apparently they were actually a relatively early inclusion that were meant to function like "moving security cameras". Obviously they weren't working well, so I suspect they were reigned way, way in.Boys of Silence came off as late additions to me. They're blind/have hearing supplements on their ears yet you can run right by them, aren't really explained and don't seem to have any actual movement animation. I still liked the Comstock House segment a lot bearing that in mind.
Boys of Silence came off as late additions to me. They're blind/have hearing supplements on their ears yet you can run right by them, aren't really explained and don't seem to have any actual movement animation. I still liked the Comstock House segment a lot bearing that in mind.
I think there's something just in general were missing about that place.
Seems random in a way..but the game is anything but. So obviously it has a purpose..I'm guessing maybe a more thematic/metaphorical/symbolism approach is in order.
So, the crux of it all, is accepting that:
When the universe encounters a paradox due to a choice, it systematically wipes out all timelines associated with that choice, and only allows the timelines with an alternate choice to be made.
it seems like The Boys and Mama Ghost were kind of... retooled in the last year of development. It explains how haphazardly both elements appear in the final game.
Take a look:
http://irrationalgames.com/insider/heavy-hitters-part-3-boys-of-silence/
http://irrationalgames.com/insider/heavy-hitters-part-4-siren/
That's what I kind of loathe about any fiction that deals with space/time fuckery -- eventually, you can start to either rationalize anything, or find holes in anything.
Oh yeah they were scaled wayyyy back.
Disregard the yin yang...mirror would have been more appropriate....Im actually starting to think mirror/reflection was a huge theme of this game, and the conflict that is created when the two meet but going to need some more proof
Well actually
-Booker/Comstock
-Baptized/Unbaptized
-Air/Sea (Literal reflection of Rapture)
-Dimwit/Duke
-Parent/Offspring
-Sane/Insane
-Sunshine/Storm
-Luteces
-77
-Revolution/Complacency (Fink's Factory)
-Extravagance/Derelict (Ghetto)
-Coin Toss
-Dead/Undead (Lin, Elizabeth's mother)
-Final Sequence was very similar to a hall of mirrors, especially due to the uniformity of it all
-Militant Atheism/Religion
-Aged/Youth (booker/comstock, elizabeth old/young)
-The bird and the cage is also from this poplar illusion simliar to a coin
-Obvious use of reflection and water at key scenes (baptisms, Comstock is killed in a baptismal font, you first see Bookers reflection in a makeshift baptismal font in the light house )
-As someone in this thread pointed out the whale image is flipped and should look like this
And finally
-A bird guards a cage
Hey everyone, I did a piano cover of the song "Will the circle be unbroken" I just think the melody is so beautiful, I just had to do a slow piano version of it
http://www.youtube.com/watch?v=-tbJHihrQY4
it seems like The Boys and Mama Ghost were kind of... retooled in the last year of development. It explains how haphazardly both elements appear in the final game.
Take a look:
http://irrationalgames.com/insider/heavy-hitters-part-3-boys-of-silence/
http://irrationalgames.com/insider/heavy-hitters-part-4-siren/
With the other monsters, they at least went out of their way to justify.
The Handymen had that terminally ill cancer story and the Songbird had Fink's diagram and all that jazz.
I just wish there was something small for the Boys of Silence.
probably dlc
Does Mama Ghost actually revive real corpses in the game, or just spawn new ones? The old Siren sounds more interesting.
The early portion of the game with Slate is crazy in retrospect. I mean... He was right. He always was just not in a way I knew. I'm not sure if I'm happy I spared him or if I feel even worse about it. :/
If you spare him and then shoot him in his vegetated state Elizabeths reaction is very cool.
You mean when you find him in the prison while looking for Chen? What does she say?
I think the Boys' new form was quite effective. Limited in use, but memorable for it. They're now "the creatures in Comstock House," rather than "just another special enemy."Did not mind the Boys too much, but if the Siren / Lady Comstock was more recurring I would have lost my frikken mind. Three was enough!!!
The moral of the story is that you can't wash away your past so you should go back in time to kill all the versions of you that have made a mistake.
Really, what impresses me about Infinite -- and more to the point, Levine -- is how Levine was willing to cut, and cut a lot, to make the game better. He could've threw everything and the kitchen sink at us, and it would've been a game five times as long (based on the claim they made enough content for five games). But it would've risked being bulky, cumbersome, unwieldly and unfocused.
I think the Boys' new form was quite effective. Limited in use, but memorable for it. They're now "the creatures in Comstock House," rather than "just another special enemy."
The horns went from hearing devices in Levine's original design, to loudspeakers that sound the alarm and rally the masked men in the final game. Given the fact they were sentries of an asylum near their leader, Elizabeth, it seemed appropriate there'd be these creatures whose only purpose is to be on the lookout.
I'm not clear on the nature of the inmates, though. They flicker in the ghostly manner of people who are alive in one timeline, but dead in another, and are now caught between the two planes. Creepy, if that's the case.
As for the siren... I also like the choice to go with Lady Comstock. It gave the proceedings leading up to Comstock House a unique supernatural feeling, and added drama with the motherly connection to Elizabeth (or so she thinks). The idea of trailing ghostly footprints fit the atmosphere, too (broiling black clouds, etc).
Really, what impresses me about Infinite -- and more to the point, Levine -- is how Levine was willing to cut, and cut a lot, to make the game better. He could've threw everything and the kitchen sink at us, and it would've been a game five times as long (based on the claim they made enough content for five games). But it would've risked being bulky, cumbersome, unwieldly and unfocused.
I actually suspect that's where they went wrong with the latter half of BioShock 1. Atlus/Fontaine is interesting and all, but for me, that game peters out after the twist, and hits its absolute low point at the generic Quake boss that closes out the game. It's like they felt the need to keep adding filler, filler, filler. For the most part, Infinite avoided this problem.
As it stands, the Infinite we got feels refined, refined, refined... Lithe as can be.
I think the Boys' new form was quite effective. Limited in use, but memorable for it. They're now "the creatures in Comstock House," rather than "just another special enemy."
The horns went from hearing devices in Levine's original design, to loudspeakers that sound the alarm and rally the masked men in the final game. Given the fact they were sentries of an asylum near their leader, Elizabeth, it seemed appropriate there'd be these creatures whose only purpose is to be on the lookout.
I'm not clear on the nature of the inmates, though. They flicker in the ghostly manner of people who are alive in one timeline, but dead in another, and are now caught between the two planes. Creepy, if that's the case.
I can't stop thinking about this. I've never experienced anything like it.
There is a poignancy and sense of loss that I can't shake.
I got through Infinite just fine but the first Bioshock bored me to death and I couldn't finish it. Should I try again?
I got through Infinite just fine but the first Bioshock bored me to death and I couldn't finish it. Should I try again?
I feel the same as well. The only way to comfort myself is by having Albert Fink's version of "Girls Just Want to Have Fun" on repeat and reading this thread.I can't stop thinking about this. I've never experienced anything like it.
There is a poignancy and sense of loss that I can't shake.
She then kills him before the choice can be made, and as Booker dies, since Liz can no longer be alive, she disappears as the screen fades to black. The different Elizabeth's fading are all the Elizabeths across all the dimensions fading out of existence as Booker is killed since if Booker doesn't exist neither can the Elizabeth of Columbia.
I got through Infinite just fine but the first Bioshock bored me to death and I couldn't finish it. Should I try again?
Well, for every piano note each Elizabeth fades away, the final note plays when the screen goes black.This isn't what happens. The original Elizabeth doesn't fade away. Why? This is one of my last remaining questions.
do you ever think the citizens of columbia wonder what the fuck is wrong with booker as he rustles through their shit, trashcans, and eats their food that's sitting right next to them?
Liz opening the tear at the end of Infinite causes the plane in BS1 to crash!
THINK ABOUT IT GUYS.
GUYS
Think about it.
I thought about replaying Bioshock, but a few people told me it might not hold up too well going back from Infinite. I still think it'd be worth it to try again, though.
This isn't what happens. The original Elizabeth doesn't fade away. Why? This is one of my last remaining questions.
Well if Ken purposely used the same audio track for Songbird's death from that part of the first BioShock then that would mean Jack was already in Rapture when Elizabeth opened the tear.
I much prefer the nice daylight and fire of Infinite to Bioshock 1's dark and dreary environment, but I don't like horror games in general.
God damn. I cannot be the only one to have sat through the entire credits realizing every symbolic thing happening throughout the game.