Skyrails are something I've never seen in an FPS, so I don't know how it can feel "samey." As for it being predictable, I disagree.I think I'm like 6 hours in. Though I explore almost every nook and cranny. It's just really feeling "samey" in the gameplay department. And it feels like, "Ok here is a section where I can walk around and look at cool shit. Ok now I know 3 guys are going to jump out at me when I open this door." It's all just very predictable.
He's somehow missed his own point. Just like he "cringed" from his "intellectual wankery" in his days on Consolevania, he's cringing again from the prospect of non-violent "artsy" games. Telling an intensely violent story about an intensely violent history doesn't require actual violent acts. The game's most engaging moments are in the first couple of hours before you fire a single shot. But the instant you start shooting, the game begins a long process of historical irresponsibility and cultural "forgetting." The game's violence encourages the kind of oversight that Rab himself makes. And, no, I don't think that's intentional on Irrational's part, and even if it was, it doesn't excuse the kind of deliberate intellectual dishonesty it (not just its characters) engages in.
No it doesn't.But the instant you start shooting, the game begins a long process of historical irresponsibility and cultural "forgetting."
I want to turn off combat and just explore this game with the Oculus Rift.
Care to elaborate?No it doesn't.
Part but the design but still overdone. Early spoilers:I've always thought it was part of the design. Shows a contrast of your actions vs the clean aesthetic of the game, especially in the first part.
There's a difference between the game world and the story world. I don't know what you meant exactly be "historical revisionism," but the only thing I've seen that even remotely comes close to that is propaganda in Heroe's Hall.
I'm not sure what you mean by drawing a distinction between "game world" and "story world," since if the game is well designed, there shouldn't be any difference.There's a difference between the game world and the story world. I don't know what you meant exactly be "historical revisionism," but the only thing I've seen that even remotely comes close to that is propaganda in Heroe's Hall.
I haven't finished the game so I can't highlight that.
It's not spoilery, but folks get touchy about what is and isn't a spoiler in this thread. If you're a few hours in and paying attention, it's fine.I haven't finished the game so I can't highlight that.
Game is broken. Went from a 9 to 1 for a score since I cannot finish it.
Game is broken. Went from a 9 to 1 for a score since I cannot finish it.
What part are you on? There are a few strategies that can make any encounter a breeze.
Game is broken. Went from a 9 to 1 for a score since I cannot finish it.
That's propaganda.I would saycounts as well though. It's an element throughout the game.the John Wilkes Booth stuff
It's not spoilery, but folks get touchy about what is and isn't a spoiler in this thread. If you're a few hours in and paying attention, it's fine.
I'm not sure what you mean by drawing a distinction between "game world" and "story world," since if the game is well designed, there shouldn't be any difference.
I'm not sure you understand what historical revisionism is. It's everywhere in the game. Hell, it essentially is the game. I didn't think this was even a question.I have no idea what you're getting at, I just took issue with your "historical revision" statement when, as far as I've seen, there isn't any. Just propaganda.
Not at all. In recent interviews and in the Rab Florence piece I was responding to, the violence of the gameplay is supposedly justified because--as they claim--it is integral to the game's setting, story, and thematics. I'm not just pulling that out of thin air. Similar to Bioshock 1 and similar "high concept" shooters from the past few years, Bioshock Infinite asks you to think about the relationship between the violence you perform and the violence built into the fictional world you play in.And it seems, from what I'm reading, is that you're having trouble separating the gameplay portions of Infinite from the story it's trying to tell. It's not that hard.
I've found that using scopes and sights steadies your aim. There's also at least one piece of equipment that can help, but after I discovered how much aiming helps, I didn't need the equipment boost.Apart from the very first fight I never used the skyhooks in battles again. They're too fast, can't aim for shit, can't dismount unless I slow down to the lowest speed. How are people doing it? Most of the time I had to wait until I crashed into a carriage to stop me before looking where to go next.
But it's all for the purposes of propaganda. The two are intertwined. It's not just there for the sake to be there. It's not anything like George Washington and the cherry tree.I'm not sure you understand what historical revisionism is. It's everywhere in the game. Hell, it essentially is the game. I didn't think this was even a question.
They're a very violent people, and the game takes place in the midst of anNot at all. In recent interviews and in the Rab Florence piece I was responding to, the violence of the gameplay is supposedly justified because--as they claim--it is integral to the game's setting, story, and thematics. I'm not just pulling that out of thin air. Similar to Bioshock 1 and similar "high concept" shooters from the past few years, Bioshock Infinite asks you to think about the relationship between the violence you perform and the violence built into the fictional world you play in.
I've found that using scopes and sights steadies your aim. There's also at least one piece of equipment that can help, but after I discovered how much aiming helps, I didn't need the equipment boost.
Again, I don't think you understand what historical revisionism is. Sure, some of it is propoganda, but most of it is the stories being told in and by the game itself. One could even go so far as to claim that all historical narrative is a revision of history (and a type of propaganda). I think the writers of Infinite would agree with that statement. My problem with Infinite's treatment of history is that they've made a game about the manipulation of history, but they've also manipulated history themselves in order to tell that story. It is both about revisionism and an enactment of it.But it's all for the purposes of propaganda. The two are intertwined. It's not just there for the sake to be there. It's not anything like George Washington and the cherry tree.
And even if you are right and that all is historical revisionism, I don't see what the problem is. It's there for a reason.
I'd suggest going back and reading Rab's piece and my three posts on the prior page.They're a very violent people, and the game takes place in the midst of anOne similar theme between BioShock and Infinite is that a lot of things are taken to the extreme. This is one of them.uprising.
Are you shooting while actually moving along the rails though? I can't even imagine doing it, they're too helter skeltery.
I don't think you know what it is either.Again, I don't think you understand what historical revisionism is. Sure, some of it is propoganda, but most of it is the stories being told in and by the game itself. One could even go so far as to claim that all historical narrative is a revision of history. I think the writers of Infinite would agree with that statement.
I'm really not in the mood.I'd suggest going back and reading Rab's piece and my three posts on the prior page.
Yup. I regularly used the sniper rifle while on the rails. Didn't take long to get the headshot achievement even. Aiming through the scope seems to steady your aim. It may even slow the speed of travel (but there's no easy way for me to check that).Are you shooting while actually moving along the rails though? I can't even imagine doing it, they're too helter skeltery.
That's propaganda.
Yeah, well, so is he. Either way, I don't see a problem with it.You make it seem like that's mutually exclusive.
Nothing like getting a glitch at the end of the game and now I can't finish it..awesome !!! Tried previous checkpoints and still a glitch at engineering deck. That's supposed to be a room...
snip
Quick question: I finished Bioshock 1, do I need to play Bioshock 2 or will I not miss anything by skipping it and heading straight on to Infinite?
Quick question: I finished Bioshock 1, do I need to play Bioshock 2 or will I not miss anything by skipping it and heading straight on to Infinite?
I agree, but in a qualified way. The game wouldn't have been made, nor would it be what it is, without all of the shooting.I have to wait until I'm done to really speak for my issues with the overall narrative, but in general I'd have to say that on a fundamental level, considering what kind of game they chose to make and what kind of story they chose to tell, the violence feels far more necessary and far better justified being present than either Elizabeth or the racially charged setting.
In order to enjoy the mechanics (the shooting) you have to disengage from the game's thematics (ideological and historical violence), or vice versa...Unfortunately, their "solution" is just to ask you to forget about it, just as Booker does.
Putting pieces of a plot together requires thinking on your part. It's a different kind of thinking than what a story says about something, but it's still thinking.
That was quite the twist picking up thataudio log from Booker DeWitt. Holy crap!
I haven't finished the game so I can't highlight that.
Wait, wait, wait.
Were you trying to defend the ending without actually having reached the ending?
I thought your reactions to criticism of the game were a bit knee jerk, but damn.
I agree. And we do it all the time when we play games, especially violent ones.Because it's really not that hard to decouple the two, dude.
Man, I feel bad for anyone playing 1999 mode with a controller.
It feels incredibly polished in its mechanics and visuals. But it's not scary or creepy in the slightest, nor does it try to be (with one memorable exception). If Bioshock 1 is a game of darkness, Bioshock Infinite is a game of light. In terms of tone, it feels more like a Halo game or a military shooter. Not a lot of tension or scares.Does the game feel finished or is it advisable to wait for the DLC?
Also how scary/creepy is this, compared to Bioshock 1?
I agree. And we do it all the time when we play games, especially violent ones.
But the folks at Irrational are taking players and designers to task for doing so. In Infinite, they ask a big question: what is it we are willfully ignoring, overlooking, or forgetting when we just "shut up and shoot"? They're indicting us as players and game designers for wanting to just "wash away our sins" and open fire without thinking about the larger historical forces that lead to those violent acts. Like I said, those opening few hours are brilliant.
But then they fall victim to their own critique, forgetting about the relationship between mechanics (acts of violence) and thematics (the history of violence/the violence of history), just as Booker does. And we as players are expected to "wash away our sins," as well. It's so close to being an absolutely brilliant game, but it falls short by falling victim to its own critique.