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Content of the article: 'Bioshock Infinite is a good game, but a regression in mechanics'
Bioshock Infinite's FOV slider currently only offers a 15 degree range. A fix is incoming, which should offer a much increased display, but you can get the same results by tweaking a value in the. Bioshock Infinite was a disappointment to a lot of people who played Bioshock 1. The new setting and story are overshadowed by the dumbed down mechanics, miniscule linearity and a crap final boss.
So firstly I liked the story. I'm a sucker for time travel/multiverse stories in general and I think this was pretty good. It gets a bit confusing near the end, but all around I enjoyed it(especially with Burial at Sea). I also think Infinite has the best characters in the series, though that is mostly just because the previous games didn't spend nearly as much time on the characters. Elizabeth in particular is great. Seeing her evolution unfold throughout the story is very enjoyable. The Luteces are also very enjoyable. Their quirky little interactions were fun. I loved the setting. Flying city is a really cool concept and things like skyhooks and zeppelins just to add to making it unique.
One part I think Infinite falls short that isn't mechanics is worldbuilding(not sure if that's necessarily the correct term). Now this will definitely be subjective, but Bioshock 1 and 2 did a good job of setting up Ryan and Lambs viewpoints via audio diaries. Then using the world(and other audio diaries) to show how their extremism led them to being the antagonist in pursuit of their ideals. This allowed you to examine their viewpoints and the ultimate result of the extremes, see both sides of the coin(some of which is even relevant today). Infinite on the other hand portrays Comstock and Columbia in general in such a way that the racism and classism makes it hard to really see any positives.
Before I move on to mechanics, why can't you manual save anymore? I don't understand this decision. It might've been fine if the autosave was more generous. Luckily in some locations you can transition areas to trigger autosave.
On to the mechanics. Right at the start I just want to make clear, this game is good, it plays fine. I just think a lot of these things are regressions for the series. So firstly the stuff I liked. Having Elizabeth scrounge around for you during combat was great. In general giving her gameplay stuff to do was a lot of fun. Skyhooks were fun though imo a little underutilised, especially with exploration. The Vigors are some of the best in the series. Shoutout to Undertow and Bucking Bronco, so useful.
So the things that are steps back. The weapons are boring. They're just straight equivalents to real life weapons. On top of that the weapon upgrades are boring. Just stat upgrades and no visual changes at all. Now Bioshock 1 also didn't have anything other than stat upgrades(with 1 or 2 exceptions), but those did change the actual gun model and all the weapons had ammo types. Bioshock 2 of course had stat upgrades and mechanics upgrades(all with model changes) and ammo types. While I'm on the topic of weapons, limiting you to just 2 weapons felt so bad. I used weapons like the RPG or sniper so little just because I'd have to give up weapons that are more generally useful.
Next the gear system, its good, but it's also just gene tonics from the previous games. Thus at 4 slots it just offers less options. My last issue is that you can't save health kits for later use anymore. Elizabeth's scrounging helps this somewhat, but I would've preferred an option for on demand healing.
Lastly I want to talk about Burial at Sea. It is great. Part 1 gives a look a Rapture before shit hit the fan and I loved it. On top of that we get a cool new weapon(and fun upgrades for it) and you aren't limited to just 2 weapons. Part 1 is a little short though. Part 2 was very surprising. It successfully imo(as good as you can do by building on top of the base) turns the game into a stealth game. There are non stealth options, but I have no idea how they hold up since I stealthed through it all. I expect non stealth would be harder simply because most of your tools are designed to help with stealth. Story wise Burial at Sea is probably the most relevant to Bioshock as a whole and quite well done. Seeing certain audio diaries from the first game play out in front of you was pretty cool as well.
In closing Bioshock Infinite is a really good game, but mechanically the weakest of the series. The story was engaging and I enjoyed it, but with a sequel confirmed I hope the multiverse stuff doesn't become a get out of jail free card or make the story hard to follow. Much like with Rapture I'd be really excited to go to Columbia again.
Source: reddit.com
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BioShock Infinite was one of the greatest games of 2013, and in the opinions of some reviews, one of the greatest games ever made. From the deep, layered plot to the amazing graphics and captivating fluid gameplay, FreePlay.net is here to give players an idea of what they can except from this video game that raises the bar.
A Story With Twists That Will Leave You In Shock
Bioshock Infinite takes place in the flying city of Columbia, in the first decade of the 20th century. You play the role of Booker DeWitt, a former Pinkertons detective who has been sent to Columbia to pay off his gambling debts by retrieving a certain girl.
If this were any other computer game, that linear narrative might suffice for many hours of gameplay. But this isn’t a ordinary video game, this is BioShock: the successor to what many critics believe is the greatest video game ever made. As such, the story very quickly takes a turn into macabre brilliance and doesn’t let up until many hours later.
The world in which BioShock Infinite unfolds is one of the most original and inventive to ever take place in any story, bet it a video game, book or film. The density of artistry that has been lavished upon every single element of the city and its inhabitants is breathtaking.
Booker is soon able to locate Elizabeth, the girl he has been sent to find, but she is a less than willing to leave Columbia, especially on his terms. What follows is an investigation of many elements that include quantum physics, multiple dimensional theory, an examination of political inequities and revolutions, and a deep view into the dark, dark places of human psychology.
In a lesser game, the disparate elements that are united in BioShock infinite would feel amateurish or simply tacked on to a fairly straightforward first person shooter game. But in BioShock they add to one another in a breathtaking scale and complete what can only be called a masterpiece.
As the player struggles to fight his way through the city, time and space, they will discover dark secrets about the world of Columbia, about the past, and ultimately about themselves.
Gameplay That is Not Overbearing
For all its narrative complexity and artistic achievement Bioshock Infinite is still a very straightforward game to play. It has surprisingly few branching narratives and the player is more or less directed through the story in a linear fashion. That’s not to say that the story is unsatisfying and was the open world to be a great factor in the gameplay, the plan might feel as though they missed some of the best parts of this absolutely breathtaking story.
You explore the world completing numerous small tasks, all of which tie into rescuing Elizabeth and getting out of Columbia. For these missions, you use a variety of weapons including a pistol, rifle, shotgun, machine gun and other grenade launcher type weapons. These may be upgraded and enhanced at machines around the city with money the player picks up on their travels.
For a steampunk style game, the weapons walk a fine line between usable effectiveness on one hand and historical accuracy on the other. The game designers have created a suite of weapons that is actually incredibly satisfying to use,
As in the previous Bioshock game there’s also a second set of abilities in BioShock infinite called Vigors. These give the player the ability to perform paranormal acts such as summon crows to attack your enemy or shoot fire from your fingers. By using different weapons and different Vigors in combination, the player is able to deal with enemies in an almost infinite variety of ways.
The enemies of BioShock Infinite are themselves varied and almost always satisfying. Stock enemies such as police and security guards soon trade into a variety of ‘heavy’ enemies such as the ‘handyman’ and ‘firemen’ who are protected and are much harder to kill.
There is also a compelling and innovative transportation system around the city that doubles as a variation on combat. The “skylines” allow the player to propel themselves at great speeds around the areas of battle, jumping on and jumping off an innovative monorail system from which they can jump down and kill opponents.
It’s a testament to the engine that drives the game that such rapid motion and pinpoint accuracy are usable in real time. Combining all these elements: weapons, Vigors, the skyhook system, the player has a surprisingly different array of options in dealing with the challenges that BioShock Infinite presents.
Graphics Create Lush Environments and Beautiful Textures
The design of the flying city of Columbia is what first gets the player’s attention. Much like the underwater city of Rapture in the first BioShock, Columbia is both breathtakingly beautiful and constantly menacing. All in all, through the work of the game designer’s, and incredibly fulfilling and captivating place to spend time.
The time and effort spent to make Columbia feel like a real world is immediately apparent. Every chair, every coin, every tiny detail is been lovingly crafted by the artists to give the place a sense of authenticity and immersion.
Even more than the original BioShock game, BioShock Infinite is a complete world and one that rewards almost endless exploration. Behind every desk and in every small corner there are numerous details which give the world not just the feeling of authenticity but a sense of realism.
Characters Backed by Impressive Voice Acting
Once Booker finds Elizabeth, she becomes a more or less constant companion and accompanies him through his subsequent adventures in the city. This is not mere companion mission, however. Elizabeth is a powerful ally but more than that, she and Booker’s constant dialogue throughout the game gives the player unique insight into the goings-on of Columbia and the story as it unfolds.
Both Booker and Elizabeth are well written and incredibly well acted characters, which is not surprising given that prominence in the story. What really separates BioShock infinite from other video games is it’s large and well rendered cast of villains and supporting characters. None were drawn from the tired, stayed, video game tropes of typical villains. Each has their own inner life, backstory and burning desires. Booker and Elizabeth must struggle with each one in tern in order to set right the events of Columbia and free themselves from their own past.
It is ultimately the characters, their interactions, and the struggle which give the game such an affecting presence.
And the Verdict Is…
BioShock infinite was released almost universal acclaim. It won numerous ‘game of the year’ awards and took many other video game prizes. Interestingly, one common objection reviews had despite the game’s brilliance was BioShock infinite’s overt, almost gleefully violence.
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Other negative sentiments were due mainly to unfavorable comparisons with the original BioShock and how the sequel or spiritual successor lacked the originality of the former.
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BioShock infinite will no doubt be played for many years to come and has set the standard, not just for first person shooters, but the all video games and media to come.