Fun Stuff > CLIKC
Bioshock: Infinite
satsugaikaze:
The thing is using the voxophones isn't inherently a bad idea per se, because I think collectibles in games are a great way to add plot or exposition without having to put some infodump into a cutscene or have someone blurt it out in say, a flashback or whatever. But they need to be implemented/placed in such a way as more important ones are more easily found and less out-of-the-way than, say, some easter egg or random tidbit on racism.
TheEvilDog:
Finished playing Bioshock on Saturday night, downloaded 2 last night so I'm playing that at the moment. So far, I'm enjoying the series. (I've just left Grace Holloway, so that will give you an idea where I am. My only gripes with 2 at the moment is the really small number of first aid kits and Eve hypos you can carry, that and the fact that you can't manually top up your Eve, having to use it up so that it automatically refills is annoying, especially in the middle of protecting a Little Sister).
de_la_Nae:
Just gonna go ahead and Spoiler most of this, just in case.
(click to show/hide)I did find it nice that Infinite steps away from 1 (never played 2) in what you're fighting and how. I'm not certain that it's better, but I did appreciate, for example, actually *seeing* the society I was breaking down when it was vaguely working. In some parts 1 implies that not all of the survivors you meet are constantly tearing apart others in fits of the old ultraviolence (like the failed negotiation with the 'dockworkers' or whatever they were), but every time anyone other than a Big Daddy sees you it's KILL OR BE KILLED time. Infinite lets me walk through a few spaces where they don't recognize me as prey yet. Very few, mind.
I like that they didn't try to tell us anything about Songbird's life pre-mechanization.
I agree that the 'fall' of the Vox Populi and Daisy Fitzroy was handled in a rushed way that hurts itself. While it's not such a hard sell that you'd end up having to fight the Vox, how we actually got there sucked, and not in a good 'this makes me really sad but it makes sense' sort of way. It needed more time than it took to make it work. That said I did feel like the actual confrontation with Daisy in Fink's sanctum was fine, if it had more buildup.
Actually now that I consider it that whole section, including the parts with you v. Fink needed more time and content worked into them. The game needed to really start exploring more of the meat of its Infinite at some point, but I don't agree that that was the point, not how they handled it.
Side note: Is it me or do 2-4 characters talk about pulling something 'up by its roots'? Daisy does it a couple times, but I think Comstock and maybe Booker does as well.
The music in this...yeah. I noticed the Beach Boys tune but just filed it away as odd. Overlooked the Girls Just Want To Have Fun remix completely. Found the red tear where our modern popular version of Fortunate Son was playing before I noticed any other musical inconsistencies (though I am lead to believe that Good Night Irene wasn't popularized in the version sung until later than the game occurs, maybe not correct though) until exiting the Station down in Shantytown. Hot damn that performance, as the bullets fly and the city begins to burn.
As a religious person this game definitely made me uncomfortable in parts. That's a good kind of uncomfortable though.
The Luteces probably launched a *lot* of erotic fanfiction.
I felt like it was probably necessary for Comstock to die, hell I *wanted* him to die after seeing everything I had. Doing it like that still felt dirty though. Similar thing to Andrew Ryan, even though one could argue he was asking for death just like Cornelius Slate was, and I granted it to him after a long moment.
More later maybe.
Edguy:
Generally, if one has to break the downsides of Bioshock Infinite down to one thing, it's that it is too ambitious.
(click to show/hide)For example, regarding the Songbird, it's clear from the advertisement, early trailers and interviews that they were planning more detailed plot and moral mechanics around it.There's also a large building in the large area before you enter Comstock's house, that you can enter, but that there's nothing but a broken elevator shaft and a locked door inside. They had clearly intended to do something with it.
I believe it's said that the plot and ending of the game didn't really come together until mere months before the original release. That is really a problem ken Levine has; he seems to be a little too ambitious. That's a rare attribute in today's gaming industry.. Anyways, I really hope they don't try to out-do themselves with their next game, and instead try to find that fine line between too simple/generic/predictable and overambitious/over-complicated/messy. (which I think that Infinite got at times, especially regarding the mechanics of the dimensional travel.)
de_la_Nae:
One thing I meant to comment on earlier, some gameplay mechanics examinations I read earlier posit that vigor traps do a greater base damage or effect, generally, than just launching them. I wish I'd realized that, I might have been tempted to use them more (since I pretty never used them ever ever ever)
EDIT: Disclosure's sake, I'm also probably pretty bad at this game.
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