- Member Since: April 18, 2013
- Posts: 25
...you want Elizabeth to summon rainclouds on a group of hell-raising drunkards, in that spot, every time? You want the Handyman to mindlessly stand on the bridge, waiting for you to destroy it? No, just... no.yearssomuch
We don't know for sure it would have been THAT scripted. I doubt IG as creative as they are would have settled for making it that way. They may have been thinking of having optional interactive spots here and there you could choose from to give Liz commands with, vs reacting to her actions, much like tears.
My argument is just that it would have made Liz too combative and less innocent, and the gameplay too easy as well. In some respects it certainly would have bneen more scripted though, vs being completely free to dictate how a battle with a Handyman plays out.
- Member Since: June 19, 2012
- Posts: 124
- Member Since: June 14, 2007
- Posts: 289
I don't think this was better than Bioshock 1. Those of us who got Bioshock 1 on release day back in 2007 understand why that was the better game, It's the same reason why COD 4 (loose analogy, bear w/ me) is still the best COD. That game was ahead of its time and no other FPS could even compare. Both games have great stories, but Infinite's gunplay is not the quantum leap that Bioshock 1 delivered for its day.
Well I agree with you that CoD 4 was cutting edge for it's time and still one of the best optimized games for how good it's graphics are, but Infinite also brings some cutting edge tech to the table.
The type of combat preferred is very personal preference, but I don't think anyone that knows anything about working with UE3 can argue that what they've accomplished with this game is no small feat.
Just making objects as large as buildings dynamic vs static was a huge hurdle, as was scripting AI to follow complex AI paths on skylines and jumping to floating barges and such.
The old Bio fans got two installments in Rapture that were more to their liking, it was time for a drastic change.
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