town columbia bounces between the majour cultural centers of the world oh and Paris.

But k the ending so shes decided that its not enough to kill this comstock she needs to wipe him out of existance deny the infinite branches that lead down that path, ok so im down with that , but lets look at the powers shes now using, shes omniscient across every plane in the multiverse, she can pull together every strand with this common occurance and collect all her infinite self's to one out of space and time place where they can take a singular action that will affect every single strand..... wow thats quite some power.

so she decides to erase herself and comstock by having booker drown there and some how have it loop back to 20+ years ago and erase that decision out of existence. ie shes changing the rules. ie its bollocks.

so her win is a dead dad and a bad guy never existed and neither did she! /golfclap

why not weave the threads together and have comstock have a stair related fatality at the age of 1 or any other infinite ways of neutralizing him and have that affect take root in all lines?

how about looking at the big picture why not block other choices booker makes so he doesnt become a mass murdering racist thug for hire daughter selling to slavery scumbag and instead let every booker and Elizabeth live with her mum in paris as a happy well adjusted family.

shes got the power to do it.

so in a short version she turns into some mega god and fumbles what should of been a very easy play just so we can have a poignant ending...

dont get me wrong i really like BI its not just good its a great piece of work and taking on a multiverse story is extremely brave theres always an infinite number of ways to mess up.

of course my other reason for not liking the ending is my personal distaste for the multiverse theory in principal i think its fundamentally wrong but thats a totally different discussion
 

Madner Kami

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Well, I got to wondering who Comstock is and where he might know the AD-brand on Booker's hand from and foresaw considerable parts of the ending the very moment, when Elizabeth opened a tear to more or less modern day Paris (bus driving in her direction, cinema where "La Revanche du Jedi" runs => timetravel possible => Comstock = Booker) not too far into the game - though admittedly it was hard to tell at that point and still is, whether the title was a stab at the original title of the movie "Revenge of the Jedi" or an elseworld-spoof (and the developers not knowing of the original title of the movie).

Regarding the game:

I find it boring as fuck. The story simply doesn't entice me whatsoever. Elizabeth is a Mary Sue and fuck if I know, what the hell Booker is supposed to be doing there, because she could do it all on her own, including escaping from her jail and any conceivable dangerous situation, which she can clearly do at will.

The level-design is mediocre at best, sure it looks pretty good when you look at it first, but you'll find plenty of inconsistencies pretty fast, especially at the "Tour-de-Columbia" in the beginning of the game. Inaccessable balconies (no doors, no stairs, can't even jump up there) with people on it (how the fuck did they get up there and how are they going to get down before starving to death and why in hell did someone build a balcony onto a house without any accessway?!), houses which float around without *any* access or connection to the floor-levels (none of those connection-tiles on them whatsoever for reasons beyond my understanding) and houses which's ground-floor you can access, but which have no conceivable way of accessing the other floors, as the shop in the ground-floor intends to occupy all the space (which they sometimes don't do, despite having milk-textured instead of simple look-through windows in their back...) and there are no fucking stairs neither outside nor inside... And of course my favourite topic: Invisible walls keeping you from falling off the platforms in the beginning of the game, but not anymore as soon as you get to the first fight-passage. But! There's no fucking penalty for falling down, so why even put invisible walls there to begin with?! And then there are other more obvious level-structure problems: How do people get to or off Battleship-Bay for fuck's sake?! They either have to use the same way you do, which is, frankly, ridiculous, or have to dig themselves through the half-burried-beneath-sand entrances or fly there...

Another pet-peeve of mine is, that the game doesn't introduce some pretty basic ground-level mechanics to you, before you're well into the game. For the first hour or two, noone gives a single fuck if you take their own wallet from right under their nose or take the food out of their field-kitchen which they sell for a living, but suddenly stealing becomes a big no-no? And just a few minutes later, the owner of that cash-register is gone and the cop who watched that gun on the wall, too, because the area became a combat-area five minutes after you passed through it initially and suddenly it ain't labeled as stealing the gun anymore, but taking whatever the register contains is still stealing? And what the fuck are the "consequences for stealing" that I get threatened with? If any civilian area I pass through where stealing may be a problem, is a slaughter-house five minutes later anyways... To quote Jim Carry from Bruce Allmighty: "Smite me, O Mighty Smiter." I totally fear thy wrath... not.

Oh and then there's the AI and combat. No, I don't want the AI to be smarter really, as the game gives me preciously few mechanics to actually fight anything which is smarter then "stand at waypoint X and fire on player, no matter if the machine gun fire has a realistic chance of hiting from 500m away". And I really ate the crowmen. Those are totally scary, except they are not. No, don't even dare porting them into the vague direction the player is moving towards, because the player could do fuck all if they did as there are no evasion mechanics in the game whatsoever, it's clearly much more fun to just port them wherever the player was when the porting-sequence began two seconds ago, so the player knows where to shoot and is completely unthreatened... Oh and let Elizabeth point your enemies and their traps out for you too, because that makes combat even more enticing apparently. As it stands, there is exactly two types of enemies which are a danger to you: Massed melee-assaulters and enemies appearing in your back (usually scripted and appearing out of thin air without any rhyme or reason and/or railjumpers, though those usually loose their threat the moment you realize where they will appear again in the next wave of the scripted combat-sequence). Oh and while I rant about the combat, I have to stab at Elizabeth again. I really had a good laugh at the "she's such a good companion, she can take care of herself in combat"-crowd after the first fight-sequence after teaming-up with her. She does fuck all, dear crowd and she has to do fuck all, because the AI doesn't treat her as a target. She wouldn't even need to do her token-hiding thingy, she could stand out in the open, the AI could shoot you with AoE-weapons while you stand next to her and nothing would happen. Oh and of course she does nothing on her own, unless you order her to do something and I simply do not understand, how you can convince yourself of that blatent lie, when it's so blatently obvious...

Oh and then there's the checkpoint-system. Honestly, dear developers, fuck off with that bullshit. What do you think you're trying to achieve there? Is it lazyness? Is it trying to force me into following the consequences of my actions? Well, lemme tell you: It doesn't do anything to me beyond forcing me into not-exploring the consequences of my choices whatsoever. If I have to start an entirely new game lateron to find out, what the actual consequences of stealing may be or face beeing thrown back to a checkpoint that I crossed at an unknown point in time in the past, then I simply won't find out at all. Hey, I might like the consequences of stealing and may follow an entirely different path of the game if only I knew what consequences follow from forcing your ticket-service with a gun, insisting verbally on beeing served or simply waiting till that totally-not-obvious "covert agent" behind that counter reacts to my presence, but no, instead I play it "safe", because I don't want to have to repeat a good ten minutes (searching for loot included) of the game (yes, the last checkpoint before that encounter is right before you meet the mixed-race couple from the baseball-throwing sequence - assuming you didn't throw the ball at them) every time I have to make a decission like that.

Oh and then there are the myriads of people with which you can not interact, not even a set of standard-reply packages for random-NPCs, that's pretty cheap to lame, guys... Sorry, enough of the ranting. If you haven't guessed it yet, Bioshock Infinite is a pretty mediocre to bad game in my book. Right on par with Bioshock 2. At least I got X-Com out of the deal, so the 45? weren't the worst investment and admittedly, the game could be far worse. But as it stands, it's a pretty big let-down for me and the hype was much ado about nothing.
 

Proverbial Jon

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Nov 10, 2009
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I can't give this game enough praise. I honestly can't. I'm going to have to rethink my top 5 favourite games of time, I need to make space for this one...

But honestly, I can't remember the last time I finished a game by staring at the screen with my mouth hanging open in disbelief... if indeed that has ever happened before. That's something I won't quickly forget.

Irrational Games have a lot to answer for, Infinite is now my new benchmark for judging all videogames.
 

Do4600

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Sight Unseen said:
I feel practically the opposite about almost everything you said...
What difficulty did you play on?
and I ended up having to beat patriots to death with my bear hands and died at least, at LEAST 40 times in the last hour because I didn't have enough ammo or salt to produce the damage I had to at the end to kill the enemies. I would spawn and empty my carbine and crank gun into a rocket launching Vox Populi and be fucking proud I was able to kill at least ONE before my ammo and salts ran out. Hard was hard for all the wrong reasons, they just multiplied the life of the enemies until you just barely kill one with the ammo you got after you re-spawned. I swore to myself if another fucking zeppelin appeared at the end I was going to turn the game off, that's how much I hated the combat towards the end of the game.

Actually, I think the difficulty totally ruined my experience of the game, it's very difficult to give a fuck what Elizabeth says after I just spent the past two hours screaming, "FOR FUCK'S SAKE DIIIIIIIIIIIE!!!!" and feeding my rifle to enemies the game didn't give me the means to kill.

I can't overstate how fucked up that was, I had that piece of gear that increases head shot damage by 50% and I was putting full 18 round magazines of fully upgraded carbine into their heads from point blank and it took two or three magazines to kill them.
What the fuck were they thinking
 
Dec 3, 2011
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I don't think it's a masterpiece by any stretch of the imagination - the original BioShock had far more depth, atmosphere and narrative power. However, I did have a lot of fun with it.
 

scorptatious

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May 14, 2009
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So far, I'm having fun with it. I really like how well the game splits the action sequences with the parts where you just explore the world of Columbia.

Also, Elizabeth is interesting. I really like how she goes around and interacts with stuff in the game. When she goes by a couple of guys smoking, she coughs. When I enter the men's bathroom, she stays outside and waits for me.

I'm sure there are a bunch of other games that do that kind of thing, (like ICO to some extent) but to me, I find it very interesting.

I'll probably start playing it again after I'm done typing this.
 

Ironbat92

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Nov 19, 2009
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It was magnificent. It has great gameplay with one of the best narratives in any game. If i had any complaints, it's that the ending was a bit muddled, but it's still fantastic. Absolutely a contender for game of the year.
 

MysticToast

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I absolutely loved it. It's one of the best single player experiences I've had since..... well I can't even remember.

There were only a couple small gripes I had with the game, but they were minor enough and the rest of the game amazing enough they didn't really matter.
 

TheYellowCellPhone

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Story was fairly disconnected from the player. Though the game did a good job adding character to DeWitt and Elizabeth, and the entire city of Columbia and indeed the entire pre-WW1 spirit, but all other characters like Slate, Comstock, and Fitzroy felt like they were given no focus -- except maybe the Lutece twins, but they spoke for themselves. The entire plot device about Elizabeth's tears, alternate universes, and quasi-time travel was so unbelievable bullshit that the ending just felt sudden and so stupidly "because magic, that's why!" It's got nothing on the story of Bioshock 1, nothing at all on Bioshock 1's "Would you kindly..." twist or either Bioshock 1 or 2's endings. Really, the ending soured the entire game for me.

The gameplay was really good though, but it just wasn't Bioshock. There was no resource harvesting, or optional boss fights, or research, or security bots, or different ammo types, or crafting, or first aid kits, or EVE hypos, or variable weapons. There were upgrades and tonics, but when you could buy the upgrades at any of the extremely common vendors or change your tonics (clothes) whenever you could, it didn't feel like there was much risk or danger to the game. There just isn't much useful point or "it'll be worth it!" challenge to explore the maps as much as other points in Bioshock, since firefights are easy, money and ammo are laughably easy to get a hold of, and the upgrades aren't really worth the time. Really, it just took out the minor RPG elements of Bioshock that made Bioshock so unique, and it suffered for it. No save states either, that's the worst part!

Combat was extremely fun, aesthetically pleasing, but never challenging. Guns felt powerful and never felt like upgrades over the other, but they were too powerful and ammo was too easy to find. Your shield could take all abuse for no negative drawbacks, and if you ever ran low on ammo, salts or health Elizabeth would give you more for no drawbacks (and you actually are invincible when accepting them), and you never ran low on ammo or health like you did in Bioshock. You always have money because it never, ever is necessary for you to buy any ammo, health, or most of the upgrades. Elizabeth's tears in combat boiled down to "Do I have the unlimited amount of rocket sentries for no drawbacks, or do I have the unlimited amount of motorized patriots for no drawbacks?" Vigors, like the original plasmids, were pretty hard to juggle during combat and you pretty much used the same two plasmid-vigors the entire game.

Enemies were either effortless cannon fodder or slightly less effortless steampunk-looking guys. I loved fighting the Handymen, but you fight a grand total of four of them in the entire campaign - come on, Bioshock had that many Big Daddies in one map!

Skyhooks were really cool though. Kept the action fast-paced and extremely unique. I wish the upcoming DLC adds new hoard-style arenas where you use Skyhooks everywhere, that was the shit.

Guns were pretty boring, but they looked and sounded really cool and kept the steampunk feel. But all guns were explosive or hitscan: no napalm, electric gel, or liquid nitrogen; no crossbow bolts of any type, no exploding buck, no proximity mines, no heat seekers, no armor-piercing rounds, no anti-personnel rounds. Holding only two guns at a time was boring, because you never felt a need to move away from the same two guns the entire game. Most guns (specifically the Shotgun, Handcannon, Crank Gun, and Carbine) made the game effortless.

TL;DR: the game was good, really good, but it wasn't a Bioshock game. Yeah there's the Pinkertons, the small pants-shittingly cool Rapture moment, and plasmid-vigors, but it could have been a game with a completely different title and it wouldn't have left the sour taste of "this isn't a Bioshock game though!" in everyone's mouth.
 

Aiddon_v1legacy

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Most of the gripes I had were with the gameplay. The story isn't quite what I was hoping for (seriously, I didn't find Elizabeth as endearing as I did Eleanor in Bioshock 2), but it is still good despite not exactly being a crowning achievement in narrative. Levine's no Yasumi Matsuno or Suda 51, but he is still one of the best in the industry. Anyway, here are some of my complaints

The Skyline: The Skylines were a GREAT idea for gameplay. These really make the level design put most FPS titles to shame as if to say "put some effort into it, dammit!" Whenever you're in a wide-open where these are available you can REALLY have some fun running around, leaping onto unsuspecting foes with your Hook, or picking them off like you're playing a railshooter. Elizabeth's Tear mechanic only adds to that fun as you can make the environment change and suit it to your playstyle.

However, the gripe I have is this: there aren't ENOUGH times where you get the chance to use them. The amount of chances you have to use the Skylines during combat aren't that many, which is a shame because they're just so FUN. Too much of the game is spent in standard FPS locales, basically being interiors and corridors. I can understand not wanting to dilute the unique nature of the Skyline setpieces, but I really feel they should have used them more. Maybe we'll have this alleviated in DLC, but I feel the Skylines weren't used to their full potential.

The weapons: I felt like there were far too many weapons in the game. While I understand wanting to have variety, a lot of weapons feel a bit redundant. For example, why are the Huntsman Carbine and Vox Burstfire BOTH in the game when they could have just scrapped one or made the Burstfire an alt-mode for the Carbine? Another example of this is the Pig and the Hailfire as the traits of the latter could have easily been rolled into the former. Heck, you even could have just rolled both of them into the Barnstormer RPG. To go for the hat trick, the Triple R machinegun and Vox Repeater also barely have any difference between them. This really could have streamlined things a bit and they might have even been able to put some new, more creative things in.

I also really miss the alternate ammo from the previous games as I thought they were really cool. I'm also a bit peeved that they didn't just have all the weapons available at all times after acquiring them as they did with the Vigors as opposed to only being able to carry two, period.

Some things about the Vigors: Guys, we don't need FIVE Vigors to have Trap alt-firings. Like why not make it so the Devil's Kiss acted like a flamethrower when charged? I also felt the Combos could have been more varied, like having Bucking Bronco combo into itself with popping enemies into the air and then slamming them down for massive damage. Again, a gameplay mechanic that I didn't feel hit its full potential.

No manual save: Do I even NEED to explain?

Some pacing issues: The side-quests in particular are guilty of this. Infinite is a strictly linear game for the most part, so telling us to go off the beaten path feels a bit annoying and grinds progression to a halt as you try to find a chest to a locked key. It wasn't so bad in the previous games due to their sprawling maps, but in this it's kind of unnecessary.

Still, it is a very fun, creative game with interesting ideas. I can't wait for the DLC.
 

IamLEAM1983

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Aug 22, 2011
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Jaeke said:
This "game" is the epitome of storytelling in this industry.
This. Absolutely this. It's the kind of game I'd like to show to Hideo Kojima precisely for its narrative. Not so much because of the theme, but because of the way Irrational picked a subject that's convoluted by its very nature (string theory and parallel universes) and made it not only digestible, but also thrilling to watch unfold.

In the meantime, I'm dreading "The Phantom Pain" because I'm expecting another turgid mess of needlessly complex dialog and superficially explored themes. MGS4 wasn't so much a game as a painfully slow visual novel. If Kojima seriously is a frustrated would-be movie director like he claims he is, he needs to play Infinite for the sake of giving himself a masterclass on how to handle complex narratives in an intelligent and engaging manner.

I'll be fair, though, and mention that if you needed to put together a masterclass on video game diegetics, I wouldn't just lean on Infinite for support. I'd drag out Telltale's "The Walking Dead", along with "Journey".

The short of it is that you can't judge Infinite strictly on its gameplay. Shooter for shooter, practically everything else is better than Infinite - including the previous two Bioshocks. However, the world-building and general design was so jaw-dropping I can honestly forgive any technical flubs to Irrational. Fuck it if the carbine doesn't feel weighty enough or if the machine gun doesn't pack the punch I'd like - the game dragged me by the leash for six hours straight and wouldn't let go. I went to bed just one hour short of the conclusion, last night, and I've spent the afternoon digesting the bittersweet - if fairly unique - ending.

In a way, though, I'm glad. This means we won't be stuck with 2K going "Infinite sold! Gimme more Columbia goodness now!" like it did for BioShock and Rapture. If Irrational wants to move on and explore something else, I'll gladly follow along.
 

DarkRyter

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Had a near constant erection whilst playing the game.

No, I do not need to consult a medical professional.
 

teamcharlie

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Fantastic game. Great story, lots of fun, engaging characters, loved the music choices, all that.

And then the ending. Spoilers for all sortsa things ahead, so be warned:
For the same reason I was disappointed with the endings of Looper and Donnie Darko and Millennium and Twelve Monkeys and pretty much every other 'dark' time travel story that has ever existed aside from Sands of Time, it always seems to me like too easy a fix to just make the protagonist the bad guy and (generally) kill them to end the story. Not to mention the eternal 'but if he dies before he can conceive the daughter who drowns him and, even if she still exists, prevents her from having any reason to travel through time to drown him, who killed him?' problem.

That being said, why not just prevent the Luteces' research from succeeding? Screw with their notes and/or machinery, smother them as infants, send them to art school, pretty much anything like that. In my mind, the major trouble wasn't so much Comstock being a douche as the fact that he had access to time travel and flying death fortresses in 19-freaking-12 AD. That's not a good thing. And since there's still Fink around to screw everyone over if/when he meets a Lutece, I'd hazard a guess that Elizabeth might have just killed her dad for no better reason than revenge.

All told though, the somewhat lackluster ending can't stop Bioshock Infinite from being engaging and stupidly fun. If you haven't bought it already, I can think of very few better uses for your video game dollar that aren't cheap-as-free on GOG.
 

Terminate421

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I thought it was pucking ferpect.

Seriously, this game had no flaws IMO. Game of the Year in my book.

Aside from one boss fight:

Lady Comstock was a ***** to kill in the graveyard on hard mode

I seriously cannot find any flaws.

Also in the ending:

Seeing rapture again was very well done, but watching Songbird die was kind of sad in my opinion.
 

Terminate421

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Do4600 said:
Sight Unseen said:
I feel practically the opposite about almost everything you said...
What difficulty did you play on?
and I ended up having to beat patriots to death with my bear hands and died at least, at LEAST 40 times in the last hour because I didn't have enough ammo or salt to produce the damage I had to at the end to kill the enemies. I would spawn and empty my carbine and crank gun into a rocket launching Vox Populi and be fucking proud I was able to kill at least ONE before my ammo and salts ran out. Hard was hard for all the wrong reasons, they just multiplied the life of the enemies until you just barely kill one with the ammo you got after you re-spawned. I swore to myself if another fucking zeppelin appeared at the end I was going to turn the game off, that's how much I hated the combat towards the end of the game.

Actually, I think the difficulty totally ruined my experience of the game, it's very difficult to give a fuck what Elizabeth says after I just spent the past two hours screaming, "FOR FUCK'S SAKE DIIIIIIIIIIIE!!!!" and feeding my rifle to enemies the game didn't give me the means to kill.

I can't overstate how fucked up that was, I had that piece of gear that increases head shot damage by 50% and I was putting full 18 round magazines of fully upgraded carbine into their heads from point blank and it took two or three magazines to kill them.
What the fuck were they thinking
The ending fight with all the patriots and shit was frustrating as hell, it took me 3 restarts on that part to "get" how to do the fight right:

I had fully invested all of my tonics and upgrades into Machine Guns, Carbines, Shotguns, Crows, Fire, and ShockJockey. The key is to use the crows to hold off the soldiers and use everything else on the patriots. But the key is Songbird. The objective is to use it on the Zeppelins, but I found it left you with about 3 minutes of cooldown which really makes the Patriots do some damage to the ship.

The key is to time Songbird right, summon him to wipe out the patriots and use crows to murder the soldiers, then when the patriots stop spawning for a moment, take out the zeppelin to spawn them. After that, keep pounding the soldiers with what you have and then kill the last zeppelin. It was a pain but it works.

Captcha: Under the sea

Wow....