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Bioshock Infinite - Spoilers thread

  • PogoP
  • March 26, 2013 at 2:26 AM
  • Serenius
    • April 2, 2013 at 5:24 AM
    • #61

    So not to complain, but what happened to this level from the E3 demo? I recognize bits from it, but was disappointed it didn't make it into the final game, because it looked like the most amazing level ever made in videogame history and sold me on the game instantly.

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  • dux
    • April 2, 2013 at 7:39 AM
    • #62

    Aw man that's the part of the video I was talking about!

  • Rick_D
    • April 2, 2013 at 11:56 AM
    • #63

    there's lots of chatter going on recently about this. the game that we got is incredibly different tot he one that was teased. some for the better, but quite a bit for the worse.

  • Chimeray
    • April 2, 2013 at 3:35 PM
    • #64

    Never saw that video (or anything else for that matter) before playing this game. Sad to see some parts cut/reworked but that's just how things go. It's the first time I get a glimpse at a different studio's iteration process actually, quite interesting

    Some parts seem to give off a better atmosphere though in that video, although it appears to be scripted as fuck and not really "actually playable" (or was it??). Personally I would've wanted more of that rather than guns blazing.

  • PaulH
    • April 2, 2013 at 3:36 PM
    • #65

    Only just watched that video myself, definitely seems more theme park-like with all those skylines, pretty cool though, but maybe a bit over-used in the E3 version and that's why they got scaled back?

  • Mazy
    • April 2, 2013 at 6:52 PM
    • #66

    Yeah, was watching that video and the very first announcement one as well the other day, a real shame that they cut that level. The bit around 10:50 is especially awesome. Even if the final game has a lot of areas that feel like MP arenas, then nothing compares with what's shown in that video. Wouldn't surprise me that there's technical reasons behind it not making it, consoles not being able to handle it n such.

    Anyway, I was kinda waiting for that level while playing the game, so it was a tad disappointing that it didn't make it.

  • LiVinGHeLL
    • April 2, 2013 at 11:21 PM
    • #67
    Quote from Mazy

    Yeah, was watching that video and the very first announcement one as well the other day, a real shame that they cut that level. The bit around 10:50 is especially awesome. Even if the final game has a lot of areas that feel like MP arenas, then nothing compares with what's shown in that video. Wouldn't surprise me that there's technical reasons behind it not making it, consoles not being able to handle it n such.

    Anyway, I was kinda waiting for that level while playing the game, so it was a tad disappointing that it didn't make it.

    Yeah I was trying to picture an xbox 360 handling that area and there is just no way.

  • Mazy
    • April 2, 2013 at 11:24 PM
    • #68

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  • PogoP
    • April 3, 2013 at 9:08 AM
    • #69

    So what do you guys think Irrational will do next? I'd be interested in seeing a return to the System Shock universe, or at least going back into space. But then, sci-fi has been done so many times before, and it probably wouldn't have the 'wow' factor that Bioshock 1/Infinite had in their locales.

  • Skacky
    • April 3, 2013 at 7:13 PM
    • #70

    Let System Shock lie in its grave in peace. No need to revive it.

  • Chimeray
    • April 3, 2013 at 9:10 PM
    • #71

    http://kotaku.com/th...ombat-468530143

    More or less agree with it. Of course there's some pros and cons with every design though, and to be fair... there's plenty things that Bioshock Infinite does right as well! .

  • SamCom
    • April 3, 2013 at 10:14 PM
    • #72
    Quote from Chimeray

    http://kotaku.com/th...ombat-468530143

    More or less agree with it. Of course there's some pros and cons with every design though, and to be fair... there's plenty things that Bioshock Infinite does right as well! .

    I ran into slightly similar issues: there were quite a few combat spaces where it seemed like the safest option was to hang back at the entrance. I didn't want to risk getting flanked, didn't know the space, and most enemies short of the Handyman couldn't really flush you out of cover. No grenades or any other motivators to leave my hangout, although I guess the Volley Gun sort of worked that way. For example, entering the bank vault for the first time, I barely used any of the combat space. On the way back, I felt more confident running around the space.

    Lots of encounters also started with the player on the low ground, like on the steps up to the Hall of Heroes, which makes it hard to get a lay of the land before the first shots are fired. Actually, the player started on the low ground an awful lot. The exception I can think of is the approach to the police station in Finkton, which was one of my favorite battles. You start high, have widely different paths to approach the target. And using the skylines was essential.

  • PogoP
    • April 3, 2013 at 10:46 PM
    • #73

    "I've never been a huge fan of the combat in BioShock games. It's always felt "shouty," for lack of a better word—fighting splicers in Rapture felt more or less like getting into a screaming match with a half-dozen guests at a dinner party where there's poor acoustics and everyone's already talking above their normal speaking volume."

    Wtf does that even mean?

  • Erratic
    • April 3, 2013 at 11:09 PM
    • #74

    It doesn't matter, what's important is he got a long winded metaphor out of it.

  • -HP-
    • April 4, 2013 at 7:15 PM
    • #75

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    Sneaking this in here before I finish the game. (I'm on Emporia now )

  • General Vivi
    • April 5, 2013 at 12:58 AM
    • #76

    Nice! Thanks for sharing HP

  • PogoP
    • April 5, 2013 at 1:04 AM
    • #77

    Does Ken have much of a presence in the office, Vivi? Just curious what he's like out of the public eye

  • Puddy
    • April 6, 2013 at 4:41 PM
    • #78

    Just finished this half an hour ago. It was a good game, but there were a few things that bothered me about it.

    + Art. Holy hell.

    + Setting and atmosphere.

    + Premise

    + Characters

    + Level Design

    - The story (near the end/at the end mostly)

    - Spamming F to scavenge every damn corner of the world

    - Unpolished combat, it wasn't quite "there" a lot of the time

    It's hard to elegantly use multiple timelines in a story. And I think Infinte didn't really deliever in this regard. You have a wonderful premise with a beautiful city, two believable rival factions and a set of pretty damn great characters. But everything gets sort of tangled in this quantumy mess and when the end cinematic is shown it doesn't "click" unfortunately. Instead, the events of the game feel diluted as you're unsure what you've actually accomplished and how it all fits together. And call me conservative, but this kind of confusion/overwhelming of information is NOT good storytelling.

    Actually, the story situation is a bit similar to BioShock 1. That game didn't really tie it all together either, which is a damn shame.

  • Mazy
    • April 6, 2013 at 10:02 PM
    • #79
    Quote from Puddy

    Just finished this half an hour ago. It was a good game, but there were a few things that bothered me about it.

    + Art. Holy hell.

    + Setting and atmosphere.

    + Premise

    + Characters

    + Level Design

    - The story (near the end/at the end mostly)

    - Spamming F to scavenge every damn corner of the world

    - Unpolished combat, it wasn't quite "there" a lot of the time

    It's hard to elegantly use multiple timelines in a story. And I think Infinte didn't really deliever in this regard. You have a wonderful premise with a beautiful city, two believable rival factions and a set of pretty damn great characters. But everything gets sort of tangled in this quantumy mess and when the end cinematic is shown it doesn't "click" unfortunately. Instead, the events of the game feel diluted as you're unsure what you've actually accomplished and how it all fits together. And call me conservative, but this kind of confusion/overwhelming of information is NOT good storytelling.

    Actually, the story situation is a bit similar to BioShock 1. That game didn't really tie it all together either, which is a damn shame.

    Display More

    That's what I love about it. Most games spoon feed you every single detail and rarely leave anything for you to interpret or think about. You can claim that it's perhaps lazy writing or not delivered in an elegant way, but for once there's a game that has a story and an ending that you actually sit back and think about and discuss.

    Last time I had this feeling was must have been with Matrix Reloaded, where afterwards me and the friends I saw it with were discussing all kinds of possible plot things it could mean for the next film. In hindsight that's a movie that I'm not that excited about anymore, but it sparked a conversation and thought process that rarely happens in games (Only game that comes to mind in terms of challenging and mindfucking you is MGS2's ending, and that doesn't feel anywhere near as eloquent and intended as Infinite IMO).

    In some ways then it is a shame that all the other subjects that the game handles are kinda thrown out halfway through, but while I love that it handles mature themes (for games at least) in an intelligent manner, then the parallel universe story is just much more exciting in the end. That might be a contradiction, but in some ways then it does feel like you could make an entire game about either half of the game (which was probably the case at one point).

    TLDR I love this game, how dare you say anything bad about it

  • Puddy
    • April 6, 2013 at 10:19 PM
    • #80
    Quote from Mazy

    an ending that you actually sit back and think about and discuss.

    [Blocked Image: http://i46.tinypic.com/14dgjtw.jpg]

    Also, mentioning MGS and Matrix Reloaded in a discussion about good storytelling must be against the law in at least one country.

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