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[BIOSHOCK INFINITE]: Burial At Sea Part 2: March 25th!

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Posts

  • Alice LeywindAlice Leywind she/her Registered User regular
    kedinik wrote: »
    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.
    So it has to be explicitly stated for it to count then?

    M A G I K A Z A M
  • OptimusZedOptimusZed Registered User regular
    Houn wrote: »
    kedinik wrote: »
    heenato wrote: »
    kedinik wrote: »
    This is a bit of a different point, but it's both confusing and lame that nothing goes differently whether you pick one choice, the other, or inaction.

    Sure, magically the couple either survives or it doesn't based on your decision, but that doesn't really make any sense given how the scene was implemented.
    Yeah...it does. They were going to lynch them. You distracted them that were going to lynch, with being the false prophet. Now, while you would also be found out if you were to throw it AT them, they probably noticed that you were about to chuck the ball at Fink.

    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.

    It's a Constant.
    Pick 77, get in a fight. It always happened, happens, and will happen.
    I don't know if it's a Constant.
    There's no real indication whether they know you're going to pick that ball, or if it just goes really badly every time you do.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • kedinikkedinik Registered User regular
    edited April 2013
    heenato wrote: »
    kedinik wrote: »
    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.
    So it has to be explicitly stated for it to count then?
    I'm not disagreeing with you that your decision DOES save them.

    I'm disagreeing that it makes any amount of sense, because their implementation of their idea was bad.

    No matter what you choose, the resulting events that "save them" or "kill them" are literally exactly the same as each other.

    If you don't understand at this point, there's nothing left to say.

    kedinik on
  • Alice LeywindAlice Leywind she/her Registered User regular
    kedinik wrote: »
    I'm not disagreeing with you that your decision DOES save them.

    I'm disagreeing that it makes any amount of sense, because their implementation of their idea was bad.

    No matter what you choose, the resulting events that "save them" or "kill them" are literally exactly the same as each other.

    If you don't understand at this point, there's nothing left to say.
    Ah. Okay. I actually wasn't quite clear on what your argument was. And yeah, it doesn't really make a difference.

    M A G I K A Z A M
  • HounHoun Registered User regular
    OptimusZed wrote: »
    Houn wrote: »
    kedinik wrote: »
    heenato wrote: »
    kedinik wrote: »
    This is a bit of a different point, but it's both confusing and lame that nothing goes differently whether you pick one choice, the other, or inaction.

    Sure, magically the couple either survives or it doesn't based on your decision, but that doesn't really make any sense given how the scene was implemented.
    Yeah...it does. They were going to lynch them. You distracted them that were going to lynch, with being the false prophet. Now, while you would also be found out if you were to throw it AT them, they probably noticed that you were about to chuck the ball at Fink.

    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.

    It's a Constant.
    Pick 77, get in a fight. It always happened, happens, and will happen.
    I don't know if it's a Constant.
    There's no real indication whether they know you're going to pick that ball, or if it just goes really badly every time you do.
    The Fight is a Constant; it's simply preceded by a Variable (the ball number). In every reality where 77 is picked, there is a fight.

    At least, that's how I'm interpreting it.

  • OptimusZedOptimusZed Registered User regular
    Houn wrote: »
    OptimusZed wrote: »
    Houn wrote: »
    kedinik wrote: »
    heenato wrote: »
    kedinik wrote: »
    This is a bit of a different point, but it's both confusing and lame that nothing goes differently whether you pick one choice, the other, or inaction.

    Sure, magically the couple either survives or it doesn't based on your decision, but that doesn't really make any sense given how the scene was implemented.
    Yeah...it does. They were going to lynch them. You distracted them that were going to lynch, with being the false prophet. Now, while you would also be found out if you were to throw it AT them, they probably noticed that you were about to chuck the ball at Fink.

    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.

    It's a Constant.
    Pick 77, get in a fight. It always happened, happens, and will happen.
    I don't know if it's a Constant.
    There's no real indication whether they know you're going to pick that ball, or if it just goes really badly every time you do.
    The Fight is a Constant; it's simply preceded by a Variable (the ball number). In every reality where 77 is picked, there is a fight.

    At least, that's how I'm interpreting it.
    But there's no indication that the fight is in fact a constant. It could be that this fight is a variable determined by your ball choice.

    Really, the stronger candidate for constant in this situation is that you pick a ball, since there's no room for leeway implied in the note about that.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • Big DookieBig Dookie Smells great! DownriverRegistered User regular
    One thing about the ending that I thought was a nice touch:
    In the baptism when all the various Elizabeths drown you, one of them is the earlier Elizabeth model they used in older gameplay videos and trailers. In some universe, a Bioshock Infinite exists that has this Elizabeth, and probably co-op and multiplayer too.

    Steam | Twitch
    Oculus: TheBigDookie | XBL: Dook | NNID: BigDookie
  • minor incidentminor incident expert in a dying field ---Registered User, Transition Team regular
    OptimusZed wrote: »
    Houn wrote: »
    OptimusZed wrote: »
    Houn wrote: »
    kedinik wrote: »
    heenato wrote: »
    kedinik wrote: »
    This is a bit of a different point, but it's both confusing and lame that nothing goes differently whether you pick one choice, the other, or inaction.

    Sure, magically the couple either survives or it doesn't based on your decision, but that doesn't really make any sense given how the scene was implemented.
    Yeah...it does. They were going to lynch them. You distracted them that were going to lynch, with being the false prophet. Now, while you would also be found out if you were to throw it AT them, they probably noticed that you were about to chuck the ball at Fink.

    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.

    It's a Constant.
    Pick 77, get in a fight. It always happened, happens, and will happen.
    I don't know if it's a Constant.
    There's no real indication whether they know you're going to pick that ball, or if it just goes really badly every time you do.
    The Fight is a Constant; it's simply preceded by a Variable (the ball number). In every reality where 77 is picked, there is a fight.

    At least, that's how I'm interpreting it.
    But there's no indication that the fight is in fact a constant. It could be that this fight is a variable determined by your ball choice.

    Really, the stronger candidate for constant in this situation is that you pick a ball, since there's no room for leeway implied in the note about that.

    The way I see it...
    the ball you choose is a variable. The fight is a constant if you choose #77. You are warned as such in the telegram a few minutes prior. You win the raffle, there is always a brawl. You can choose how the fight goes, by attempting to throw the ball at Fink, thus allowing the couple to escape.

    Ah, it stinks, it sucks, it's anthropologically unjust
  • kedinikkedinik Registered User regular
    You're given forewarning about a mistake that the Luteces know other Bookers make in other worlds, and you still cannot help but make it any ways.

    As far as we can possibly know one way or another, it certainly looks more like a constant than a variable.

  • OptimusZedOptimusZed Registered User regular
    OptimusZed wrote: »
    Houn wrote: »
    OptimusZed wrote: »
    Houn wrote: »
    kedinik wrote: »
    heenato wrote: »
    kedinik wrote: »
    This is a bit of a different point, but it's both confusing and lame that nothing goes differently whether you pick one choice, the other, or inaction.

    Sure, magically the couple either survives or it doesn't based on your decision, but that doesn't really make any sense given how the scene was implemented.
    Yeah...it does. They were going to lynch them. You distracted them that were going to lynch, with being the false prophet. Now, while you would also be found out if you were to throw it AT them, they probably noticed that you were about to chuck the ball at Fink.

    Sorry, but you're just wrong.
    Aside from what you shout before everything goes down, nothing different happens!

    The game tells you later whether they died, but there's no factual difference for it to make more or less sense that they did or didn't die.

    To be perfectly clear, in every case they grab you, shout at you, and then you kill them all.

    It's a Constant.
    Pick 77, get in a fight. It always happened, happens, and will happen.
    I don't know if it's a Constant.
    There's no real indication whether they know you're going to pick that ball, or if it just goes really badly every time you do.
    The Fight is a Constant; it's simply preceded by a Variable (the ball number). In every reality where 77 is picked, there is a fight.

    At least, that's how I'm interpreting it.
    But there's no indication that the fight is in fact a constant. It could be that this fight is a variable determined by your ball choice.

    Really, the stronger candidate for constant in this situation is that you pick a ball, since there's no room for leeway implied in the note about that.

    The way I see it...
    the ball you choose is a variable. The fight is a constant if you choose #77. You are warned as such in the telegram a few minutes prior. You win the raffle, there is always a brawl. You can choose how the fight goes, by attempting to throw the ball at Fink, thus allowing the couple to escape.
    I have a hard time calling anything that is directly contingent on something else a constant. In the scenario you've described, I'd say that the fight is a result of the 77 variable, not a constant unto itself.

    Constants are the really big stuff; Booker, Elizabeth, Comstock, the Siphon, etc. Things that are unavoidable regardless of decisionmaking. If the fight happens at the raffle no matter what you do with the ball or the couple, then I guess it becomes a constant. If it only happens if you chose #77, I don't think that's a constant.

    There's a weird grey area here between player action and options and character actions and options. If it isn't possible for us to avoid that fight, is it possible for Booker to do so if we're not controlling him? If he has to do it regardless, that's a constant, but we can't ever know that unless it is flatly stated for us.

    We're reading Rifts. You should too. You know you want to. Now With Ninjas!

    They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
  • jim2point0jim2point0 Registered User regular
    edited April 2013
    Everything in here is in a spoiler tag :P

    jim2point0 on
  • This content has been removed.

  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    Man, you guys are really willing to fill in a lot of blanks for the developers!

    I suppose I'm guilty of being too harsh, I'm not willing to fill in the blanks for the developers, I see the coding as I'm playing the game, and I"m looking at it purely from the perspective of: they didn't want to bother coding extra scenarios in, so they basically coded the game with one path only, throwing in an extra tidbit here and there, and then just added some pretty voice acting to bandaid over their own unwillingness to provide you with any real semblance of choice.

    You all are viewing the game as an interactive visual novel, I'm viewing it as simply a game. If there was no graphics, or mouses and keyboardses, and this was just a book or a movie, then I'd probably be more in agreement.

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  • AiserouAiserou Registered User regular
    edited April 2013
    I"m looking at it purely from the perspective of: they didn't want to bother coding extra scenarios in, so they basically coded the game with one path only, throwing in an extra tidbit here and there, and then just added some pretty voice acting to bandaid over their own unwillingness to provide you with any real semblance of choice.

    That's an assumption on your part, and without some evidence it isn't really a fair way to judge it.

    Not every game has to be a choose-your-own-adventure game. They had a specific story they wanted to tell. That's not laziness, that just having a goal in mind.

    Now, if they had advertised it as "Will you lead Columbia to greatness or will you strike it from the sky? Your actions decide the fate of the world!" and we got what we got, then there would be a problem.

    Aiserou on
  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    Oh I get it, as I said, I'm guilty of being too harsh because there is one thing that always takes priority no matter what game I play: freedom. If a game challenges my freedom by having specific scripted events, or a significantly-intrusive plot, then it starts to color my perception, which isn't always fair to the game. Bioshock 1 was such an extreme anomaly to my mode of thinking, because it was, basically, a rail shooter while you were shown a movie, that I kind of wanted Infinite to succeed in that way too. Needless to say, most of the "good" games out there are off-limits to me, like Walking Dead, any JRPG ever made, even certain FPS titles.

    With all the shining praise that this game gets I just, kind of expected more. So far it's just a regular shooter with lots and lots of pretty shiny things and some "magic" thrown into the mix. Granted, I'm not very far, so far I'm only to
    where you get Shock Jockey and leave that general there to be picked up by the police.

    So there may be something down the line that gives me that "wow" moment that I got from Bioshock 1. The story had better be told as well as it was in Bioshock 1, I already know the whole plot and it's interesting enough, but the delivery has to be top-notch in order for me to be able to truly appreciate it.

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  • SarksusSarksus ATTACK AND DETHRONE GODRegistered User regular
    Man, you guys are really willing to fill in a lot of blanks for the developers!

    I suppose I'm guilty of being too harsh, I'm not willing to fill in the blanks for the developers, I see the coding as I'm playing the game, and I"m looking at it purely from the perspective of: they didn't want to bother coding extra scenarios in, so they basically coded the game with one path only, throwing in an extra tidbit here and there, and then just added some pretty voice acting to bandaid over their own unwillingness to provide you with any real semblance of choice.

    You all are viewing the game as an interactive visual novel, I'm viewing it as simply a game. If there was no graphics, or mouses and keyboardses, and this was just a book or a movie, then I'd probably be more in agreement.

    Despite games like Mass Effect and such video games still don't offer you a lot in terms of choice. Choice is nice, but it's not a requirement.

  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    I agree 100% with that, and it's why I'm a very jaded gamer. Games just aren't moving in a direction that I want them to be. We have the technology now to make some damn amazing AI, and to give players so much freedom in affecting the environment, the world, the NPC's, everything. yet we're still stuck in this cycle of making graphics pretty and shiny, hiring big-name stars to do voice acting, composing supposedly memorable music...all of that is just packaging, I want meat on the inside!

    Bioshock is something I'm holding to a higher standard than the rest of the games, because, frankly, they've proven their worth to me. They've proven to me that I can play an "interactive movie" and enjoy the hell out of it....they just have to do it again :P

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  • November FifthNovember Fifth Registered User regular
    Amazing experience.

    Stayed up till 4:00 to finish it last night, and I haven't done that in a very long time.

    My working theory as I played turned out to be false:
    Booker was a creation of Elizabeth's id, manifested to free her from her imprisonment and provide her with a better father figure. Essentially an amalgam of characters she had read about during her confinement (Indian fighters, Pinkertons, etc.)

    This also explained how Booker kinda floated through that glass wall after Elizabeth killed Fitzroy.

    The actual ending was good though, and I think they did an excellent job of handling the racism and religion aspects of the setting without letting that overwhelm the basic story.

  • JepheryJephery Registered User regular
    edited April 2013
    I agree 100% with that, and it's why I'm a very jaded gamer. Games just aren't moving in a direction that I want them to be. We have the technology now to make some damn amazing AI, and to give players so much freedom in affecting the environment, the world, the NPC's, everything. yet we're still stuck in this cycle of making graphics pretty and shiny, hiring big-name stars to do voice acting, composing supposedly memorable music...all of that is just packaging, I want meat on the inside!

    Bioshock is something I'm holding to a higher standard than the rest of the games, because, frankly, they've proven their worth to me. They've proven to me that I can play an "interactive movie" and enjoy the hell out of it....they just have to do it again :P

    Do you expect developers to create games where every choice you make actually has real impact on a narrative? Because that would require exponentially increasing amounts of content for each choice you make in a game.

    If you play sand box games that give players total freedom to do what they want, like Mount and Blade: Warband or Crusader Kings 2, you'll notice that they usually have no narrative and leave it up to the players to construct one for themselves.

    Edit: Or what you do in the sandbox part of the game has no impact on the narrative at all, like Elder Scrolls or Grand Theft Auto.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    There is one thing, of many, that I adore about this game. Elizabeth is so well-done I'm blown away! just like Bioshock 1 was an outlier as far as plot goes, this Bioshock is an outlier as far as "NPC Companions" go. I find myself caring about her way more than I, technically, need to, I run out in front of her just to keep her from getting shot, I mean it's completely pointless, of course, but boy did they do a good job with her!

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  • Snake GandhiSnake Gandhi Des Moines, IARegistered User regular
    Elizabeth has surpassed Alyx Vance as my favorite companion character ever.

    Not to mention that her running around grabbing health, ammo, and salts is so useful that when she's not doing it you really miss her.

  • minor incidentminor incident expert in a dying field ---Registered User, Transition Team regular
    I don't mean this in a rude way at all, but if you're only at the Shock Jockey, you have absolutely no business commenting so authoritatively on the plot/storytelling of the game.

    Seriously, I mean that in the most "wait and see how this amazing thing unfolds" way possible. All of my theories up until the very end turned out to be all wrong.

    Ah, it stinks, it sucks, it's anthropologically unjust
  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    Not taken as rude at all. I get it, I don't quite have enough of the game under my belt to be truly going into all this, I'm just excited to get into discussions with people so I'm jumping the gun a little bit. I tried to convey that there were some very specific moments in the game that I wanted to have a bigger impact than they really had. That's why I asked if the game had multiple endings or not like Bioshock 1 did.

    I've also been very closely following the discussions y'all been having about the ending and the crazy stuff that's around it, and that has gotten me a bit more excited about proceeding in the game. Like I said, I'm just kind of nitpicking choice, or the lack thereof, or, I should say, the lack of real impact of choices so far in the game.
    Unfortunately, I'm not the type of player who sits through a game while forsaking others until I complete it. Sometimes it takes me a month to get through a 20-hour game because I'm always switching titles and playing something different on a daily basis.

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  • AiserouAiserou Registered User regular
    .....you've been reading the discussions about the end? Before beating the game?

    That seems pretty self defeating.

    They are called spoilers for a reason. They spoil things.

  • Captain ElevenCaptain Eleven The last card is a kronk Registered User regular
    Elizabeth is fantastic. I think the most emotional response I've ever had to a video game character is (late game spoiler)
    when she says "Long enough" when asked how long Comstock had her hooked up in that torture device thing.

    God damn.

    steam_sig.png
  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    Aiserou wrote: »
    .....you've been reading the discussions about the end? Before beating the game?

    That seems pretty self defeating.

    They are called spoilers for a reason. They spoil things.

    To me the ending never matters. I always read the story of a game before playing it. To me, what's important is how they tell the story, not really the story itself. Whenever I read a book, I always read the last chapter first. yeah, I know it's silly, but it's how I enjoy things.

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  • JepheryJephery Registered User regular
    edited April 2013
    Elizabeth is fantastic. I think the most emotional response I've ever had to a video game character is (late game spoiler)
    when she says "Long enough" when asked how long Comstock had her hooked up in that torture device thing.

    God damn.

    I can say I have never wanted to kill a fictional character more than Comstock.

    Sorry Handsome Jack.

    Jephery on
    }
    "Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
  • RobesRobes Registered User regular
    There were a lot of contrived plot points that made me groan out loud.
    Example:
    Vox Populi: "Get us weapons and you get your airship! Go meet Cheng" But oh no Cheng needs tools to make them so go get his tools. Now you have the tools but he got captured o go free him! Oh no he's dead now you gotta go into an alternate universe free alternate universe Cheng.
    Ok it wasn't exactly in that order but yeah. I would've been happier with getting my Airship and then maybe getting shot down somewhere instead.

    "Wait" he says... do I look like a waiter?
  • HounHoun Registered User regular
    edited April 2013
    Aiserou wrote: »
    .....you've been reading the discussions about the end? Before beating the game?

    That seems pretty self defeating.

    They are called spoilers for a reason. They spoil things.

    To me the ending never matters. I always read the story of a game before playing it. To me, what's important is how they tell the story, not really the story itself. Whenever I read a book, I always read the last chapter first. yeah, I know it's silly, but it's how I enjoy things.

    I respectfully disagree with you on this one. Storytellers often rely upon numerous techniques to carry an audience to a desired conclusion; skipping to the end of the journey will give you knowledge of the future, but at the cost of the enjoyment of the present. Especially in a game like this, the journey is at least as important as the destination, if not more so, as it provides all the context for the destination.

    *edit* Essentially, while you're welcome to experience the content however you like, I feel you are unequiped to critique and comment on the story or design decisions when you've denied yourself the opportunity to experience them as intended. If you go to a five-star restaurant, order desert first, then only eat the crust, you're not really making a fair point when you say that the lack of pasta sauce options was not to your liking.

    Houn on
  • AiserouAiserou Registered User regular
    edited April 2013
    .
    Robes wrote: »
    There were a lot of contrived plot points that made me groan out loud.
    Example:
    Vox Populi: "Get us weapons and you get your airship! Go meet Cheng" But oh no Cheng needs tools to make them so go get his tools. Now you have the tools but he got captured o go free him! Oh no he's dead now you gotta go into an alternate universe free alternate universe Cheng.
    Ok it wasn't exactly in that order but yeah. I would've been happier with getting my Airship and then maybe getting shot down somewhere instead.

    That sequence was probably the weakest part of the game for me.

    Don't forget:
    Now that we have fought our way to his tools, how do we get them to him? Oh we'll just open a tear to another universe where he has his tools. I'm sure he will honor our deal in a universe where he wasn't missing his tools.

    Aiserou on
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    edited April 2013
    ... okay, so, look. I'm normally also the kind of person who goes "hurdurr the ending doesn't matter heap the spoilers on me" but for THIS GAME I avoided them. And I actually think this narrative works best if you don't spoil yourself.

    So, hey, newsflash: the reason you're soured on this story is, I'm pretty sure, your own fault for seeking out these spoilers.

    I've actually even had cases in other games where I sought out spoilers, went "THIS IS DUMB," then when I beat it went "This isn't actually so bad?" That actually happened to me with Mass Effect 3; I was taking up pitchforks with everyone else, but then when I beat it went "Well I mean that was still pretty terrible but I don't think it's worth all THIS hullabaloo..."

    Same with Bastion. I thought I wouldn't be moved by the choices and that such a simplistic choice was dumb, but then I GOT there and WHAM

    So uh

    Beat the damn game first and see how the music, motion, and game all match up to sell you on the idea, THEN you can come back in here and bitch about how it doesn't "work"

    (Those of you who beat it and are complaining: Every right to, I respect your opinion, etc)

    Also? You know what? I'm frankly tired of so-called "player choice" in games. The ONLY game I've ever played where that stuff mattered was Planescape: Torment. If you want ~player choice~ go play that instead. In fact, Bioshock has ALWAYS been a meta-commentary on the lack of choice in games. In the first game, you're a conditioned puppet designed to go along with the whims of someone else; your choices don't really matter. In this game, you're at the mercy of forces beyond your control (without spoiling anything). You think you have choice, but in reality all this was set in motion long ago.

    And you know what? It was actually refreshing to have a game that came out and said "Nah, this actually doesn't matter" instead of pretending I have a choice, like Mass Effect. Mass Effect didn't really give me any damn choice at all, it hid those so-called choices under some pretty menus. This game goes "You can make small choices, but they don't matter in the larger scheme."

    And funnily enough, I got way more emotionally invested in this game, in Elizabeth especially, than any game which offered me so-called choice. The first Bioshock? I gave exactly zero fucks about Little Sisters, they were non-entities to me. Kill, save, doesn't matter, not really, it's just a ticker to get an "ending." With Elizabeth, even though there's NO GAMEPLAY EFFECT that comes from being nice to her, taking the time to let her look at stuff and do things like eat cotton candy and put on goofy Lincoln heads or whatever, I did those things because they made me feel good.

    Maybe the point here is that while the larger actions don't matter and you'll always be at the mercy of greater forces, it IS those little moments that matter a lot more.

    *e* Blargh ignore me I'm in rant mode and being a goose again :V

    Lucid_Seraph on
  • HounHoun Registered User regular
    Seems pretty lucid to me, Seraph.

  • November FifthNovember Fifth Registered User regular
    Jephery wrote: »
    Elizabeth is fantastic. I think the most emotional response I've ever had to a video game character is (late game spoiler)
    when she says "Long enough" when asked how long Comstock had her hooked up in that torture device thing.

    God damn.

    I can say I have never wanted to kill a fictional character more than Comstock.

    Sorry Handsome Jack.

    I wonder how many players
    let those two unarmed scientists manning the device live. I took one look at them and started warming up the sky hook
    .


  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    Houn wrote: »
    Seems pretty lucid to me, Seraph.

    /rimshot

    man I was this close to deleting that rant, glad y'all stopped me

  • Captain ElevenCaptain Eleven The last card is a kronk Registered User regular
    Jephery wrote: »
    Elizabeth is fantastic. I think the most emotional response I've ever had to a video game character is (late game spoiler)
    when she says "Long enough" when asked how long Comstock had her hooked up in that torture device thing.

    God damn.

    I can say I have never wanted to kill a fictional character more than Comstock.

    Sorry Handsome Jack.

    I wonder how many players
    let those two unarmed scientists manning the device live. I took one look at them and started warming up the sky hook
    .

    I actually did, because I was entirely focused on getting Elizabeth out and killing them would have slowed me down. Lucky for them, they weren't still there after she was out or there would have been blood.

    steam_sig.png
  • SarksusSarksus ATTACK AND DETHRONE GODRegistered User regular
    edited April 2013
    Jephery wrote: »
    Elizabeth is fantastic. I think the most emotional response I've ever had to a video game character is (late game spoiler)
    when she says "Long enough" when asked how long Comstock had her hooked up in that torture device thing.

    God damn.

    I can say I have never wanted to kill a fictional character more than Comstock.

    Sorry Handsome Jack.

    I wonder how many players
    let those two unarmed scientists manning the device live. I took one look at them and started warming up the sky hook
    .

    I let them live. They weren't in my way and I pitied their cowardice.

    Edit: Heh, when one of the guys down with Elizabeth begged me by name to turn the machine back on before they got hit with the tornado I thought that was pretty cool. Like, I'm infamous! Felt weird having some bad scientist talking to me directly by name, as if we knew each other more intimately.

    Sarksus on
  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    ... okay, so, look. I'm normally also the kind of person who goes "hurdurr the ending doesn't matter heap the spoilers on me" but for THIS GAME I avoided them. And I actually think this narrative works best if you don't spoil yourself.

    So, hey, newsflash: the reason you're soured on this story is, I'm pretty sure, your own fault for seeking out these spoilers.

    I've actually even had cases in other games where I sought out spoilers, went "THIS IS DUMB," then when I beat it went "This isn't actually so bad?" That actually happened to me with Mass Effect 3; I was taking up pitchforks with everyone else, but then when I beat it went "Well I mean that was still pretty terrible but I don't think it's worth all THIS hullabaloo..."

    Same with Bastion. I thought I wouldn't be moved by the choices and that such a simplistic choice was dumb, but then I GOT there and WHAM

    So uh

    Beat the damn game first and see how the music, motion, and game all match up to sell you on the idea, THEN you can come back in here and bitch about how it doesn't "work"

    (Those of you who beat it and are complaining: Every right to, I respect your opinion, etc)

    Also? You know what? I'm frankly tired of so-called "player choice" in games. The ONLY game I've ever played where that stuff mattered was Planescape: Torment. If you want ~player choice~ go play that instead. In fact, Bioshock has ALWAYS been a meta-commentary on the lack of choice in games. In the first game, you're a conditioned puppet designed to go along with the whims of someone else; your choices don't really matter. In this game, you're at the mercy of forces beyond your control (without spoiling anything). You think you have choice, but in reality all this was set in motion long ago.

    And you know what? It was actually refreshing to have a game that came out and said "Nah, this actually doesn't matter" instead of pretending I have a choice, like Mass Effect. Mass Effect didn't really give me any damn choice at all, it hid those so-called choices under some pretty menus. This game goes "You can make small choices, but they don't matter in the larger scheme."

    And funnily enough, I got way more emotionally invested in this game, in Elizabeth especially, than any game which offered me so-called choice. The first Bioshock? I gave exactly zero fucks about Little Sisters, they were non-entities to me. Kill, save, doesn't matter, not really, it's just a ticker to get an "ending." With Elizabeth, even though there's NO GAMEPLAY EFFECT that comes from being nice to her, taking the time to let her look at stuff and do things like eat cotton candy and put on goofy Lincoln heads or whatever, I did those things because they made me feel good.

    Maybe the point here is that while the larger actions don't matter and you'll always be at the mercy of greater forces, it IS those little moments that matter a lot more.

    *e* Blargh ignore me I'm in rant mode and being a goose again :V

    I see an absolute lack of goosery in your post and think you're being respectful, but passionate.

    I understand what you guys are saying. There are a few reasons why I do what I do. To me, knowledge is key, and having knowledge of how an event turns out beforehand actually gives me a warm-fuzzy. Obviously it doesn't ever affect anything, other than, perhaps allowing you to choose a "good" outcome faster, however I am good at imagining myself as an ignorant entity in the world. The person sitting at the computer is an omnipotent god, the player on the screen, however is not, and I actively make that distinction. You know that age-old superhero power question? yeah, my answer to it, from my youngest memory of that question, has been "clairvoyance."
    Second, I get that most games usually only ever give you an illusion of choice. In fact, if you peel the layer back a little bit you see that almost all games with choice in them are just a multiple choice-type of thing where if you perform actions A, D, and F you'll get ending 1, but if you perform actions B, C, and G, you'll get ending 2. With the way that my weird little mind works, I can see those gears, yet still enjoy the experience fully because I can suspend my knowledge long enough to take the sights in as an ignorant participant.
    There was a long time ago when I had an argument with my friends about "spoilers" and why I hate the fact that the word "spoil" is included in there. The ending is fine, it has to be there, the little surprises and gotchas and twists are cute and all, but if that's the only thing that makes a story have anything interesting to it, then I'm not sold. The exposition is 100% what a story is. Let's face it, every story that could possibly be told has already been told, and the final is going to be a variation of only a couple of different variables: good guy wins, good guy loses. You can add all kinds of specifications to it, but, in the end, that's what the meat and potatoes of the finale always are. Where true creativity shines is in how something is told. I "spoiled" myself silly about Bioshock 1, yet the execution of that plot was so amazing that I fell in love with an entire franchise because of it.
    Things that are created in your imagination are key to any game, and I am very fine with that, because I'm a roguelike player, therefore it's kind of an evolution through necessity. I was just nitpicking that there is a little bit too much left to the imagination, and I wish that there was a teeny tiny little bit more that they would code into the game, if nothing else, but to give me a little warm fuzzy. As I said, I hold BIoshock to a very high standard because of their success.

    Even for those that have beaten the game, do you think the ending was the coolest part, or was it everything else that was leading up to that ending? I can comfortably predict that, for a majority of you, it was the game as a whole that was fantastic.

    Monster Hunter Tri code/username: 1MF42Z (Morda)
    WiiU Username: MordaRazgrom
    Steam Username: MordaRazgrom
    WoW/Diablo 3 Battlenet Battletag: MordaRazgrom#1755
    Me and my wife have a gamer YouTube page if interested www.youtube.com/TeamMarriage
  • HounHoun Registered User regular
    In this case, the ending is not "the cool part". It's the part that shows you how cool every little detail from start to finish was. Which is pretty cool.

  • MordaRazgromMordaRazgrom Морда Разгром Ruling the Taffer KingdomRegistered User regular
    Also, I don't mean to sound overly critical of the game, I really wasn't, I was talking about a specific scenario and was curious about multiple endings.

    Monster Hunter Tri code/username: 1MF42Z (Morda)
    WiiU Username: MordaRazgrom
    Steam Username: MordaRazgrom
    WoW/Diablo 3 Battlenet Battletag: MordaRazgrom#1755
    Me and my wife have a gamer YouTube page if interested www.youtube.com/TeamMarriage
  • AiserouAiserou Registered User regular
    These were my thoughts during the ending:
    1. Holy shit everything that is happening right now is fucking amazing.
    2. Holy shit that is the perfect way to tie this back into Bioshock 1.
    3. Holy shit everything that is happening right now is fucking amazing.
    4. Holy shit that's what they were talking about then, and then, and then, OH AND THEN!
    5. Holy shit. D:
    6. Stupid credits, go faster. (I was told to wait until after them).
    7. Is it just a song? At least it's pretty.
    8. Holy shit. :D

    So yea, the ending influenced my overall perception of the game, but I had a tremendous amount of fun getting there as well.

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