she needs to be with you or the impact of the story is lost.
Plus that coin flip/catch sound is so satisfying. "PING!/THWACK!" It sounds like she flips that thing at 100mph into your hand!
Alyx is overrated.
Elizabeth didn't get in the way, she gives you free shit, and doesn't at any point annoy the ever living fuck out of you like 90% of all escort or team AI.
33% of the way through the game spoilers (docks / before Finkton)
Worse, immediately after Elizabeth swears that she hates Booker and will not cooperate with him again, there's a locked door not 5 minutes later and if you ask her to unlock it, it's right back to shuck and jive smalltalk with Booker--the game could have learned from Spec Ops that contextualizing the character's relationships and emotional state in incidental dialogue is just as important as doing it in plot-critical dialogue, even if it means spending more time in the recording booth.
Doesn't she claim that Booker is a means to an end shortly afterwards? Cooperating and communicating with someone doesn't necessarily mean you enjoy their company.
Ken actually called that out in the talk I linked to in the OP. She has different versions of the same line for different moods. They must have missed some, or the logic that picks the proper line isn't perfect.
I kind of got tired of her asking me if I wanted money. Of fucking course I want money!
I'd prefer that these opinion threads be kept in the OT or spoiler OT so that people like me can get an opportunity to form our own opinions before finishing the game.
I don't personally think so.
She's a presence that feels SORELY missed when she's not by your side.
It's like I expect her to be there now..so it's incredibly difficult in the second playthrough to play the 1st few hours without her..feels empty..
33% of the way through the game spoilers (docks / before Finkton)
Worse, immediately after Elizabeth swears that she hates Booker and will not cooperate with him again, there's a locked door not 5 minutes later and if you ask her to unlock it, it's right back to shuck and jive smalltalk with Booker--the game could have learned from Spec Ops that contextualizing the character's relationships and emotional state in incidental dialogue is just as important as doing it in plot-critical dialogue, even if it means spending more time in the recording booth.
Most annoying to me was her teleporting around. It felt like she wasn't an actual character most of the time. I also would have loved more banter.
This, she ties you to the narrative even just being there.
Little things, little reactions to tense situations and animations as well as the help she gives.
Normally you alert people that you are going to flip large coins at them.
She's an emotive walking vending machine.
I agree with that, however, that is a logical solution to the money, but not to the salt or health or ammo, so she'd still be doing that stuff anyway.What I was trying to say is it would be easier to just say that she found money and automatically deposit it instead of making me go through the same 5 second scene hundreds of times.
She was great in combat. Pointing at a tear spot and yelling "ELIZABETH, NOW!" and her responding "I'M ON IT" as she materialized a cover spot, a sniper roost, a skyhook, a turret, etc, made it feel like a scene out of an action movie, where the hero and heroine are shouting back and forth under fire and actually working together. The bits where she throws you health, salt or ammo are slickly done and saved me on more than one occasion. The fact she's invincible means you don't have to babysit her, either, so the game never becomes an escort mission in any way, shape or form. Yet the animators still made her take cover during firefights, which is a nice immersive touch that makes it feel like she's still in danger.
In non-combat situations, she's inoffensive. She does a good job keeping up with you, even as you navigate the skylines. When you start moving in the direction of your next objective, she charges ahead. If you're scouring the area, she'll casually sit down or lean against the scenery or look at scattered newspapers or inspect paintings and statues. It's organic, and it works. She feels like she's there, and you're not alone, but on this journey with another character .
She's no "revolutionary AI," but she is an extremely well-done "Alyx 2.0." She infuses this game with a tremendous warmth and personality that BioShock 1 and 2 never had. She's exquisitely animated like a Disney princess, endlessly photogenic for those of us who love taking screenshots.
And, from a narrative standpoint, she was superb. The moments where she's taken away from you or she's in distress, you feel it. With a sense of urgency I've never encountered in a game before. And no need for cheap gimmicks like timers, either.
All in all, I can't complain. Elizabeth is great.
She's a godsend on 1999 mode though.
33% of the way through the game spoilers (docks / before Finkton)
Worse, immediately after Elizabeth swears that she hates Booker and will not cooperate with him again, there's a locked door not 5 minutes later and if you ask her to unlock it, it's right back to shuck and jive smalltalk with Booker--the game could have learned from Spec Ops that contextualizing the character's relationships and emotional state in incidental dialogue is just as important as doing it in plot-critical dialogue, even if it means spending more time in the recording booth.
I think she is a very good AI companion. My only real issue with Elizabeth (apart from her accent which has been starting to grate of late... hey, that rhymed!) is that she is never EVER under any threat. Outside of the story, I don't feel nearly as protective of her as I was expecting. I understand that Levine didn't want this to be an elongated escort but... yeah, I dunno, if it had an ICO-like moment when enemies "occasional" try to drag her off or something for a non-standard gameover, I might feel a little more for her. Do you know what I mean?
Also, when she throws money at me, I feel dirty and used.
33% of the way through the game spoilers (docks / before Finkton)
Worse, immediately after Elizabeth swears that she hates Booker and will not cooperate with him again, there's a locked door not 5 minutes later and if you ask her to unlock it, it's right back to shuck and jive smalltalk with Booker--the game could have learned from Spec Ops that contextualizing the character's relationships and emotional state in incidental dialogue is just as important as doing it in plot-critical dialogue, even if it means spending more time in the recording booth.
She was great in combat. Pointing at a tear spot and yelling "ELIZABETH, NOW!" and her responding "I'M ON IT" as she materialized a cover spot, a sniper roost, a skyhook, a turret, etc, made it feel like a scene out of an action movie, where the hero and heroine are shouting back and forth under fire and actually working together. The bits where she throws you health, salt or ammo are slickly done and saved me on more than one occasion. The fact she's invincible means you don't have to babysit her, either, so the game never becomes an escort mission in any way, shape or form. Yet the animators still made her take cover during firefights, which is a nice immersive touch that makes it feel like she's still in danger.
In non-combat situations, she's inoffensive. She does a good job keeping up with you, even as you navigate the skylines. When you start moving in the direction of your next objective, she charges ahead. If you're scouring the area, she'll casually sit down or lean against the scenery or look at scattered newspapers or inspect paintings and statues. It's organic, and it works. She feels like she's there, and you're not alone, but on this journey with another character .
She's no "revolutionary AI," but she is an extremely well-done "Alyx 2.0." She infuses this game with a tremendous warmth and personality that BioShock 1 and 2 never had. She's exquisitely animated like a Disney princess, endlessly photogenic for those of us who love taking screenshots.
And, from a narrative standpoint, she was superb. The moments where she's taken away from you or she's in distress, you feel it. With a sense of urgency I've never encountered in a game before. And no need for cheap gimmicks like timers, either.
All in all, I can't complain. Elizabeth is great.
She was great in combat. Pointing at a tear spot and yelling "ELIZABETH, NOW!" and her responding "I'M ON IT" as she materialized a cover spot, a sniper roost, a skyhook, a turret, etc, made it feel like a scene out of an action movie, where the hero and heroine are shouting back and forth under fire and actually working together.
I cant imagine doing a handyman fights with her being a target.
Except, too often they would yell this at each other when I opened a tear and there was no action or enemies to be found.
This annoyed the hell out of me as well. It was really jarring.
This. I don't understand people wanting her to -not- teleport when she's on the other side of Columbia, or -not- keep pace with you, or -not- stay out of your way. If the game was a 1:1 analogue of reality, it would not be fun. It would be frustrating.I'd rather her be superfluous than frustrating, really.
Especially when the television commercial for the game has her about to be hanged by a group of people and you swoop in for the rescue. No one is aware she exists at any point in the game.More importantly, I felt that her being there and no enemy ever interacting with her was kind of contrary to the whole story, isn't it? Not saying it'd make sense for people to shoot at her, but no Ico "Stop her from getting kidnapped!" thing in any battle, ever? Kind of jarring in a narrative sense, making her inclusion as a partner by your side make even less sense, if I'm being honest.
I had a horrible moment with her shortly after getting her and engaging in the first bit of combat.
After she initially freaks out over booker killing people, there's a segment of walking through a non hostile zone on the boardwalk. I went in an ice cream shop and stole from the cashier, he attacked me and I cut his head off. I murdered all the police that showed up, and Elizabeth casually asked if Booker had a woman in his life with no infliction whatsoever about what happened. I mentioned that it would have helped a lot for a Spec Ops type dialoge in the OT as well.
One pretty incongruous moment I ran into was when we went to (near end game sequence spoiler)There is one great sequence in Finktown that should represent the level of quality I expected.
If you spared Slate in the Hall of Heroes, you meet him again in the Prison. At which point you can shoot him. If you do that, you hear Elizabeth gasp, and say : "I guess that's what he wanted". That's exectly the kind of reactivity I wanted out of her. Because, as someone mentioned, outside of the story moment, she is a teleporting vending machine.
One pretty incongruous moment I ran into was when we went to (near end game sequence spoiler)her mom's mausoleum in the graveyard and she didn't have a single thing to say about it. It was super weird. The problem was I hadn't done a story beat near Comstock tower yet and I guess they just didn't plan for that possibility.
Had the same thing happen to me and also found it strange.One pretty incongruous moment I ran into was when we went to (near end game sequence spoiler)her mom's mausoleum in the graveyard and she didn't have a single thing to say about it. It was super weird. The problem was I hadn't done a story beat near Comstock tower yet and I guess they just didn't plan for that possibility.
From the early trailers it was clear that they were aiming at something more for Elizabeth.
I just assumed that everyone assumed that it was a technical or time limitation that caused them to take the interactions out.
I somewhat agree.
While I absolutely love the character, I was disappointed with the walking-about interactions she had. Especially compared to the demonstration.
Ken talked about how the beach was the big showcase for her, that they put all this work and effort into making her do stuff based on where the player was looking.
I got to that part, excited to see the next generation of AI companions and was left with "That's it? You guys spent five years arguing about this?".
Now I'm sure the technical stuff going on underneath is super impressive and complicated, and I don't want to disrespect all the work and passion that went into creating an AI companion, I just didn't feel it was a significant step forward in terms of what I, the player, experienced. This is the important part. At the end of the day, this is what matters. Not the underlying tech.
With that said, the game felt super lonely without Liz around during certain sections, so at least they did that part right.