I'll keep this spoiler free but I'll tell you why this game drops the ball for me and how it could have been so much more. This is yet another thread hanging on the coat tails of the now famous "Bioshock Infinite shouldn't have been a shooter".
Disclaimer: I absolutely adore the game. The art/setting/story is one of the best I've played. The gameplay itself is what I take issue with and I'm hoping this thread can be a discussion of just that.
On the one hand, I love the standard FPS campaign of shoot waves of bad guys, experience some story and roll credits. But for a game that is as unique as Bioshock Inifinite, the gameplay itself deserves so much more than that. This is where the subject line comes in.
ICO and Bioshock Infinite both share the idea of rescuing a companion. In Bioshock Elizabeth is little more than an item collector and a means to push the story along. In ICO Yorda is someone that you must defend. In the midst of the bombast of Bioshock I never feared for Elizabeth
, the enemies seem to ignore her and come only after me. This is a huge missed opportunity. The game could have scaled back much of the meaningless shooting sequences had there been time devoted to physically getting yourself and your companion through the hostile environment through other (perhaps puzzle solving) means. This leads me to my second point of contention.
Through the high flying adventure of Bioshock Infinite I never felt like falling to my death was an option. This happened all too often in Mirrors Edge for me and I loved it. Physically moving at top speed in Mirrors Edge was a fantastic experience and with the Sky Hook in Bioshock Infinite we had shades of that but the danger simply wasn't there. Jumping from building to building, rail to rail should have been a scary proposition, but it wasn't, it just felt like a natural thing to do because of well it worked. Perhaps too well. The enemy encounters in Mirrors Edge were far less frequent but there were some opportunities to put the hurt on bad guys and if you did decide to go the combat route it felt like you achieved something rather than just spraying bullets into moving targets.
TL;DR - I'm not saying combat should have been removed completely or the game changed into a different genre altogether. I am saying that the combat should have been scaled back to allow for other gameplay experiences to shine though.
It's nice to want things.
Disclaimer: I absolutely adore the game. The art/setting/story is one of the best I've played. The gameplay itself is what I take issue with and I'm hoping this thread can be a discussion of just that.
On the one hand, I love the standard FPS campaign of shoot waves of bad guys, experience some story and roll credits. But for a game that is as unique as Bioshock Inifinite, the gameplay itself deserves so much more than that. This is where the subject line comes in.
ICO and Bioshock Infinite both share the idea of rescuing a companion. In Bioshock Elizabeth is little more than an item collector and a means to push the story along. In ICO Yorda is someone that you must defend. In the midst of the bombast of Bioshock I never feared for Elizabeth
aside for the time she runs away for a brief moment
Through the high flying adventure of Bioshock Infinite I never felt like falling to my death was an option. This happened all too often in Mirrors Edge for me and I loved it. Physically moving at top speed in Mirrors Edge was a fantastic experience and with the Sky Hook in Bioshock Infinite we had shades of that but the danger simply wasn't there. Jumping from building to building, rail to rail should have been a scary proposition, but it wasn't, it just felt like a natural thing to do because of well it worked. Perhaps too well. The enemy encounters in Mirrors Edge were far less frequent but there were some opportunities to put the hurt on bad guys and if you did decide to go the combat route it felt like you achieved something rather than just spraying bullets into moving targets.
TL;DR - I'm not saying combat should have been removed completely or the game changed into a different genre altogether. I am saying that the combat should have been scaled back to allow for other gameplay experiences to shine though.
It's nice to want things.