Zero Punctuation: BioShock: Infinite

Jinxsays...

I loved this game. I played it all in one night because I couldn't tear myself away from it. Its been a long time since a single player game did this for me.

Still, the ending did bother me slighty. From some reviewer,
"...these third act disclosures don’t render Infinite incoherent, they do take the story to a place where notions of coherency and consequence no longer seem to matter, before backtracking and then attempting to offer a finality that doesn’t make sense within the universe the game has created."
Pretty much exactly how I felt at the end. I enjoyed it, but I don't think it really made much sense.

I'm playing it through again on the 1999 mode and it impressive how much detail and foreshadowing there is. For example, the key you get at the start. Booker spins it so the that the bird on one side and the cage on the other sort of merge together as if they are in superposition. I may have not noticed the significance but I still think these little hints do sort of bury into your subconcious and generally improve your experience on the first playthrough.

Deanosays...

The infinite subReddit is interesting in discussing these matters. I do think it's a bit more complex than suggesting cause and effect don't matter. They do in the way the ending is rendered.
Beyond that it's up to the gamer to determine how strong this framework is - but I personally bought and understood (I think!) the ending.

The only danger here is if the writers felt they were doing a Lost on us and encouraging people to riff on the original material into areas that were never really fleshed out.

I'm playing again and having a whale of a time with the combat. I made a mistake of just upgrading my health the first time around. Now I'm evenly levelling health, shield and salts and trying my best to find every infusion.

The criticisms I would make are around using the X button (on the 360) to hang a lot of actions on. In the middle of combat this is annoying and it's not the only game to abuse the X button.

The writing and dialogue actions are sometimes awkward. In one scene Booker is being blunt with Elizabeth and she doesn't react. Which was odd. Then they have the same scene again and now she's upset.

Or she's in the middle of talking and you can make her interrupt herself to pick a lock. Here the characters should take precedence over the gameplay because it breaks the spell of this otherwise beautifully crafted world.

Jinxsaid:

I loved this game. I played it all in one night because I couldn't tear myself away from it. Its been a long time since a single player game did this for me.

Still, the ending did bother me slighty. From some reviewer,
"...these third act disclosures don’t render Infinite incoherent, they do take the story to a place where notions of coherency and consequence no longer seem to matter, before backtracking and then attempting to offer a finality that doesn’t make sense within the universe the game has created."
Pretty much exactly how I felt at the end. I enjoyed it, but I don't think it really made much sense.

I'm playing it through again on the 1999 mode and it impressive how much detail and foreshadowing there is. For example, the key you get at the start. Booker spins it so the that the bird on one side and the cage on the other sort of merge together as if they are in superposition. I may have not noticed the significance but I still think these little hints do sort of bury into your subconcious and generally improve your experience on the first playthrough.

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