Saturday, April 13, 2013

Bioshock Infinite: 2nd opinions


Every piece of art, movie, game, porn or book is not without its faults.  No matter how great something really is, there's always a part that can be improved upon.  With that being said, we're here to bring an opinion of someone who very much loved Bioshock: Infinite, but thought there were some areas that could have been better.  So, prepare your tomatoes and vulgar language, because this could get ugly.


We already released an article on Bioshock Infinite’s First Impressions, if you haven't read it, we recommend that you head there first, and then come back to this article.


The first Bioshock took what was old-hat in gaming and completely reinvented what to expect from combat, story, and overall gameplay.  The years following, saw many games trying to follow suit, or improve on what was already laid out before them.  Bioshock in essence, changed gaming for the better.  Flash forward a bunch of years, and the same mind behind the first game is back with another experience that will reinvent gaming again...or maybe just show you that there are really no choices.

STORY:
If there's one thing Infinite did right, it was the story.  The dialogue was fresh and zipped everything along, nicely.  Yes, it did lag a little in the middle, but once you get to the WTF-did-that-just-happen ending, your mind dissolves and all you're left with is a pile of oozing pink crap on the carpet.  So it's safe to say, the writing, plot, and story are by far, Bioshock Infinite's shining achievement.

Might be a little too late for that, Bro... 

TOO SHORT?
The first hour or so, you're brought into the wonderful world of Columbia.  I wandered around looking at everything the game designers had to offer.  Great little conversations happening all around you, the wonderment of a floating city, the background of Comstock and why he chose to worship America's Founding Fathers.  I was in awe of the love and care that went into making the game, and then the combat started...and it was downhill from there.

"What?  You gotta frigging problem?" 

Once everyone wanted to shoot my face off, Bioshock Infinite breezed by so quickly, if I would have blinked, I might have missed it.  Don't misunderstand me.  I did stop and search every corner to try and find every loose apple, upgrade, weapon, and strewn coin.  Even with all that going on, I ripped through the game in less than 12 hours, and if you remove the beginning—just wandering around—I'd say you could knock this game out, in less than ten.  Is that a bad thing?  Not necessarily, but I feel much more emphasis was on the story and not the gameplay itself.

Everything felt familiar while running and gunning.  It was as if Bioshock had a face lift, and all the characters and places you see, we're just new skins.  And now, everyone looks at the ending and ties this facelift together with it.  Stating: “well, it was supposed to feel like Bioshock.”  Really?  So in reality the combat was just DLC, and because of the ending, everyone is alright with that?

Wrench versus Big Daddy.  I have the Little Sister for the win.

The first Bioshock had much more to do, many more fun things to find, and much more entertaining mini bosses.  Do you remember the strange and ridiculous characters you would have to take down, to progress?  Just those characters alone, were reason enough for playing the game.  In Infinite, you had really one guy, and then the main guy Comstock.  It seems Infinite took a step backward in the gameplay department.

"Excuse me, is there something in my teeth?"

COMBAT:
I don't know about everyone else, but after picking up the carbine, about an hour into the combat scenarios, I never dropped it for anything else.  Sure, when I ran out of carbine ammo, I changed over to the sniper, or RPG, or the machine gun, but 90% of the time was carbine.  Bioshock had more weapons and upgrades available to really allow the player numerous choices.  In Infinite, I felt limited.  Why would I spend precious money on upgrading a pistol, when I could just use my upgraded carbine? 

Maybe I'm spoiled from Borderlands 2, but just two guns at one time.  Boo.  There really was no time for experimentation.  If I dropped a gun I liked to try something new, it was either keep using the slop you have until you found the gun you liked again, or backtrack.  And if you're anything like me, once I complete an area, I hate having to go all the way back for something as menial as a favorite weapon.  Bigger inventory: Games don't have to feel real, they have to entertain.  And if that means allowing your character to carry more weapons than what's possible in real life, then so be it. 

"Sup?"

Bioshock had splicers, big daddy, mini bosses, and the further you went in the game the more the enemies would mix it up with different weapons or plasmids.  In Infinite, it really felt like I was fighting the same enemies throughout the entire game.  No variety in play, except for the very few opportunities to sneak passed the Boys of Silence.  Everyone else received a few bullets or a fist to the face, and then I moved on.  Speaking of enemies, this brings me too:

"Duh, nobody wants to play with me."

THE HANDYMAN:
Handyman: the supposed replacement of the Big Daddies.  In the first two Bioshock games, dealing with the Big Daddies and Big Sisters was tough, but also took skill and strategy to deal with both.  The first two games gave you the opportunity to set traps and fight them the way you wanted, and once they fell, you had a sense of accomplishment.  With the Handyman from Infinite, I don't know how you felt fighting him, but as soon he was on screen, he just kept jumping and running toward me.  There really was nothing to contemplate, except for: "Gee, do I have enough ammo to deal with this idiot, right now."  All I really wanted to do was just get him out of the way, so I could move the story forward—fun took a backseat.  There was no strategy, except for: shoot, vigor, shoot, vigor, shoot, shoot, and then shoot some more.  Every once in a while you had the opportunity to jump to a skyhook or rail and deal with him that way.  To me, the Handyman sections felt as mindless as any other shooter. 

"This bottle of Vodka looks funny...Oh, screw it, what else am I going to do?"

VIGORS:
Bucking Bronco and Undertow.  Those are the only two vigors I used, once they became available.  Ungraded them a couple of times and that was it.  Bioshock made each plasmid useful.  Sparking a puddle became fun, lighting people and oil on fire aided in certain areas, telekinesis was very helpful at grabbing objects a far, or freezing missiles in mid-air to launch back; but Infinite lacked those ingenious areas where you needed to use certain vigors.  There really was no sense in using Murder of Crows when you could lift up several enemies with Bucking Bronco and pick them off so easily.

"Breasts...Er, I mean Elizabeth--reach out for my hand!"

CONCLUSION:
Infinite is a great story, and if you never played the original Bioshock, would be a great shooter experience.  But I feel as though combat, enemies, upgrades, and vigors were a step backward in the series.  Were they trying to make the game more assessable to new players?  I'll never know.  Is Bioshock Infinite still worth playing?  Of course!  It's a step forward in game AI and story integration.  The above comments may sound terrible, but in reality, the story and ending still trumped over everything else, and the game was a fantastic experience.  I'll always recommend Bioshock as the go-to game for anyone (if there are people still out there who haven't played it) looking for a new experience, and if they have played both (Bioshock 1 & 2), then Infinite is a no-brainer to tie the series together.  I'm really excited to see where Irrational Games will go next. 

*steps off stage cautiously, anticipating the barrage of tomatoes and feces.  Sees none, but does hear the whisper of "douchebag" creep out from the audience*

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