• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Bioshock Infinite, overrated and repeative [spoilers]

An older post from the beginning of the thread, but it represents what many people think about the game and its one of the points i highly disagree. For many different reason. The main problem is that Bioshock Infinite never includes the player in its story. We have the rule of an cameraman, who tries to get the best pictures of the gameworld and the situations. And sometimes not even this. The story isn't represent in the gameplay, what i believe, is needed to make a game product round. In Infinite we have two different parts: Story and Gameplay. They sometimes overlap, but never want to include the other part. It changes it focus between an very weak Interactive Story and an Game. The constant twisting hurts both aspects of it.

So we have one part Interactive Story and actual Gameplay. Is there something bad about this? Only in the naming and with view of the medium. It is the same problem which accrues, when David Cage takes about videogames. He talks bullshit. Simple because he includes the wrong aspects. We finally have to difference between Games, Machinimas and Interactive Movies. They should not be viewed as the one and the same element of the Interactive Medium. If we make the difference, we get a clear view of the different aspect of what makes the three forms so interesting. Gameplay is for the challenge, Machinima for the linear story and a Interactive Movie for a story with different possibilities and views.

The problem of the constantly breaking of the flow of gameplay or story, come from this change in focus in the runtime of the product. We kill millions of people, but it doesn't has any consequences of the story. We can't excuse it for metaphors forever. It is only go around a problem, which never can a part (or a very limit part) of an actual game story. A game will always a simplification or an metaphor of an challenge, which most the time doesn't fit with narration. We need one focus. Bioshock Infinite has a good story, but the gameplay hurts it. No matter how great the story will be, the gameplay need to be equal good and most importantly linked with the narration. Or the twisting of the focus will hurt the game.

Than can video games ever tell good stories? Or is the concept of a GAME, the concept of needing to have elements where you have action to move the narrative forward, will ultimately be the dagger in games and the art of storytelling?
 
Than can video games ever tell good stories? Or is the concept of a GAME, the concept of needing to have elements where you have action to move the narrative forward, will ultimately be the dagger in games and the art of storytelling?
Games can if the developer isn't slapping shooting into what's essentially a movie. Papers, Please tells a thoughtful story that comes out of the gameplay and the decisions that the player makes. That might be an extreme example, but I think the bare minimum would be a world that has a level of interaction beyond just shooting at it.
 
Games can if the developer isn't slapping shooting into what's essentially a movie. Papers, Please tells a thoughtful story that comes out of the gameplay and the decisions that the player makes. That might be an extreme example, but I think the bare minimum would be a world that has a level of interaction beyond just shooting at it.

It's gameplay though isn't really consistent of that of a game though.

I mean, sure we have games like Journey, Tell Tales The Walking Dead, Heavy Rain, and many more of that kin that have come out this generation.

Narratives usually excell in these types of games because they ARE STRIPPING away the foundation of what makes video games, video games.

I mean, say what you want, but to me a video game is something like Saints Row. The freedom to do what you choose, the freedom to just lose it all, shoot shit, explode shit, just escape reality in a sense. An to me, that's what made video games so damn appealing as a little kid. That escape that I got.

With games like Papers Please, or Journey, or Heavy Rain, you still get that sense of escape, but it lacks that core video game feeling, and makes it seem so much much more like a visual novel, or a film/game hybrid. Just lots of minimal gamey elements galore.
 
Saint's Row should not have a linear story. I think that's the biggest fault for the series since it doesn't suit the gameplay at all. If it had been built instead around small narrative moments, which combined with your actions led to one of several possible conclusions, it would be a much better experience. The gameplay wouldn't have to change at all. Instead though, most developers have gameplay and narrative as these two separate things, almost entirely divorced from each other, that feel as if they're crammed together at the last moment before the game ships.

Saint's Row 3 does combine them at the very beginning with the bank robbery, but falls apart after that.

Heavy Rain and Walking Dead are the opposite of what games should be. Heavy Rain contorts gameplay to try to bring it closer in line with the narrative, and is a spectacular failure by feeling more game-y than most games. Walking Dead is a choose your own adventure book where your choices don't matter. It has a good narrative, but the gameplay feels, and is treated like, an appendix. They are so focused on telling their own story that they squeeze the player out.
 
You know what I did after i finished bioshock infinite?

I sold it. 1 playthrough was all it required.

And I don't miss it. And I don't care anymore. I hope this isn't a GOTY because this is not the direction I want developers going.
 
I could list more examples but i think I've made my point. When I played the game I was actually very happy that they portrayed revolution as it is (brutal for both sides) rather than taking the simplistic approach whIch you suggested. The problem is, a lot of people who dont understand it will misinterpret it, so I hope that I've helped enlighten a few with this post.

I don't believe that there is a reasonable interpretation of my post that suggest that I think the problem is that the Vox should have been portrayed as nice.

Yes, having a peacenik rebel group who just wants everybody to live in harmony, fighting against Dr. Comstocknik and his evil robots would be simplistic, thoughtless, and stupid.

It is equally simplistic, thoughtless, and stupid to depict such a cartoonishly evil bogeyman caricature of racism and classism as you find in Columbia's privileged class, opposite an underclass who are, without exception, depicted as hurt, human, downtrodden victims, until the exact second that this war starts, at which point they are universally transformed into mindlessly violent, cruel savages, and then to handwave everything away by basically saying, "Well, they're both violent, therefore they are both morally equivalent".


Is it possible to make a civil war/revolution story where the moral lines are not so easily drawn? Yes, of course. Is it more likely and more realistic that a society under that kind of stress will fracture along messy, indistinct lines, and will there be victims, villains, and heroes on all sides? Of course, absolutely. Is the socioeconomic/revolutionary plotline in Bioshock Infinite even remotely sophisticated or mature enough to even begin to broach those sorts of issues? Nooooooope.
 
I agree with everything, except the Conduit 2 part. Infinite is not that bad.

But yeah, the game is really dull, only saved by the setting. Very overrated IMO
 
Why are people suddenly wishing Irrational stuck with the heavily scripted nature of the old demo? I remember all the complaints when it was first revealed. I very much prefer the product we have now, flaws and all. The scripted demo had ambitious ideas but seemed so un-gamey, breaking the flow every few seconds to force you to notice something.

And we can sit here and complain about all the story elements that didn't quite work, but to me, in recent memory, no other game has sucked me into its world quite like BioShock Infinite. The art, the atmosphere, the small touches, and interactions with Elizabeth made this a very unique and memorable experience. That's why this game will stick with me for years to come and will be one of those games I wish I could experience again for the first time.
 
It's gameplay though isn't really consistent of that of a game though.

I mean, sure we have games like Journey, Tell Tales The Walking Dead, Heavy Rain, and many more of that kin that have come out this generation.

Narratives usually excell in these types of games because they ARE STRIPPING away the foundation of what makes video games, video games.

I mean, say what you want, but to me a video game is something like Saints Row. The freedom to do what you choose, the freedom to just lose it all, shoot shit, explode shit, just escape reality in a sense. An to me, that's what made video games so damn appealing as a little kid. That escape that I got.

With games like Papers Please, or Journey, or Heavy Rain, you still get that sense of escape, but it lacks that core video game feeling, and makes it seem so much much more like a visual novel, or a film/game hybrid. Just lots of minimal gamey elements galore.

I agree with this. The reason The Walking Dead is a good story is because it's not really a game.
 
I played about 3 hours of Infinite. It's so boring. Just feels like a generic shooter with a kawaii sidekick to pander to your personal sadness.
 
Than can video games ever tell good stories? Or is the concept of a GAME, the concept of needing to have elements where you have action to move the narrative forward, will ultimately be the dagger in games and the art of storytelling?

Having action to move a narrative forward is arguably vital to story-telling. Do you mean action as in 'pew-pew-pew'?

It isn't groundbreaking in terms of gameplay, nor is it worthy of a 10/10 score, in my opinion. It is, however, a right rollicking adventure game that is a lot of fun and has a great, immersive story.
 
Well, the same could be said about every single FPS game this generation then.

It's a complaint that makes no sense whatsoever.
Maybe it could be said about every single FPS game this generation. But what is the link with the sense it makes? It doesnt make some sense! The FPS generation is the one that spawned the fewest good FPS games.
 
You know what I did after i finished bioshock infinite?

I sold it. 1 playthrough was all it required.

And I don't miss it. And I don't care anymore. I hope this isn't a GOTY because this is not the direction I want developers going.

Well said. Sad state of the direction we are heading if this gets GOTY. The 95 metacritic really does boggle the mind.
 
Average game carried by amazing production values. Great artwork, setting and story.
To bad the gameplay was nowhere near as intelligent, original or ambitious as the setting/ story.

It's basically the uncharted formula but with a more intelligent and original story.
 
I don't believe that there is a reasonable interpretation of my post that suggest that I think the problem is that the Vox should have been portrayed as nice.

Yes, having a peacenik rebel group who just wants everybody to live in harmony, fighting against Dr. Comstocknik and his evil robots would be simplistic, thoughtless, and stupid.

It is equally simplistic, thoughtless, and stupid to depict such a cartoonishly evil bogeyman caricature of racism and classism as you find in Columbia's privileged class, opposite an underclass who are, without exception, depicted as hurt, human, downtrodden victims, until the exact second that this war starts, at which point they are universally transformed into mindlessly violent, cruel savages, and then to handwave everything away by basically saying, "Well, they're both violent, therefore they are both morally equivalent".


Is it possible to make a civil war/revolution story where the moral lines are not so easily drawn? Yes, of course. Is it more likely and more realistic that a society under that kind of stress will fracture along messy, indistinct lines, and will there be victims, villains, and heroes on all sides? Of course, absolutely. Is the socioeconomic/revolutionary plotline in Bioshock Infinite even remotely sophisticated or mature enough to even begin to broach those sorts of issues? Nooooooope.

Thanks for elaborating your initial point. Your main issue appears to be the sudden shift of the Vox from passive into aggressive and their subsequent portrayal as villains after this point. I think that your comment that the game simply 'handwave(s) everything away by basically saying, "Well, they're both violent, therefore they are both morally equivalent"' is unfair. Though the Vox are portrayed as 'downtrodden' they were not simply victims . There had been conflict and fighting long before the events of Bioshock infinite, with Daisy Fitzroy representing this more antagonistic force, and the experienced leadership who would guide the vox after the revolution had begun.

Also, the sudden outburst of violence that the Vox perpetuate is common throughout history. Look at the Russian revolution for example: similar class lines and tensions can be drawn, and I presume that you would agree that the lower classes (who had little food and were worked endlessly in the factories) were also the victims in this regard. But once the revolution and civil war began these victims, who had initialy went on strike for for food and political rights, perpetrated many horrorific atrocities. Revolution is an inherently violent affair were the motives and aims are often lost. I believe that the Russian Revolution/Civil war comparison is the closest resemblance to the Bioshock civil war.

You can sympathise with the plight of the Vox and their motives, but it cannot be denied that a civil war between the two forces would be hugely violent. In this sense I think that Bioshock does a pretty good job with the revolution point, though I agree that it could have been better. In particular, the Vox are portrayed as a simple reaction to the founders, I would have liked them to have had their own ideology and socio-political views.
 
Basically I feel it had some decent ideas, both in terms of narrative and mechanics, but had no fucking clue what to do with any of them. It's like a Frankenstein monster of half assed or poorly done concepts.
 
I think that your comment that the game simply 'handwave(s) everything away by basically saying, "Well, they're both violent, therefore they are both morally equivalent"' is unfair.

I'd have to agree with his point. As much historical precedence as there is for this, I found the shift of the Vox from downtrodden to ultra-nuts narratively unsatisfying. It didn't ruin the game by any means, but it did shake my suspension of disbelief. We don't get to see their nuts (oo-er) and bolts like we do with The Founders.

The game almost literally points out at one point that "Oh well, they are building guns and shit, so they must be as bad as Comstock's lot" without ever giving a more thorough explanation. If more time had been spent with them instead of running about looking for guns and Schrodinger's Embolism victims, the Vox could've been a lost less simplistic and jarring, but, y'know, budgets and that.
 
i kinda agree, it was a good game but def overrated, id give it around an 8. I'm playing Dishonered right now which feels better
 
I already said it before, but this is the thread for people who don't like shooters to come in and complain about a shooter. Which is fine, but it is kind of a caveat to many of the opinions present.

I like shooters. I don't like Bioshock Infinite. Bwuh??!? Zuh???!;? How are this possible??!
 
I am somewhat sympathetic to OP's complaints. Infinite is kind of like the world's greatest spectacle shooter. It's to its credit that it transcends the form but it's a still a form that typically bores me to tears.
 
Unfortunately, I agree.

This game would have worked better as a movie or a book. Spending so much time working on characters and story only to shoehorn gameplay concepts from yesteryear is strange.

I like FPS's but this game felt old.
 
Yup

...smh

What the hell at this thread. Some of these posts...nuke this shit from orbit, goddamn!

*looks at posts, looks at avatar*

iKV0XKbyrNhYC.jpg
 
Bioshock Infinite isn't very good as a pure shooter. Half the weapons are garbage, half the vigors have near identical effects, the calling in from other dimensions is basically summoning an auto turret occasionally, and most combat scenarios are arena battles against enemies with terrible AI. The skyhook stuff is interesting, but it's criminally underused. While the handiman is the least fun to fight enemy in the history of videogames.
 
Unfortunately, I agree.

This game would have worked better as a movie or a book. Spending so much time working on characters and story only to shoehorn gameplay concepts from yesteryear is strange.

I like FPS's but this game felt old.

I have to thank the fuckin lord it isn't a movie or book. The story would be completely unbearable if I didn't get to blast some fools.
 
Nothing about Bioshock Infinite's gameplay is worse/more repetitive than in games such as CoD or Halo. In fact, BI is a better and more interesting shooter (albeit with flaws). It's just that the narrative outshines the gameplay so much.

Game is great.

Gaf likes to bitch about great games.

Business as usual.

Why are people suddenly wishing Irrational stuck with the heavily scripted nature of the old demo? I remember all the complaints when it was first revealed. I very much prefer the product we have now, flaws and all. The scripted demo had ambitious ideas but seemed so un-gamey, breaking the flow every few seconds to force you to notice something.

And we can sit here and complain about all the story elements that didn't quite work, but to me, in recent memory, no other game has sucked me into its world quite like BioShock Infinite. The art, the atmosphere, the small touches, and interactions with Elizabeth made this a very unique and memorable experience. That's why this game will stick with me for years to come and will be one of those games I wish I could experience again for the first time.
Your level-headed, non-contrarian and reasonable opinions have no place in this thread.
 
A good 75% of your complaints are leveled at the game not having the kind of traditional boss fights you prefer, which is doubly funny when the original Bioshock had one of the worst traditional boss fights on the planet.

75%? Is most of the game boss fights? Or do you not understand percentages?
 
If you think this game is boring I don't know what you expect from a video game. The story is the grab, the setting IS the story. Could is have been better? Sure but it has one of the best stories told this gen that creates a canon for all Bioshock's going forward.
 
I already said it before, but this is the thread for people who don't like shooters to come in and complain about a shooter. Which is fine, but it is kind of a caveat to many of the opinions present.
Not at all. Not even remotely.

The problem is that Bioshock Infinite sets out to be a high-concept shooter. It tries to have it both ways, but doesn't transcend the shooter genre nor does it succeed as a high-concept game. The reason folks complain about its shooter-ness isn't because we don't like shooters. It's because it's utterly out of place and out of step with the rest of the game. It's an utterly conventional and pedestrian shooter. As a consequence, its grand concepts and plot bear too much of the burden of carrying the "grandness" of the game, so when the plot comes crashing down in the back half, it all falls to pieces.

It was a fun experience, and I admire the craft involved. But this isn't the "soaring" experience it aims to be. It's an uneven game with moments of greatness and awe-inspiring ambition intermingling with moments of maddening design and hackneyed writing. I think it's a game that everyone should play, but that doesn't mean I think it's great. It's absolutely thrilling at its best, and even its failures are fascinating.
 
Exactly that. I think we're talking in circles here.

Anyhow, BI is fine. If it ranks highly on GAF's GOTY list, then 2013 was a fine year for gaming. But far from an exceptional one.

This only works if you think smashing together hundreds of likely unrefined opinions amounts to something worth paying attention to.
 
This only works if you think smashing together hundreds of likely unrefined opinions amounts to something worth paying attention to.
Ha. Depends whether or not you find the GOTY voting to be a "consensus" or a "symptom." I tend to see it as the latter. We're not taste-makers.
 
It's because it's utterly out of place and out of step with the rest of the game.

I dunno about that. Booker is a violent man with a violent past. I think it's totally in character for him to murder his way through Columbia especially considering
it is literally all his past sins and failures made real.
 
I fell to the hype and picked up BioShock Infinite to try it out a week or so ago. The storytelling is absolutely fantastic and makes it a great experience, but I agree that the gameplay and enemy encounter design can be pretty lacking. Truth is, for me, the combat is the least interesting part of the game. I don't think it hurts the game too much (the storytelling and presentation more than make up for it), and it's certainly better than the original BioShock (which I found so boring to play that I couldn't finish it), but I think it's a valid criticism of the game.
 
I dunno about that. Booker is a violent man with a violent past. I think it's totally in character for him to murder his way through Columbia especially considering
it is literally all his past sins and failures made real.
You're mistaking motivation for mechanics. It isn't the fact that Booker shoots people that is out of place, it's how the shooting actually works.
 
You're mistaking motivation for mechanics. It isn't the fact that Booker shoots people that is out of place, it's how the shooting actually works.
What is bad about it? I found it to be at least on par with the best games in the genre as far as mechanics go. I even found it way more varied and fun than any CoD or Halo game, for example.

The truth is: it's the dissonance between a narrative that is better than in any other shooter out there and the conventional (but generally well realized) shooting mechanics, that doesn't sit well with some players. That doesn't mean it's not a very good game, however.

I am playing through Bioshock again (the original), taking my time, hacking everything, laying traps for Rosies etc. The game is so much better than Infinite. The enemy AI is AMAZING, the audio diaries are amazing and the level of "play" and experimentation in the game is on another level. Infinite doesn't compare.
I replayed BS1 myself recently and actually it's extremely comparable - from mechanics to AI. The biggest difference is how the levels are laid out.

And I remember people trashing Bioshock1's AI at the time but suddenly it's "amazing". Go figure. I'm sure if there is another Bioshock game at some point in the future, Infinite's AI will be amazing, too.

Finally, about the 'repetitive' part of the OP's review: I think you simply weren't being creative enough with the Vigors. There are a lot of possibilities and the more you think outside of the box the more fun the game becomes, but you need to want to see them. If you play it with the mindset of a standard shooter then of course it will be a very stale experience, but play it as if you're a wizard with a gun instead of a soldier with some magic tricks and I guarantee you'll have a tremendous amount of fun more than before.
I like to call this the "Jeff Gerstmann-effect".
 
You're mistaking motivation for mechanics. It isn't the fact that Booker shoots people that is out of place, it's how the shooting actually works.

Ah, I misunderstood your point. So how do you think the mechanics detract from the game, what were they lacking exactly?

Not the best shooter in the world by any means, but there were plenty of interesting combat options. Also, I have to say, firing the Handcannon is tasty. Probably one of my favourite guns in gaming outside of Max Payne 3's 1911s.
 
I am playing through Bioshock again (the original), taking my time, hacking everything, laying traps for Rosies etc. The game is so much better than Infinite. The enemy AI is AMAZING, the audio diaries are amazing and the level of "play" and experimentation in the game is on another level. Infinite doesn't compare.
 
Why does it matter if a game is overrated anyway? Saying 'I don't think this game is as good as a lot of other people think it is' says next to nothing about the quality of the game.

Besides, if you are playing games like Bioshock Infinite and mainly complaining about their gameplay and mechanics (which isn't bad, but I can see why some people like the OP don't see it as 'great') this game might not have been your cup of tea in the first place. I'm not one of them, but I think the OP is a 'Gameplay first, everything else is less important' kind of person. Nothing wrong with that of course, but you guys are better off sticking to other great shooters like Bulletstorm which have far more focus on their mechanics. A game where it's all about the captivating world and interesting story, even if you recognize those are good, like Bioshock Infinte will simply never grab your attention as much as a gameplay-centric game.

Finally, about the 'repetitive' part of the OP's review: I think you simply weren't being creative enough with the Vigors. There are a lot of possibilities and the more you think outside of the box the more fun the game becomes, but you need to want to see them. If you play it with the mindset of a standard shooter then of course it will be a very stale experience, but play it as if you're a wizard with a gun instead of a soldier with some magic tricks and I guarantee you'll have a tremendous amount of fun more than before.
 
Finally, about the 'repetitive' part of the OP's review: I think you simply weren't being creative enough with the Vigors. There are a lot of possibilities and the more you think outside of the box the more fun the game becomes, but you need to want to see them. If you play it with the mindset of a standard shooter then of course it will be a very stale experience, but play it as if you're a wizard with a gun instead of a soldier with some magic tricks and I guarantee you'll have a tremendous amount of fun more than before.

This is still quite arguably a shortcoming of the game design. And yes, there is a happy medium between forcing a player to execute specific designer-intended "strategies" and making all but the most rudimentary tactics completely unnecessary.
 
Finally, about the 'repetitive' part of the OP's review: I think you simply weren't being creative enough with the Vigors. There are a lot of possibilities and the more you think outside of the box the more fun the game becomes, but you need to want to see them. If you play it with the mindset of a standard shooter then of course it will be a very stale experience, but play it as if you're a wizard with a gun instead of a soldier with some magic tricks and I guarantee you'll have a tremendous amount of fun more than before.
Can you give examples? Because I found this next to impossible in Bioshock Infinite. Charms, firebombs, and crows were what I used 90% of the time, since all the other powers didn't seem as efficient use of salts. The bullet shield one was cool, but it came so late in the game that I only really used it against that stupid ghost.
 
I have a feeling that the story is "too" good for this game. The gameplay by itself is really top-notch and more varied and dynamic than what most other shooters offer. But the story-telling is just so excellent, that the divide between narrative and gameplay becomes extremely noticeable. And for some players that dissonance apparently results in a negative experience.

GotG is Dark Souls, btw.

You mean Demon's Souls
 
Top Bottom