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The Guns of Navarro: Infinite Judgment

Alex takes in the wildly diverse opinions and theories being floated about BioShock Infinite, and picks out a few common themes.

I feel like I've just spent the entirety of the past week talking about BioShock Infinite. This is odd, because in truth, I've only spoken to one actual person about BioShock Infinite at any length, and it wasn't even for all that long. In reality, I've mostly just been listening to everyone else talk about BioShock Infinite, which many have been doing with increasing frequency and word count.

We've been talking pretty much nonstop about BioShock Infinite these last couple of weeks. So clearly, the only answer was to write another lengthy piece on BioShock Infinite.
We've been talking pretty much nonstop about BioShock Infinite these last couple of weeks. So clearly, the only answer was to write another lengthy piece on BioShock Infinite.

The timing makes sense. We're a couple of weeks past the game's release, meaning that even the majority of early adopting dawdlers have finally gotten around to seeing the game's conclusion, and probably taken at least a few days to recollect and break down the details of their journey through Columbia. For that first week after release, all I heard from anyone was simple reverie over having seen the game's many twists and turns through to conclusion. This week, that reverie turned to deep, thoughtful criticism of Infinite's many themes, systems, successes, and failures.

To some of you, that last one might have seemed like the dominating factor in people's discussions. As with all immediately beloved things, backlash was inevitable. And I don't necessarily mean that in the knee-jerk sense of the word, but more in the sense of critics pushing back on the notion that Infinite is somehow infallible or flawless. I doubt anyone would actually claim such a thing, but seeing that sudden uptick in more negative--or, at the very least, pointed--critiques has galvanized people on both sides of the fence. Thus, this week has been a difficult one to weather if you haven't actually finished BioShock Infinite, because dammit if it isn't the only thing anyone's really felt like discussing, apparently.

Out of all the discussions and essays I've read this week--I think I stopped counting at around 20 individual pieces--a few specific, key criticisms have risen above the fray and seemingly become the focus of the larger conversation. If you'll indulge me, I thought it might be fun to look at the different sides of those points here, and highlight the most interesting takes.

That said, know that to go any further into this column is to accept that spoilers will be coming. If you have not finished BioShock Infinite and intend to do so, turn back immediately.

Do No Harm?

No one subject in BioShock has divided people more fiercely than that of its combat and related violence. There's no getting around the fact that Infinite is absolutely gruesome at times. Gun combat alone can lead to buckets of blood painting every wall and floor in your nearby area, but once you start picking up on the particularly grotesque melee attacks, that's when the game maybe crosses a line.

This has been written about furiously on both sides of the equation, though most of the most passionate pieces lean on the notion that the violence is particularly harmful to the game. Some, like Kotaku's Kirk Hamilton, have called it out for the sheer unpleasantness and pervasiveness of its gore. Polygon's Chris Plante made a similar point in his own piece on the game, referencing his own wife's aversion to Infinite's obsession with viscera. Even former Epic honcho Cliff Bleszinski took umbrage with the ugly shift the game makes every time you enter combat.

I agree with those assessments, though I'll say that the problems I had with Infinite's combat sequences had less to do with the abundance of blood and more to do with the way combat is paced within the game. I actually liked Infinite's combat a great deal more than I did in BioShock. Once I got certain plasmids and upgrades in BioShock, I felt like I was pretty easily able to tear through most enemies, and the guns never really felt right. Infinite's combat worked much better for me. I felt like the guns and vigors were suitably powerful (if occasionally overpowered), the enemies were smart enough to challenge me, and that the the melee hits were much more satisfying, if utterly brutal.

There is just SO MUCH FACE DESTRUCTION in Infinite.
There is just SO MUCH FACE DESTRUCTION in Infinite.

And yet, every time a combat sequence would kick up during my play time, I groaned. Not because I didn't derive any enjoyment from the battles, but because they always seemed to come shrieking in out of nowhere. In this regard, I think my biggest issue is that the game doesn't have enough volume settings, tonally. There are maybe three distinct vibes in Infinite. Quiet exploration, slightly less quiet exploration/dialogue, and HOLY SHIT EVERYTHING IS SCREAMING BLOODY AND ON FIRE. It's super jarring, because most times you'll just be kind of walking around, looking for items and voxophones and whatever else, then you walk through a door or a hallway and suddenly the music swells, people start shouting at you, and it's balls-to-the-wall gunfire and vigoring until that screech of the musical strings comes along to let you know that it's about to be quiet time again.

However, I'm not of the mind that Infinite didn't need to be a shooter, as some have suggested. As Destructoid's Jim Sterling rightly notes in his own write-up on the subject, the violence in Infinite isn't without merit to the story. Booker DeWitt is a man of terrible violence. His self-torture over his role in the Wounded Knee massacre is completely, utterly the focal point of Infinite's story. To have him try to traipse his way through Columbia sans any bloodshed would not only perhaps be a bit dull, but also betray the nature of the character being presented. Booker kills people because that's just who Booker is, no matter which version of him we're talking about.

What I would say is not that Infinite didn't need violence to succeed, but that it needed a different brand of violence to succeed. The violence in Infinite can be effective, especially in more solitary moments, such as the individual confrontations Booker has with Comstock and Slade. But those are the more scripted moments of violence in the game, and without a script, Infinite becomes a blinding din of blood, screams, and explosions. If you go back and watch that E3 demo that won Infinite its embarrassment of awards, you'll note that the combat sequence it shows isn't remarkably different from what ended up in the final game, save for the demo version's apparent and obvious scripting in certain situations. In that demo sequence, Booker is able to deftly jump from skyline to skyline, easily interact with Elizabeth several times, blow up a fucking zeppelin, and kill dozens of guys in the process. It looks incredible, but nothing quite that deft ever made it into the final game. Instead, the vast majority of battles devolve into scads and scads of enemies loudly, breathlessly blasting at you while you try to simultaneously shoot back, find cover, and loot corpses over and over again.

A few of these particularly blistering battles I could have handled, but there's just too much of it in Infinite. So much, that it at times threatened to drown out the details I'd spent so much time accumulating while wandering around Columbia's endlessly fascinating world. By all means, give Booker some guns, some vigors, and let him fight the uglier elements of the city, but do so with pacing and tone in mind. It's more difficult to appreciate a game's quieter moments when you know that you're rarely more than a few moments away from wandering into a white-knuckle free-for-all.

As for the gore itself, yeah, I maybe could have done with fewer instances of people's faces being chewed off by a skyhook, though I'm also a massive horror fan, and stuff like this has long ceased to bother me. The gore of Infinite appears meant to appease my kind, which I appreciate. However, I think I'd also have been far more appeased if that gore were used for more than simple glorification of your character's brutality. If we're meant to look at Booker's particularly nasty fights and feel ashamed, the game doesn't do a good enough job of emphasizing the ugliness of it all without making it look celebratory. Limiting the available body count, and actually providing some consequences for Booker's killing outside of an occasional (mostly meaningless) admonishment from Elizabeth might have done the trick. Or it might not have. I don't know. All I do know is that what's there proved to be my least favorite part of Infinite.

In Defense of Window Dressing

Now here's an especially hot-button topic. There's a lot of chatter out there about how Infinite chooses to use its cultural setting. 1912 is a year in which American culture was absolutely still rooted in a deep and unpleasant view on other races and cultures. You see elements of that throughout Infinite, from simple displays that show you Comstock and the upper echelon of Columbia's distaste for minorities, to deeply troubling acts done against individual characters in the game. That said, there's also not a whole lot of this, and by the time Infinite hits its halfway point, the game seems to almost forget entirely about the plight of Columbia's minority population in favor of focusing on Booker, Elizabeth, and their struggle to figure out just what the hell is going on.

Infinite doesn't try to delve too deeply into the racial attitudes of its era, but it doesn't have to in order for its story to work.
Infinite doesn't try to delve too deeply into the racial attitudes of its era, but it doesn't have to in order for its story to work.

For some, this is apparently taken as a kind of betrayal on Irrational's part. The word "expectation" has been tossed around a lot in terms of how Infinite was theoretically supposed to tackle the larger racist issues of the time. In truth, Infinite is as much about racism as BioShock was about Objectivism. In both cases, the stories are built within worlds rooted within these themes, but the themes exist primarily to service the atmosphere of the individual story being told. Seeing the horrible racism of Columbia's Caucasian elite is jarring in much the same way seeing the aftermath of Andrew Ryan's doomed Atlas Shrugged party was in BioShock. But the core stories--Jack's tale in BioShock, and Booker's in Infinite--don't require the player to achieve a greater understanding of these things. We may think it abhorrent that we are asked to jovially throw a baseball at a tied-up multiracial couple in Infinite's early scenes, and some may find it equally abhorrent that the choice we make to or not to throw the ball boils down to little more than an opportunity to collect more loot later on. I would certainly agree that some of the elements of the city's racial makeup aren't necessarily treated with much care, but I also don't feel the game needed to go into them deeper in order for its story to work.

In seeing people calling out the game's handling of racism, I found myself recalling the nebulous way Ken Levine had talked about that aspect of the game during its promotional cycle. If you go back and read many of his interviews (including this one I did a couple of months before the game's release), you might notice that Levine often seems sort of taken aback that people continually asked him about the challenge of tackling such a hot-button issue. This makes me wonder if there was always something of a disconnect between Levine and the press' perception of what the game was at the time. Journalists repeatedly asked about the challenges of dealing with racist themes, and Levine often responded in a way that, now, makes perfect sense. We may have been talking about the racism as a larger part of the game, but to him, it was always simply a key cultural detail aimed at servicing his altogether crazier sci-fi story.

So yes, Infinite's racial themes ultimately boil down to little more than particularly heated window dressing, but I think there's a defense to be lobbied in favor of such window dressing. Once you see where Infinite's story is headed, it becomes much more about the core characters than it does the tone of Columbia's discourse. You're meant to understand who the people of Columbia are and what they're fighting for. That fight, ultimately, is ancillary to Booker and Elizabeth's plight, which frankly doesn't even require these themes to work. But having them there in any respect at least provides context and color (*nervous collar pull*) to the many characters that inhabit the city around them.

Whether that's a cop-out or not, I won't try and say. I will say that having these elements in the story certainly helped paint a more vivid picture of who I was dealing with and what their intentions likely were. I could certainly have stood to have more of that aspect of the story explained, but to me, lacking that greater delving into the mindset of the era didn't detract from my enjoyment of the story Levine and company were trying to tell.

Where Do We Put All of This Story?

One area where I think Irrational did itself few favors in its storytelling pertains to the game's information delivery method. If you just play through Infinite without paying much mind to those nifty voxophones which have been carefully placed throughout the world, and skip out on really trying to explore the larger areas of Columbia, then you're going to miss a lot.

Of course, that's likely the idea. Ken Levine loves the idea of people exploring his worlds. He wants you to dig through everything, to find those nuggets of information that are key to understanding the motivations of his various characters. I completely understand why, and I'll never chide a developer for trying to inspire curiosity in their players.

I don't think Daisy Fitzroy is the caricature of an Angry Black Woman some have made her out to be, but I don't think she's done any favors by the lack of in-game build-up for her story arc, either.
I don't think Daisy Fitzroy is the caricature of an Angry Black Woman some have made her out to be, but I don't think she's done any favors by the lack of in-game build-up for her story arc, either.

But BioShock Infinite's story is too big for this to really work as a reliable storytelling method. I collected maybe 60-some-odd voxophones as I played, and there were still multiple key details of the story I only managed to acquire after the fact. By the end of my playthrough, I felt like I'd gleaned a pretty good understanding of Booker's motivations (though I did need a few of our users' handy theories to suss out some of the more complicated bits), and I felt like I grasped the arc of what Elizabeth was, and ultimately became. But numerous other characters, like Comstock, Jeremiah Fink, Daisy Fitzroy, and the Luteces, are primarily fleshed out via voxophones. I listened to many of them, but I also did so in the heat of many different moments, often either post-battle, or right before I wandered into a new one. Often times the on-screen action would either interfere, or at the very least, distract from what I was trying to listen to, which made absorbing the information, and putting it in the correct order to where I was in the story, perhaps more challenging than it needed to be.

This, I think, is why you see a lot of people chiding Infinite for the portrayals of certain characters. When Leigh Alexander talks about Fink and Fitzroy as more caricatures than characters in her write-up of the game--which, by the way, is maybe my favorite critical piece on Infinite I've read thus far--I think she's absolutely right, because the game affords them little room to breathe and grow naturally. By the time Fitzroy's arc started winding to its inevitable heel turn, I felt like I barely understood the character or why I ever would have trusted her in the first place. I can see why some people identify her as a problematic stereotype, though I think the issue with Fitzroy isn't a matter of racial caricature, and more simply one of lackluster build-up and explanation of the character's motives.

Incidentally, there's a good bit of Fitzroy content in the voxophones, and even more useful stuff in the game's companion book, Mind in Revolt. But by putting those details and key characteristics of Infinite's many players so far off to the side, it all but assures that less-exploratory players will simply miss out on some of the context for why anything is happening. At what point do these recordings become less of a boon for explorers and more just a middling way to excise unnatural exposition from your story's regular dialogue?

I wanted to know infinitely (heh) more about all of these people. There's a degree of opaqueness in the narrative that is vital, given that it prevents the player from figuring out where things are headed, but Infinite needed more opportunities to let its supporting players establish themselves and either properly endear themselves to, or properly vex the player. I needed to see a lot more of Daisy, the plight of the Vox Populi, and the general struggle between the city's classes to ever really invest myself in those elements. In BioShock, it was fine letting these characters just sort of exist, fight, and die, because Rapture was a ruined place that could only inform the player after the fact. In Columbia, everything horrible is going on right in front of you, and yet for all the conflict you end up participating in, very little of it has to do with anything besides you and Elizabeth. I think that's just a bit of a shame, is all.

How Does it All Work?

I've spent more time reading up on people's theories and deductions regarding Infinite's campaign than I have with just about any piece of entertainment I've ever experienced. It reminded me a bit of when Inception came out, and people were losing their minds piecing together all the little details, mechanics, and ideas crafted for that movie's intriguing story. Inception is, as my former colleague at Screened put it, one of the purest acts of original world-building anywhere in recent cinematic history. Infinite is, in my mind, similarly gifted, despite some of its troubles in fleshing out its characters. The world of Columbia is amazingly realized in all its massive glory, but Irrational's singular focus on getting you to its crazy conclusion is similarly admirable to Inception's. Neither is particularly worried about you grasping every little detail explaining why things are the way they are. Inception has dream machines and everybody wears suits all the time because that's just how things are in that world. BioShock Infinite has a racist floating city and dimension hopping tears in the fabric of the universe because that's just how things are in that world, too.

When a story is good enough, I don't need explanations for every detail the world offers me. I lament the lack of breathing room Infinite affords its characters, but I'm not mad that it doesn't spend an aching amount of time noting why everybody is racist, why a man would build a floating city, or why he would steal a baby from another dimension. These things all service the story Levine wants to tell, and outside of a few noteworthy gaps, I felt like it told that story admirably.

"Is Anna in the crib?" made for a pretty solid little "Will the top stop spinning?" type ending note, I thought.

Whether you buy into that story or not of course depends entirely on how willing you are to accept the simultaneously tidy and messy conclusion of it all. Watching it wrap up that first time, watching Booker drag himself back to that river just to find himself sinking into the water at the hands of many different Elizabeths, I was too floored to sit there thinking about how in tarnation any of that made sense. I expect that was very much the point. As Infinite pushes you through its final paces, it's inundating you with so much information, so much craziness, that there's no time to properly absorb it. The end of BioShock Infinite is less an immediately satisfying explanation of what's come before than an emotional swell designed to engulf the player. The more you sit there thinking about the infinite universes, the branches, the drowning, the symbolism of the many Elizabeths...well, it starts to unglue itself a bit. But speaking purely on an emotional level, Infinite's ending floored me at the time.

Reading up on the conclusion has helped me both accept it and inspired me to keep picking it apart. The thread on our forums digging through the game's various twists and backstories is incredibly helpful if you're looking to put the last few details together. For the sake of picking things apart, I especially enjoyed Todd Harper's exceptionally thoughtful look at how the game handles its multiuniversal tourism, illusion of choice, and commentary on creators and the current state of video games. Rab Florence tackles many of those things in his more effusively positive piece on the game, which manages to celebrate the many things Infinite does well without being too genuflecting about it.

Maybe most important to any of this is the notion that there's much to talk about in Infinite at all. I realize that's kind of a sad statement, but it's true. I can't recall the last time a video game gave me so many ideas and concepts to think about. I can't remember the last time a game I enjoyed so thoroughly inspired me to seek out dissenting opinions. I can't remember the last time a game got just about everyone talking with such intensity and regularity. That nearly all of the criticisms I've read have been thought provoking, or at the very least interesting, has been nothing short of a wonderful surprise.

Even if we don't agree with the critiques being given, more criticism isn't a bad thing, so long as its thoughtfully constructed and furthers the discussion among players. There is oftentimes a tragic tendency among gamers to shout down opposing viewpoints, especially when those viewpoints are posted on the Internet. I've seen some people try to shout down the many criticisms being lobbed at Infinite now, but thankfully they keep coming unabated. In a week or two, everyone will probably have moved on to something else, as is our custom. Regardless, watching seemingly the entirety of the game industry converge on a single game, and offer such a diverse array of opinions, beliefs, and criticisms has been a beautiful thing to behold. Maybe most big budget games aren't destined to inspire such discussions, but if Infinite helps push even a few more of them in that direction, then it cannot be called anything but a tremendous success.

Alex Navarro on Google+

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David

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Great article and I find myself agreeing with everything you wrote.

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wsowen02

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Another fantastic piece Alex

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Dan_CiTi

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Edited By Dan_CiTi

I just love everything about the game, except the two weapons thing. Just give me like four and have it work like the vigors. Some elements of the story here and there maybe are not as elaborated on as they could be, but they are well established enough to make sense, be meaningful for the story they are trying to tell, which was an always interesting and powerful one. Though it didn't make me emotional or anything like Mother 3 or The Walking Dead, but it leaves a strong impression.

@jonnyboy: Since when on high difficulties in action games have there been room to mosey around and experiment? What the game needed was a weapons repository, though. Getting things like the burstgun like 2/3rds thru the game and having it hard to find wasn't fun, especially how useful it got. I never found money that scarce, especially when you can use possession on every vending machine and got money out of it. The whole deal with weapons just seemed strange when you had all the gear at your disposal and the vigors worked so organically with each other. Though I have only played a handful of hours on 1999 mode, scarcity usually leads to forcing you to be careful and play the game more skillfully.

@jasoncourt: The original BioShock does a very similar thing of stringing you along, and stripping away meaning from all of your work throughout the game - equating you to a slave at the whim of another character or force. Perhaps the original game does a more obvious job of the rebellion against it, but I think in Infinite does a better job of what you do to make things right. Where as I thought the final parts of BioShock, such a collecting the pieces to the Big Daddy armor, that awkward escort mission-esque thing where the Little Sister has to extract Adam from the splicers along this little path, and then the Big Blue Man fight - just kind of plotting and uninteresting. Where as I found the Songbird showdown to be really fun, fast, and dynamic. I never failed it so I didn't change strategies, but it is cool to see how you can use the Songbird in different ways, as well as manually take down the Zeppelins. Infinite's resolution was really satisfying for me, it made perfect sense for what Booker and Liz ultimately wanted - to wipe away the wrongs, or at least create a reality where they are corrected and at peace.

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Missacre

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Edited By Missacre

Tremendous success? This game is terrible, and it's never gonna break even, not with how much it cost to develop and market. I'm sorry, but this game is WAY WAY worse than the first two.

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Humanity

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@greggd said:

@weatherking said:

@brodehouse: That's funny, I love stories that play with that stuff. I find it really cool when creators subvert the entire experience and just generally fuck with you. After I think the second dimension jump or so I realized and thought to myself: "Wow they really made everything that's happening around Booker and Elizabeth pointless. That's so cool!" Maybe It's because I rarely keep myself invested in any piece of fiction after I'm done experiencing it. Maybe I'm a narrative masochist!

Definitely agree with that. And anyone who got mad and said that they made Rapture irrelevant, well, who cares? That game still holds up, and if Levine wanted to do what he did, why should you care?

Perhaps not the point, but "why should I care?" should be a question that authors attempt to answer, not one they pose.

I think the question is just as valid in both forms. While Infinite might not be the best example, a properly set question of "why should I care?" within any given literary work can be quite interesting if the body of the text backs it up sufficiently.

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DedBeet

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Edited By DedBeet

Great piece, Alex, but I'm sick of talking about Bioshock Infinite. So much of it seems to be vultures trying to pick every last piece of meat off the bones. I get the feeling that some reviewers are picking it apart simply because it's getting so much love right now, and I have 0 tolerance for that kind of thing. I love the game and many of the so-called intelligent critiques are in danger of hurting that. Pieces like Leigh's come across to me like "Hey Bioshock Inifinte, stop hogging the spotlight; I got important stuffs to say", instead of a meaningful discussion that adds to the game.

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kindgineer

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Edited By kindgineer

Fantastic article, Alex. It's when I read stuff like that I realize that I just cannot grasp a story, or theme, of any type of media as much as someone like you. I thoroughly enjoyed BioShock: Infinite, and cannot say that I could find a fault. It's the same trap I find myself in when I read books or watch a movie. I hear, what feels like everyone around me, criticizing points or choices that I either didn't notice, or just don't understand the reason to pick at.

However, you have a great way of establishing balance between critique and entertainment.

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Naldean

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After I finished the game and thought about it a bit, I definitely felt like the voxophones were a bit of a problem. And more generally the loot and upgrade system. When I finished the game Steam reported my play time as 20 hours, which from what I hear is ~2x what it takes to finish the game more directly. All that time was spent exploring every nook and cranny to find voxophones (because I didn't want to miss any of the story) and loot (because the upgrade system left me always wanting more cash). The thing is, I wouldn't have minded spending all that time exploring the world, but I wasn't really exploring or soaking in the atmosphere. I was going from room to room focused in on trying to spot any blinking objects to loot. And while in retrospect I probably could have done without trying to find every last bit of loot, the voxophones were, as mentioned in the article, pretty important to the story.

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tread311

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I always look forward to this column. Alex and I seem to have had very similar experiences with the game. I thought quite a bit for a few days after finishing it how much it felt like Inception all over again. It's been interesting to see almost the same reaction that people had to that movie applied to the game, the "backlash." That people are talking about a game, a big budget shooter no less, in such a way is a huge compliment and a credit to Irrational.

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AlKusanagi

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I rarely agree with Sterling, but this time I do. Booker is a man DEFINED by violence. He wants to be a good and honorable man, but violence seems to be the only thing he's good at. Even beyond Wounded Knee, he joined up with the Pinkertons and continued to do violent acts for them, despite how he felt about the war. Yes, he's now seeking redemption, but he really only has the tools to do it in one way: Killing the shit out of everything that stands between him and his goal.

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Eaxis

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Great write up, first one where I read all the way trough. I think this is the last thing I will read about Infinite for a while. It needs some time and we'll see how it holds up at the end of the year.

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jasonefmonk

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Edited By jasonefmonk

@minipato: 100 feet? Looked more like 10-15 to me.

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Edited By LarryDavis

@alex said:

"Is Anna in the crib?" made for a pretty solid little "Will the top stop spinning?" type ending note, I thought.

Ehhh, it doesn't really matter, though. Really, nothing matters. That's the whole point. Even if he somehow unfucked that timeline (and whatever other permutations branching from it), so many others are still fucked.

(also, the top wobbled, which it never did in dreams, and I never understood why people thought that was ambiguous at all)

Out of the whole game, speaking of heel turns, Booker somehow going crazy nutzo and becoming Comstock was the most unbelievable thing to me. That was the part of the ending that seemed like it needed a real "WOULD YOU KINDLY" moment thrown in.

Anyway, great article, Alex, I really enjoy these.

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As much as I liked Infinite I have to say that the gameplay was not very fun. The gameplay loop for most of the game is an average corridor shooter with a little bit of magic thrown on top. Everything around the gameplay was great, the story, the world, the dialogue, the exploration, but actually playing the game dragged the experience down. How much better would the game have been if it had the interesting gameplay of something like Far Cry 3? Why did Irrational sacrifice gameplay on the alter of story? Why can't games have great gameplay and great stories? It's a real shame because I have no desire to replay Infinite. Digging deeper into the world should be fun, but I don't want to slog through the boring combat again. Irrational needs to step up on the gameplay front for their next game because it held Infinite back.

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recroulette

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Great read, I haven't really dug through many of the articles on Infinite because I plan to play through it again with a guide so I can get every Voxphone. What stood out to me about Infinite wasn't the kind of story it told, but how much painstaking detail went into the world and how it worked. Sure, there's no way to absorb it all on your first playthrough, but that doesn't bother me at all.

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tourgen

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Edited By tourgen

Great article as usual.

I didn't play the game. It looks well made. I might play it someday. But yeah, it looks like a very pretty linear hallway crawler. I'm just not into gaming for that type of game anymore. The criticism of the game essentially being some nice scenery and an excellent setting glued together by "shooting dudes in the head" is valid.

I think publishers and developers are too scared to try anything new. They run the risk of not appealing to a large enough group of people willing to spend $60+. It's too bad. It seems like the only games with great voice acting, great design, great artwork - they're always going to have rather bland gameplay.

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EXTomar

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I have noticed there is a strong reaction to the "Idea of Choice" in the game where I'm not sure where it is coming from. Did people want or expect when the game prompted them for a choice (bird/cage, hit the couple/announcer, spare or not Slate, etc) they wanted feed back? The ending itself seems "closed" and completely explained as well as Booker (or the player for that matter) need to know.

I have also noticed a reaction to "the turn" the story takes where instead of focusing on Founders vs Vox Populli it is strictly about Booker and Elizabeth and everything else falls away becoming secondary to their journey. Although I do see that something might be worth exploring the serious topics in BI let alone the conflict between Founders vs VP but ultimately I found the story surrounding Booker and Elizabeth to be more interesting. I would have, and Booker to some extent, would be very happy to wash their hands of both sides and just get an air ship out of the Columbia so I'm a little at a loss why people felt it was necessary "to fix" Columbia.

I've contributed a bit to the Spoiler^3 thread so I don't need to rehash what I think of the ending. Needless to say I find this game to be more moving than Mass Effect 3 and more interesting than than every other campaign FPS game out there. That doesn't mean it is perfect:I do think the combat needs work and it feels like parts of Finktown are redundant and Songbird was woefully under utilized for being supposedly a massive threat.

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eskimo

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Loving these features. Thanks Alex!

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AV_Gamer

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I think the biggest reason Bioshock Infinite is getting so much press, is because it's one of the first and only major games to come out so far this year. The game came out at the right time. If the game came out when other major titles were released, all the elements people are talking about from the story to the game play, wouldn't have gotten as much press.

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EnduranceFun

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It's a game, actually playing it should not be the worst part. If I bought a book that had a gold-engraved cover and a beautiful illustration on every page, but actually reading it made your eyes bleed, it'd be a shit book. Not to say Infinite is bad, I simply don't understand how the mediocre gameplay is given a free pass.

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dtat

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What if Elizabeth wasn't stunningly beautiful? Would the game have worked as well? It's really a criticism of most media, not just games. And it isn't limited to female characters by any means. Characters (male and female) we need to care about are almost always beautiful. It's something that really stuck out to me for whatever reason in this game though. It goes without saying that making the game's lead characters attractive will sell more copies, but it would be nice to see sympathetic characters in a game designed to be less than ideal in physical appearance. (and no her finger doesn't really cover what I'm talking about here)

Developers make a big deal about how people will care about their characters because of the writing and acting, but they never have the guts to not make them gorgeous. THAT would be impressive.

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kuddles

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I really wish I could comprehend the gameplay complaints. I really do. I'm playing through Tomb Raider right now and am finding the combat to flip flop between being mind-numbingly tedious and occasionally downright terrible. That's how combat is in most single-player campaigns: boring. Meanwhile, I played Infinite and felt it was a breath of fresh air. There was so much tactical variety to keep me interested. I found myself saying "why can't most games play like this?"

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AV_Gamer

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@dtat: I agree. Only attractive people get sympathy in the media ninety percent of the time. And the impact of Elizabeth's character certainly wouldn't have been as effective is she didn't have the looks of Disney's Snow White and Bell from Beauty and the Beast--as if the two somehow had a child.

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MetalGearSunny

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@mrgtd said:

Watch Underscore Dogs

That's great. I'm going to start saying it like that.

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landon

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It's a game, actually playing it should not be the worst part. If I bought a book that had a gold-engraved cover and a beautiful illustration on every page, but actually reading it made your eyes bleed, it'd be a shit book. Not to say Infinite is bad, I simply don't understand how the mediocre gameplay is given a free pass.

And I simply don't understand how people are saying Infinite has mediocre combat. Half the reason I started over to play 1999 mode was because the shooting was so much fun.

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@dtat said:

What if Elizabeth wasn't stunningly beautiful? Would the game have worked as well? It's really a criticism of most media, not just games. And it isn't limited to female characters by any means. Characters (male and female) we need to care about are almost always beautiful. It's something that really stuck out to me for whatever reason in this game though. It goes without saying that making the game's lead characters attractive will sell more copies, but it would be nice to see sympathetic characters in a game designed to be less than ideal in physical appearance. (and no her finger doesn't really cover what I'm talking about here)

Developers make a big deal about how people will care about their characters because of the writing and acting, but they never have the guts to not make them gorgeous. THAT would be impressive.

To what end? What difference would it have if Elizabeth wasn't as pretty? Would it change her character? Would it change her arc? Would it make you somehow sympathize with her more? I never understand the need people have, to have your characters look not "gorgeous" for the sake of the character not looking gorgeous. At no point did Elizabeth's looks come into play in the story, aside perhaps from the fact that she was a white girl.

Now if there is a story that requires your character to be not quite as pretty, or even further then that, hideous, then that is different. If the look of the character affects how we perceive them and their plight, then it should be considered. In this case though, the way Elizabeth looks is ultimately irrelevant.

As someone who does sketches, and character designs for my livelihood I strive to create "cool" looking characters. Characters that I enjoy looking at. That can range from "ugly" characters to "gorgeous" ones. I'm sure it was the same for Ken Levine. Elizabeth looks the way she looks because Levine must have thought it appropriate. To make the character look any other way for reasons that aren't even mentioned in the game, or to appease this ugly character quota most people seem to have is stupid in my opinion.

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Zeik

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I honestly find the complaints about the gore rather mind-boggling, mainly because I'm not a fan of excessive blood and gore myself and I often find myself fairly squeamish around it. Infinite's gore didn't bother me in the slightest. Maybe I'm just becoming more desensitized to it without even realizing, but it seemed relatively tame compared to a number of games and movies out there that turn me off completely.

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Vuud

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I'm not knocking Infinite and none of this is about Infinite in particular, I haven't touched it and skipped the quick look, but as we keep going down this road I wonder when does a game stop being a game? When does it become more of a chore like watching a movie with a plodding pace, and the projector keeps breaking down so you have to occasionally stop and fix it and re-thread the film then you can get to more of the story. On general principle I don't think there should be anything serious about a game, which is why I preordered Blood Dragon because there is not a single serious byte in that one. A good crossword is still more fun and challenging than a lot of video games today.

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knoxt

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Edited By knoxt
@liquidprince said:

@dtat said:

What if Elizabeth wasn't stunningly beautiful? Would the game have worked as well? It's really a criticism of most media, not just games. And it isn't limited to female characters by any means. Characters (male and female) we need to care about are almost always beautiful. It's something that really stuck out to me for whatever reason in this game though. It goes without saying that making the game's lead characters attractive will sell more copies, but it would be nice to see sympathetic characters in a game designed to be less than ideal in physical appearance. (and no her finger doesn't really cover what I'm talking about here)

Developers make a big deal about how people will care about their characters because of the writing and acting, but they never have the guts to not make them gorgeous. THAT would be impressive.

To what end? What difference would it have if Elizabeth wasn't as pretty? Would it change her character? Would it change her arc? Would it make you somehow sympathize with her more? I never understand the need people have, to have your characters look not "gorgeous" for the sake of the character not looking gorgeous. At no point did Elizabeth's looks come into play in the story, aside perhaps from the fact that she was a white girl.

Now if there is a story that requires your character to be not quite as pretty, or even further then that, hideous, then that is different. If the look of the character affects how we perceive them and their plight, then it should be considered. In this case though, the way Elizabeth looks is ultimately irrelevant.

As someone who does sketches, and character designs for my livelihood I strive to create "cool" looking characters. Characters that I enjoy looking at. That can range from "ugly" characters to "gorgeous" ones. I'm sure it was the same for Ken Levine. Elizabeth looks the way she looks because Levine must have thought it appropriate. To make the character look any other way for reasons that aren't even mentioned in the game, or to appease this ugly character quota most people seem to have is stupid in my opinion.

BOOM

also, sweet article alex

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AV_Gamer

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The combat in Bioshock Infinite is fine in my opinion. While I'm sure some people genuinely didn't like the combat. I also think a lot of people saying they didn't like the combat are using the game play as a cop-out for another reason they didn't like the game. However, to state such a reason would be seen as politically incorrect. Let's just say... the earlier comments about certain parts of the game's story was interesting after a lot of the reviews around the internet, like on Gamespot for example. Then a lot of those same people later claimed they didn't like the game because of the combat.

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itsVASH

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Shutup... your wrong

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mrangryface

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The only thing I dont like more than people acting like nothing is wrong with a game, is people acting like nothing is right with the game. This game in particular was nothing but SUX OR ROX and its like jesus- get a grip people.

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Redhorn

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Even former Epic honcho Cliff Bleszinskitook umbrage with the ugly shift the game makes every time you enter combat.

The entire game is about ugly shifts.

-----

That said, I think that the violence is not gruesome enough. I get up close and hit Bad Guy with this sky hook thing, which doesn't look sharp at all, and somehow it splatters his entire head in an unlikely shower of cherry jam and strawberry bubble gum brains. Sure. He was a cartoon character anyways: both in visual style and in the fact that he was Evil Racist Thug Cop Minion #0512, so who cares? He's not even "just some guy", he's a blood pinata. I could not have been more disconnected from this guy I was killing right in front of me. I know: this is how Booker thinks, certainly, but I never felt like Booker either. His disconnect was part of the story, mine was apart from it.

I understand the contrast between the bright and sunny and the dark and grim, but the violence was also bright. The shock of this ersatz heaven being tainted by bloodshed was deflated by the bright pink brains flying out of the character model's head that my weapon just got done clipping through. I'm not saying that an art style similar to this cannot pull that off, I am saying that I feel this one did not. I felt like I was playing an episode of Happy Tree Friends. God of War 3 is stylized and it does violence very well; watching Helios' neck skin tear and separate as I pulled his head off was fucking disturbing. I had to mash buttons to make it keep going, the game made me take part instead of pressing a button and watching. It was intimate and despite the fantastical nature of it it had the vile feel of real-life violence and I felt like I had done something wrong that I could not take back. In BioShock Infinite I just felt like I was playing a video game.

-----

Unrelated:

I have thought that the drowning of Booker was pointless, because... after all, aren't there infinite realities, and infinite ones in which Booker was not drowned before he could make his decision? But Elizabeth became pretty close to omniscient after she "woke up", perhaps she is omnipresent as well? She certainly seems to be able to move around at will after her powers are unleashed, maybe the presence of multiple Elizabeths was a sign that she was (capable of) drowning every single Booker across infinity.

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Vasper_Knight

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Alright Navarrow I'm starting to like you.

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musubi

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Well, glad I wasn't the only one that noticed a sudden tone change in discussion about Infinite. Not that is bad mind you but that its definitely turned the corner from complete adulation to critique. Its been a complete mind fuck for me to try to actually place the game. I'm already struggling because both DmC and Ni No Kuni made strong strong early impressions on me and I'm not sure if I think this is better than those or not.

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Gildermershina

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I actually just finished it this morning.

You can't destroy causality in front of my eyes and then expect I'm going to care about any event that ever happens again. If all possible events occur regardless of the result of any specific event, and may immediately interfere with the progress of any other event, it kills any sense that what comes next will be informed by what came before.

About halfway through the game I became very nervous about how they were handling causality. The series of dimension skips in the Chen Lin quest. By the end I was completely irritated. When the multiple Elizabeth's show up to drown you, it wasn't mind blowing, it was just another event that happened out of many events that are happening at the same time. This specific one is no more special or 'real' than the others.

As for Anna in the crib, that is purely a Schroedinger's Cat finale. There is deliberately not enough information provided. 'Which' Booker are we looking through the eyes of? What happened in his past to get him to his office? Is it possible to even know, and even if we did, would it actually affect the outcome? In BioShock Infinite's finale, things that happen are not informed by things that came before. They are merely just things that happen, happened and will happen.

The whole thing with the multiple realities is that Elizabeth has the power to access them.

The reason the Booker being drowned at the end is special is that it's all Bookers - or more accurately, all Comstocks - preventing the event which gave Elizabeth her powers from occurring. So at that point only one reality is perceived by Booker, and so that's why it matters.

This goes to the nature of playing games, and illusion of choice. If a game gives you three different ways to approach a scenario, you pick one. Someone else picked a different approach. But you both ended up at the same place. But you didn't experience those other approaches. When the game presents the crib at the end, it is implicitly stating this Booker is our Booker, the Booker that exists because of our actions.

At least I think?

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From the very beginning of the game, I started looking at the dates stated for voxaphone logs in the menu because I wanted to figure out WTF was going on in this game as I was playing it. I feel like paying attention to those dates greatly helped me understand the rest of what was going on in the game, especially in the latter half. But it takes a special kind of OCD person to actually want to look at and compare those dates in that relatively obscure menu.

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CapnThrash

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great article!

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I found reading through the articles that I just knew things that other people thought had never been explained and that bugged me for a while until I realized why. I got every single voxophone on my first playthrough. I'm extremely obsessive and so found pretty much every nook and cranny that there was to find. Though I did miss 5 telescopes/kinetoscopes and some infusions which still bugs me. Overall though, finding all of the voxophones fleshed out the story so substantially for me that everything just seemed to work way better than it did for many others. There are certainly plenty of plot holes, but this was pretty much the first thing I've consumed in media since Inception that made me sit back and just experience an intense flood of emotion and thought when I was done. This game grabbed me and there is no world where I can see myself calling it anything other than a masterpiece.

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probablytuna

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Why do people keep spelling Slate's name wrong? I've seen it in Leigh Alexander's article on Kotaku and now here.

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sweetz

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Regarding the gore, the skyhook executions did seem over the top. However, I'm not sure if most people notice this, but they had Elizabeth make some kind of gasp or shocked remark every time you performed one. As a result, I pretty much never used them, because I felt bad every time due to Elizabeth's reaction. So her admonishment did have an affect on me, by only regards to the over-the-top executions (which were never really necessary or beneficial unless you had a certain item equipped) and not fighting in general (which was necessary of course).

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Shaanyboi

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@alex said:

"Is Anna in the crib?" made for a pretty solid little "Will the top stop spinning?" type ending note, I thought.

Ehhh, it doesn't really matter, though. Really, nothing matters. That's the whole point. Even if he somehow unfucked that timeline (and whatever other permutations branching from it), so many others are still fucked.

(also, the top wobbled, which it never did in dreams, and I never understood why people thought that was ambiguous at all)

Out of the whole game, speaking of heel turns, Booker somehow going crazy nutzo and becoming Comstock was the most unbelievable thing to me. That was the part of the ending that seemed like it needed a real "WOULD YOU KINDLY" moment thrown in.

Anyway, great article, Alex, I really enjoy these.

How was that a heel turn moment?

If he accepted the baptism, he absolved himself of all the guilt of what he did at Wounded Knee, and continued on down a path of xenophobia, feeling totally righteous in the process.

If he rejected it, he had to deal with the reality of his actions on his own, and it slowly tore him apart, leading to his gambling and drinking, and eventually giving up Anna to pay it all off.

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deactivated-630b11c195a3b

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Really nice article Alex. Even if some of the criticism comes from mismanaged expectations, I think it's fantastic a game has sparked this much conversation. So far, Bioshock Infinite is my personal GOTY, but there will definitely be some fantastic competition later this year. It's very exciting!

I'm still waiting for the inevitable Fox News story.

HEADLINE " Not only are video games promoting violence, now their teaching our children to be racist."

We may have them on our side yet! Even if it is for the wrong reasons...

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EnduranceFun

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@demoskinos: Personally it has to be Ni No Kuni > Bioshock Infinite > DmC: Devil May Cry

I also have to wonder, is this game going to make a profit on its 6-7 year development? Or is it too early to tell?

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dropabombonit

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This was a great read Alex. I pretty much had the same reaction as you when I finished it. Then I just wanted my friend to finish it so I could talk to him about it

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AssInAss

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I feel like what were the little failures of Infinite's storytelling were already fixed in Spec Ops The Line.

Melee executions are far more brutal and ugly in The Line and there's a development to them from the start of the game. At first, they're clean kills but later on they're more drawn out and make you question the main character. It makes you feel weird that just because you wanted a little more ammo, you have to witness this brutal execution.

http://i.minus.com/ibwtWOwumSr5Ep.gif

http://i.minus.com/iGH6tvcoftNZV.gif

The narrative dissonance of Elizabeth going to pick a lock with such misplaced enthusiasm right after an emotional moment was fixed in The Line where there's a development in dialogue. At the start, the main character says "Tango confirmed" or "Kill confirmed" but later on he'll say "Kill fucking confirmed" and the dialogue never goes back to the more calm and calculated tone. The characters in-game stick with story progression, and never stay in the same canned tone throughout. You can see the character development in-game rather than through cutscenes.

This GDC lecture is a good watch in how the writer of The Line contextualizes the violence:

http://www.gamasutra.com/view/news/188964/Video_Spec_Ops_The_Line_contextualizes_violence_through_story.php

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gamefreak9

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Edited By gamefreak9

I forget the name but if combat in Bioshock was like the game i'm thinking of. First person, criminals you beat up with objects you find in the environment and its a very dark game... dammit I can't remember the name, it had gore, I think you are a cop, and towards the end of the first game supernatural stuff starts happening, if anyone knows what I am talking about help me out. Anyway if the fighting was more like that game, I think it would fix almost all of my problems with bioshock gameplay, more methodical, and suspense like with fewer enemies, that atmosphere allows for much more pungent dialogue delivery.