http://www.youtube.com/watch?v=Yc15KgfNJsw
A Video that Sums up nicely the problems of Infinite.
Major Spoilers for anyone that HAS NOT FINISHED THE GAME. This is also a long Thread sooo basically I don't expect a whole host of people to read it :P
Anyone else agree with me or are most people still Honeymooning with the game ? Ok Ok before im beheaded for this blasphemy let me first explain myself. In no way do I think Bioshock Infinite is a bad game it is probably one of my most beloved games in awhile now. (It doesn't hold a candle in regards to the first Bioshock) However I do believe it COULD have been one of the greatest games ever created the game OOZES potential it gushes out like a severed limb, but ultimately fails to meet it due to them realizing after pouring Millions of dollars into this game *How the **** are we going to make our money back ?* by sacrificing elements of the game to reach out to a larger audience of course.
The Evolution Of Bioshock Infinite
Debut
http://www.youtube.com/watch?v=1WDQ4FhslSk
Debut gameplay
http://www.youtube.com/watch?v=Y_DSfjAdhlU
E3 2011 demo
http://www.youtube.com/watch?v=kEBwKO4RFOU
VGA 2012
http://www.youtube.com/watch?v=zvIU1e7k7Oc
Launch trailer
http://www.youtube.com/watch?v=8Wq5KHPYWWY
At the onset, the player is thrust -- on more than one level -- into an exciting and wonderful place, but there is already some sense of awkwardness before the combat inevitably takes hold. The citizens of Columbia make eye contact with you and track your movements, from carefully realized stationary positions, mostly without ever communicating with you. They're equal parts wax museum specimen and carnival ride prop.
When the non-violent layer is stripped away after the initial hour, the rest of the game is spent with the city's forces running at you in endless waves. There are brief respites, but, again, despite sometimes being surrounded by civilians who stare and track you, your communication is mostly limited to back and forth quips with Elizabeth as you wander past.
My issue is Columbia while VERY Visually appealing feels empty, my favorite parts about Bioshock Infinite were simply just walking around Columbia during the downtime moments, however im almost always pulled out of the world by the god awful NPCs. NPCs just dissapear when Combat happens they don't hide in cover they don't go into the safety of their homes they just *Poof*.
Story:
I actually prefer Bioshock Infinites story compared to Bioshock one, so much thought was put to infinite its almost mind boggling how much stuff you shrug off at the start because you don't know what they mean until more of the pieces start to fit together.
The ending is probably one of my favorites in recent Video game memory, soo much better then Bioshock 1 and its horrible Final Boss. Really I don't have any complaints about the main story.
Powerful stuff.
Backstory:
Bioshock 1s Backstory was however sooo much better then Infinites. Im presented with this breathtakingly beautiful world yet Voxaphones are a joke compared to the Audio Daries of Rapture why is such a amazing place given almost no backstory along with its inhabitants ?
Listening to Audio Diaries presented you with little stories of certain civilians and all kinds of interesting back story on Rapture. One example in Bioshock 2 you can find a Audio Diary of a man coming to Rapture to try and find his daughter who was taken to be turned into a little sister, going off the beaten track you find Audio Diaries of this mans experience with Rapture and its inhabitants. Near the end of the game you go about your merry way killing Big Daddies but you stop and loot this *Named* Big Daddy carrying a Audio Diary. It was that very some farther, I don't know if anyone played Bioshock 2 but that part really struck me, rather then giving up his daughter he chooses to be with her forever turning himself into a Big Daddy to protect her. (Correct me if im wrong its been awhile)
Looking back at Bioshock Infinite I don't remember coming across anything as interesting or as shocking as some of the Audio Diaries in Rapture.
Undeveloped Characters:
Daisy Fitzroy:
Horribly under developed character with a farewell that was mind numbingly bad. Vox Populli were turned into nothing but mindless murders that attack you for no reason the first thing they say when they see you *Its Booker Dewit !* and start shooting you..really ? Wasn't Booker a Hero to them ?
SongBird:
Why the hell did probably the most interesting character (Besides Elizabeth) get almost no backstory at all ? Songbird was so underused it hurts. All we know is that Fink constructed him after *supposedly* looking into a tear and gained inspiration (We can assume or at least guess that it was Rapture) Apart from that..nothing at all ? WHY !
Boys Of Silence:
Used very briefly in one of the later levels and..that's it ? I don't remember a Voxaphone going into detail about the Boys Of Silence yet they are visually one of the interesting Characters/NPCs in the game.
Gameplay: It feels worse then Bioshock 1. I know I know im going to get alot of shit for this one. Bioshock Infinite's Gameplay/Controls are more fluid there is no denying this, playing the game is a overall better *Shooting* experience then Bioshock1. However it feels stripped down and taken apart compared to Bioshiock it feels more like a spectical shooter then what Bhoshock was. (I would argue that they didn't need to strip the game down its a sequel if the gameplay DOESN'T feel better in a sequel then clearly they did something wrong)
I have less Guns available at any given time restricting me to 2 at any given time. Vigors and especially their upgrades felt extremely weak compared to Bioshock 1 both visually (Bioshock Plasmids and Guns changed Appearance with each level and upgrade), Vigors themselves felt out of place in Columbia, there wasn't one time where they tried to explain vigors to my knowledge.
Choice in how I want to play the game is limited severly, I loved going full Plasmids in Bioshock 1 with little Gunplay here and there. with Infinite im almost brought back into a Cover Based shooter I can certainly try to use nothing but Vigors but I won't be very effective unless I bum around and wait for Elizabeth to throw Salts out of nowehere.
Gameplay doesn't feel rewarding, near the end I tried to skip most battles just purely because how boring it became rinse and repeat killing waves and waves of the same enemy, at least in Bioshock you could mix and match for different playstyles which made reply so much fun.
Soundtrack: It's a tie for me LOVED Bioshock's soundtrack the creepy atomospehere along with the old 1930s _1940s music is haunting beautiful going along the corridors of Bioshock and hearing *How Much Is That Doggy In The Window* and others.
But Bioshock Infinite's soundtrack is probably the strongest part of the game this is one such example.
Beach Boys: God Only Knows:http://www.youtube.com/watch?v=4coaEB4tabU
No complaints from me they nailed the Soundtrack hands down in my opinion amazing stuff.
Some Information regarding the game is early development.
- In earlier renditions of BioShock Infinite, Columbia's citizens could become mutated in several ways. "Vigor" abusers became repugnant versions of whatever the ability was. So Shock Jockey mutants would have those crystallized structures seen in the final game all over them, Devil's Kiss mutants would have charred skin, and so on.
- Instead of "nosebleeds," characters would instead end up physically merging with other incarnations and appear as if their young and old bodies were ghastly "morphed" together (if the process went awry).
- Songbird went through many variations, some of which are comparable to something you'd see out of Shadow of the Colossus to literally Big Daddies with wings (sans the drill). The book equivocates Songbird to the Big Daddies and states Irrational worked backward from that impetus in creating the character (knowing that it needed to fly to suit the city in the sky concept).
- Details can be found in released concept art that suggests Songbird has an organic core with mechanical parts (That tube you see running from his face? It's an air hose for breathing). An inordinate amount of thought went into how his wings function and his entire body moves in relation to this mechanism.
- Columbia definitely carried an Art Nouveau style in original designs. One can liken it to Rapture in the sky, albeit with subtle touches. The palette and curvaceous nature of these designs were pared down and modified, but there is still quite a bit that made it into the final game in some shape or form.
- Elizabeth went through countless designs and profiles. It's staggering to see how much thought was put into this character. Earlier designs definitely harked toward Disney Princesses and distinct outfits from the time the game is set in. There are also a couple concepts that show Elizabeth utilizing telekinetic abilities.
- Vigors originally were in canisters that had needles pop out to be inserted into the players forearm accompanied with some sort of mutation. The idea was that switching Vigors would show the new canister on the player's affected arm, thus always allowing you to see which power was in play by the canister's design. This was jettisoned in favor of animating Booker's arm "mutated" in a unique manner with each power.
- Each Vigor bottle went through at least a dozen designs. Many are shown for each ability. For instance, the Shock Jockey originally had a stylized rendition of Zeus brandishing a lightning bolt in each palm.
- There are at least a handful of distinct heavy hitter and mid-tier enemies featured in the book that were cut from the game. One being a toymaker with denizens mutated into larger versions of children's toys (one being a stuffed rabbit and the other an owl doll). Another enemy was a stage magician set in the aesthetic of Columbia (not unlike Sander Cohen).
- An "Enhancer" enemy can be seen in the book. He appears like a cross between a vagrant and a wizard (strange, I know). It looks like it got as far as being modeled. He would provide potions and Vigors to fellow foes.
- It seems that they toyed with the notion of using Automatons as enemies.
- In original concepts, Fink's enterprise was going to be powered by half-human, half-machine slaves. The player would presumably encounter these atrocities as they delved further into Fink's Manufacturing lair.
- The Sky-Hook was originally meant to be strictly a means to transport the player. It wasn't until later that they found it could serve also serve a grisly, darker purpose.
Bioshock Infinite was something I was unbelievably hyped for, Bioshock is one of my Top 10 games and Perhaps I had too much hype that I had unrealistic expectations of Infinite ? However I do believe well im not saying ZOMG conspiracy theory ! Bioshock Infinite just feels so much different compared to what System Shock 2 was to Bioshock. It feels like a Stripped Down game to appeal to a larger audience.
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