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Bioshock Infinite: an assessment

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naronic
naronic
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Bioshock Infinite: an assessment 2013-07-21 22:16:57 Reply

I picked up this game from my sister as a recommendation, âEUoeIt's better than bioshock one!âEU she exclaimed with obvious confidence. I havenâEUTMt finished it but I've played enough to give general thoughts about the gameplay, mostly what bothered me.

The chief problem with Bioshock infinite is the gameplay flow, oh it takes advantage of the reality manipulation mechanics and the sky-lining gameplay, it just doesn't do it ENOUGH to the point where it could be considered an ingredient in gameplay rather than just a spice you can put on certain helpings on a plate. It's sad because a can of possibilities is just left being unopened as these sections get crowded around set pieces, a lot of the gameplay ends up taking place inside cramped buildings and open walk ways.

The ratio of melee to gun-wielding enemies in Bioshock infinite is inverted from Bioshock with most enemies being able to shave your shield off from 20 yards away, there's also more enemies you have to fight at any given time and you're no longer able to hold items that can replenish your health and mana (to my knowledge).
While this may seem unproblematic viewed one by one what you end up with upon mixing is a game that's not tactical but you end up having to play it as if it is. Most of the time I just wound up behind cover without any vicors left strafing out every so often to get a few shots off and hoping that I wouldn't get flanked by a turret wielding mannequin or a handy/fireman, especially on the harder difficulties. The supposedly most fun parts of bioshock's combat made annoying and tedious. Even in the parts where the hook and reality manipulation mechanics are needed it still feels that way because it controls all too temperamentally. Not nearly enough places to hook shot and glide smoothly and I think the reality manipulation mechanic could have been made into more of just a contextual item spawn tool.

With a sky-city setting with both bigger levels and a concept allowing for more freedom I really don't understand why this game chose to be linear compared to it's more zelda'y predecessors. In Bioshock infinite there was no sense of surviving in a hostile environment with enemies around each corner, you're instead strung by the continuation of the story without a lot of prizes or places for exploration. This is where the hook could really have shined, having a giant sub-world of play and exploration with roller coaster hook glides littering the landscape, instead what we have is a linear succession of shooting galleries held together by calm downbeat storytelling.

I guess I should mention the story and characters, as in I like the fact that Bioshock infinite actually had the nads to give a little bite to the antagonists with the actual real world racism of old America as a contextual jumping off point, and how no side is portrayed in a black or white context. The revelation of Dewit's dark past is framed really well and it kept bringing me back to see more, can't wait to see the ending. But overall that's my assessment so far.


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powerdude964
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Response to Bioshock Infinite: an assessment 2013-07-22 08:39:32 Reply

Here you go, lad.


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