New Bioshock: Infinite - Page 28
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Kouda
United States2205 Posts
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FliedLice
Germany7494 Posts
On March 30 2013 06:18 Firebolt145 wrote: First two games stay in that environment for the whole game. Infinite is based in a completely different setting which is much brighter and last darker and ominous. There are still a few 'jump' moments in Infinite but they are few and far in between. But one of them nearly gave me a heart attack. At 5am in the morning. + Show Spoiler + When that weird watcher thing suddenly stands right behind you in that asylum near the end of the game. Holy crap that thing scared the fuck out of me | ||
Skullflower
United States3779 Posts
On March 30 2013 09:03 FliedLice wrote: But one of them nearly gave me a heart attack. At 5am in the morning. + Show Spoiler + When that weird watcher thing suddenly stands right behind you in that asylum near the end of the game. Holy crap that thing scared the fuck out of me Hey that totally happened to me too. Same time and everything. I went to sleep after that t_t | ||
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Firebolt145
Lalalaland34486 Posts
On March 30 2013 09:14 Skullflower wrote: Hey that totally happened to me too. Same time and everything. I went to sleep after that t_t That also made me jump up and start shouting curse words lol, must've woken up my flatmate. | ||
Excludos
Norway8033 Posts
On March 30 2013 09:15 Firebolt145 wrote: That also made me jump up and start shouting curse words lol, must've woken up my flatmate. Ditto. Nearly made me crap my pants. I sucked at the sneaking part earlier, so I barely had any ammo at that point. When he showed up I immediately unloaded the remaining ammo of my rifle before I realized "oh..he's gone..". | ||
DaBears57
United States300 Posts
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Warri
Germany3208 Posts
On March 30 2013 09:36 Excludos wrote: Ditto. Nearly made me crap my pants. I sucked at the sneaking part earlier, so I barely had any ammo at that point. When he showed up I immediately unloaded the remaining ammo of my rifle before I realized "oh..he's gone..". Haha same. I didnt realize that you could not trigger them and ran out of ammo and salt and had to melee/run/melee the first wave of them. + Show Spoiler + Why is it always Heads? | ||
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Firebolt145
Lalalaland34486 Posts
On March 30 2013 10:47 Warri wrote: Haha same. I didnt realize that you could not trigger them and ran out of ammo and salt and had to melee/run/melee the first wave of them. + Show Spoiler + Why is it always Heads? [spoiler]I suspect it's because there are multiple worlds where this is happening and he is presenting this coin flip to every single Booker out there. | ||
Warri
Germany3208 Posts
On March 30 2013 11:07 Firebolt145 wrote: + Show Spoiler + I suspect it's because there are multiple worlds where this is happening and he is presenting this coin flip to every single Booker out there. + Show Spoiler + But then it should still be 50:50? | ||
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Firebolt145
Lalalaland34486 Posts
+ Show Spoiler + Variables and constants. Certain things will vary from time to time, certain things will be constant. Apparently, flipping the coin and getting heads is one of them. Also another thing very few people notice - whenever Elizabeth flips a coin at you, it always comes up tails. | ||
ETisME
12350 Posts
I still prefer bioshock 1 however, the low growling sound of big daddy is just unrivaled by anything in this game. I also often have trouble finding elizabeth, she kept running off when I am exploring (Or is it because I am the one running and she can't catchup?) | ||
Skullflower
United States3779 Posts
On March 30 2013 10:47 Warri wrote: Haha same. I didnt realize that you could not trigger them and ran out of ammo and salt and had to melee/run/melee the first wave of them. + Show Spoiler + Why is it always Heads? + Show Spoiler + It's a constant. I suppose like Booker never rowing on the way to the lighthouse. | ||
Warri
Germany3208 Posts
+ Show Spoiler + When Booker almost drowns the first time and is safed by elizabeth, she asks who anna is. Iirc Booker says he doesnt want to talk about it, which means he must know and remember that he had a daugher named anna and that he gave her away originally and also how she lost her finger. Unless he suppressed those memories, but then he would say he doesnt know who anna is? | ||
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Firebolt145
Lalalaland34486 Posts
On March 30 2013 11:36 Warri wrote: One more thing that bugs me: + Show Spoiler + When Booker almost drowns the first time and is safed by elizabeth, she asks who anna is. Iirc Booker says he doesnt want to talk about it, which means he must know and remember that he had a daugher named anna and that he gave her away originally and also how she lost her finger. Unless he suppressed those memories, but then he would say he doesnt know who anna is? + Show Spoiler + Theories are that his wife was also named Anna and when she died during childbirth he named his daughter Anna as well. | ||
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motbob
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United States12546 Posts
I have such huge respect for the way the story was constructed. One bit that stuck out to me was the middle of the game, where tears start being used more often and once you're done messing with them, the whole city has gone to shit. The writers had to find a way to realistically bring the city from one state to another in a rapid but believable way. It used existing story elements to achieve that goal. It didn't really have to pull anything out of its ass, the way HL2 did in solving the same problem in a similar fashion. The best twists are those where you feel like they should have been obvious all along. It's hard for a movie to do that; you can probably count the movies that have had truly great twists on your hands. And video games historically haven't tried, but when they have tried they've been awful at it. The only exception I can think of is Bioshock 1. And now this game. Everything matters in this game, story-wise. I could go scene by scene. The Hall of Heroes stage is critical for establishing Booker's past mistakes, which is a big part of what makes the ending work. Yet, the level does so much more than fill that purpose. We get plenty of world-building, the most awe-inspiring areas of the game (IMO, anyway, especially the final Boxer room), and that wonderful choice at the end, a truly moral choice, so rare in video games. Over the first few hours, I was annoyed at a lot of little things in the game. I couldn't interact with this or that item; there was an invisible wall where there really didn't need to be one; the lettering used in the little movie boxes looked like a computer font and not something that would be used in 1912. But after a few hours, all my complaints melted away. I can stop playing single player games now. I've played the best there ever could be. 10/10 | ||
TimENT
United States1425 Posts
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Erik.TheRed
United States1655 Posts
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Avs
Korea (North)857 Posts
On March 30 2013 15:41 motbob wrote: Someone said earlier in the thread that the combat system was shallow, and I don't understand that perspective. I got through the entire game not really using vigors at all, but instead feeling out the benefits and drawbacks of each weapon. Spamming Possession after getting the upgrade seems like it would be a simple way to brute force 1999 mode, but I dunno. I don't have any desire to find out; the next time I'm gonna play the game is in five years when my computer is powerful enough to run everything on high at 60 fps. I have such huge respect for the way the story was constructed. One bit that stuck out to me was the middle of the game, where tears start being used more often and once you're done messing with them, the whole city has gone to shit. The writers had to find a way to realistically bring the city from one state to another in a rapid but believable way. It used existing story elements to achieve that goal. It didn't really have to pull anything out of its ass, the way HL2 did in solving the same problem in a similar fashion. The best twists are those where you feel like they should have been obvious all along. It's hard for a movie to do that; you can probably count the movies that have had truly great twists on your hands. And video games historically haven't tried, but when they have tried they've been awful at it. The only exception I can think of is Bioshock 1. And now this game. Everything matters in this game, story-wise. I could go scene by scene. The Hall of Heroes stage is critical for establishing Booker's past mistakes, which is a big part of what makes the ending work. Yet, the level does so much more than fill that purpose. We get plenty of world-building, the most awe-inspiring areas of the game (IMO, anyway, especially the final Boxer room), and that wonderful choice at the end, a truly moral choice, so rare in video games. Over the first few hours, I was annoyed at a lot of little things in the game. I couldn't interact with this or that item; there was an invisible wall where there really didn't need to be one; the lettering used in the little movie boxes looked like a computer font and not something that would be used in 1912. But after a few hours, all my complaints melted away. I can stop playing single player games now. I've played the best there ever could be. 10/10 I'll explain what he meant. The game makes an attempt to allow many choices: Health/Shields/Salts, wide variety of weapons, wide variety of vigors, and upgrades for weapons and vigors. While variety is great and all, the actual meaningful usage for weapons and vigors are trivial. Lets talk details. Health Shield & Salts In any game difficulty, the choice is clear that you would always maximize Salts first. But wait, since I am given a choice, wouldn't that mean there is some meaning in choosing to invest in some salts, then some health and shields? Nope. Even on 1999 mode (which is practically the same as Hard except with more currency lost per death), you always max salts first. Why? Health consumables and kits are everywhere. Shields regenerate. But salts consumables scale to your total amount, and therefore both mathematically and in usage, you always want to max salts first. This leads to Salts maxed over HP and Shields. Then you max Shields over HP because they recharge. Then you max HP last because its the least effective coefficient. There are no incentives to do it any other way OTHER than the "thinking" that you are making your own custom flavored design to the same problem everyone faces: Killing or be killed. Weapons and Weapon Upgrades The fact that you can only carry two weapons is a good thing. This represents choice on how to approach combat. The problem is that when considering the weapon design, you get two styles: Columbia Weapons (Mg, Volley Gun, Shotgun, etc) and Vox Weapons (Repeater, Hail Fire, Fire Shotgun, etc). I don't need to explain that half the weapons are practically duplicates of the other. Its the illusion of choice there. Then we go deeper into exploring Weapon effectiveness and role. Let's face it, ranged combat is superior in this game. The sniper rifle is by far the best weapon to deal with human enemies. The RPG/Volleygun/Explosives is the best to deal with Robot (unless shooting them in the gears). This essentially boils down weapon choice to Sniper Rifle/Handcannon/Pistol (Ranged Headshotting Gun), and Explosive Weapon (AT Weapon). You could choose a number of other weapons too but only when you don't have ammo. And let's be honest, ammo is everywhere. You don't need to spend a single dollar on ammo, health or salts. Weapon upgrades. Ok so we've already covered that half the weapons are similar because of the time rip Vox plot. You simply don't have enough money to upgrade more than 4-5 guns fully. This is a critical limiting factor already which further limits your combat choices. You know that gun sitting there has few upgrades. You choose of course the best gun available or for the job. So again, due to scarcity, you proritize upgrading what works best: Sniper rifle for example, or RPG for example. You stick to those guns. Thankfully combat is pretty much straight forward...headshots or blow shit up (I'm eluding to it being shallow here). Vigors This probably nails it in the coffin for it being shallow. There are three vigors used over everything else. Bucking Bronco, Electric Shock, and Possession. Possession is used mainly to disrupt hard targets but more often for getting extra cash from vendors. Bronco stuns targets that are humanoid. Shock stuns targets that are robotic. Both can be upgraded to stun longer, affect more area, and basically tear shit up. These two vigors (which you basically use say on 1999 mode or Hard often) makes combat shallow. You don't need more than two vigors generally. And how many choices do they offer? Eight? Nine? The upgrades too are expensive. Currency limits what you can do and what you choose. Unless you plan on playing it multiple times (I am sure people have), you are limited to improving what is the best unless you like a greater challenge. But some vigors designed for say "melee only" play styles come way too late to truely give you a melee only experience. Difficulty levels will also make play styles such as melee only impossible because of the way the combat system is designed. Again, this adds to the "shallowness" argument which as you can see isn't just made up. Enemy Behavior The enemy behavior is simple and straight forward as you expect. The enemy either rushes you from whatever path they can reach you or hangs back and pops up to snipe (like every other fps game). Only specific enemies such as the Fireman, Handyman do slightly more things than stand there and shoot at you (RPG, Sniper guy). This stuff is hard to code so I don't really see it as making the combat shallow. It is more along the lines that you literally know when enemies will fight and from what areas they will come from just based on level design and pacing. Its the fact that you move from room to room and clear it knowing that enemies are always coming from one direction that really makes it shallow. I could go on too, about other aspects that are lacking. But you seem to really like the story (since you talk about it a lot) so I'll just leave it at that. Is Bioshock Infinite a good game? Yes. Does it bring a lot of new things into shooters and FPS? No, but the Skyrail system was cool for the tiny amount that was used in the game. And this is what I think he meant as shallow. | ||
Exoteric
Australia2330 Posts
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