Okey Dokey, but this will likely be very long
So little backstory, Bioshock 1 is my 2nd favourite game of all time, closely behind Half Life 2, which exceeds it only because the combat in the half life universe is far superior. Bioshock being up there, towering over other games with better mechanics, better set pieces is because it was the first game I remember (other than hl2) where I was introduced to a world that felt real, plausible, yet fantastical at the same time. There was something wonderfully romantic about Rapture, beautifully coloured and lighted, one of the few games where, when you saw a door you couldn't go through you never thought it was painted on, just another part of the city. On weekend confirmed, a video games podcast, a few weeks ago Garnett Lee talked about his work as a landscape architect and specifically how people design zoos, the good ones, to let you feel like you are among the animals, because you are never exposed to artificial walls, the area flows so well. Bioshock 1 did this for me, it was glorious and for all its faults Bioshock 2 similarly was wonderful, if only for letting me explore more rapture.
So suffice to say, I am a huge Bioshock fan. I am not however a fan of Bioshock infinite. So lets start at the beginning.
The beginning of Infinite is fantastic, leading up to the game I was completely underwhelmed by what I had seen, I am not going to make any bones about it, I wanted Rapture, in fact what I really wanted was Rapture in its prime, I disliked the aesthetic of this new city, the colour pallet especially. I literally bought the game because the price was too good not to (Thanks GMG!).
Having loaded up the game I was pleased with some of the initial nods to the opening of Bioshock, it was a good looking game and the first half hour, where you emerge into the cathedral and out into the open, I thought the game was stunning. I had just come off a play of Dishonored, which is a game I hate more than any other game in existence, to a world which was wonderful and vibrant, humming birds and great use of lighting. I was in love with this game, the tutorials were great and Columbia felt like an absolutely awesome place to be. The game nodded on and eventually you turn into shoot-em-up mode, which is fine, I was having fun with collectibles and radio logs and, although it didnt feel much like a Bioshock game I was having legitimate fun with the mechanics. The Vigors were good, the combat was better than Bioshock and the side missions proved their worth, all in all the game was plodding along well.
Then we meet Elizabeth, now a little more backstory there was one, singular thing which gave me hope for this game. An E3 Demo some time ago showed footage of Elizabeth (Hence for known as liz) reviving a dead horse and suddenly WOOSH Paris, 1980's and my jaw was on the floor. I thought, holy shit, time travel :O id love to see what these folks do in different time periods. Considering my initial distaste for Columbia I hoped you could have levels in 1984, travel forward to the future, then back again, what a wonderful escape. We meet liz and one of the first things you see her do is open up a "tear" and I was like, fuck yeah lets do this. And for the rest of the goddamn game all it does is tease you with these possibilities. Perhaps my biggest and most heart wrenching dissapointment in this game is that it only ever nods to these moments, the odd song from the future, and never explores them.
This is the crux of the issue for me, I wanted this game to go in one direction and it went in another, and the direction it went in felt so anti climactic that I stopped caring about the story, once I came to realise that instead of exploring time, opening up areas with new pallets and mechanics, all we did was do the same damn thing just in a slightly altered timeline. Several times you go through one area, open a tear then retread that area because something has been altered that pushes the story forward, and honestly it got repetitive and boring. It feels like such a wasted opportunity, who wouldnt have loved to step into that Paris backdrop and have to find a tear back to the present, rather than use a tear as a convenient way to not have to design new levels, but instead force you back from whence you came.
Onto characters, in Bioshock your character isnt given a huge backstory, one can interpret things but you feel as if you are you, plodding into this world, very much like half life they remove as much as possible from your character to allow you to step into his shoes. Booker is a dick, I dont want to be Booker, I find nothing likeable about him, his interactions, his voice actor does well but I dont want to play Booker. At no point in the game did I feel sorry for him, care for him, want him to "win", I think its a fundamental flaw in a Bioshock game to remove the user from the character he is playing.
Elizabeth is complicated, its hard to feel for her because all of her interactions revolve around this character I hate, I dont believe her voice actress is nearly as good as Bookers voice actor. Comstock is an intriguing character and provides a very nice coupling to Andrew Ryan, the "evil" guy who prods you along, giving you pieces of information, enough to keep you eager to find logs and messages. Daisy is kind of nothing, I understand the route they were going down, that sort of absolute power corrupts absolutely, one is a mirror of the other kind of thing, but they dont give you much of anything to tie to the character in regards to emotional connection. Her character was kind of nothing, there as an example of how tears change things but still, no care for her. The Lucetes (sp?) were mostly annoying.
Onto the ending, Booker is Comstock, different worlds, stole Anna from one tear to another, different tears, stars, doors, rapture, always lighthouse alwasy a city. Now here is where I take offence on a larger scale, and that is because they introduce Rapture into this nonsense. If Infinite had ended without a trip to rapture, I would have gladly just ignored thsi game as a terrible misunderstanding and forgiven Irrational. You want to create a game where tears exist, fine, you want a floating city, fine, you want to have a stupidly convoluted ending to a game where none of the characters are likeable, go ahead, dont call it Bioshock. This game, to me, is not a Bioshock game, how dare you introduce this huge, huge thing, into a Universe when it has no right to be there. Im not saying Irrational has to play by all the rules set out in Bioshock, but I am saying dont slap the Bioshock name on a product that bears so very little to what I consider a Bioshock game to be.
Badly formatted, rambling in places, best I could do having just finished the game.