it's a whole HELL of a lot of unrealistic expectations. i think in the end Irrational always leans towards having a cohesive world and story, everything as seamless as possible (twitching havoc physics bodies notwithstanding). sure with the development times and resources they have they probably could've made Columbia into some massive open-world playground, and maybe some would have preferred that. but with open world comes jank, HEAPS of it, no matter how much playtesting you run it through, and i think that would've killed the mood and the immersion to a significant degree. you wouldn't have been quite sold on the central relationship of the game if elizabeth kept getting hung up on geometry and idly walking away 500 feet in the heat of battle. i think the concessions they made, in the end, were necessary ones.
now shun me for answering this thread seriously.
You know elizabeth just teleports when she gets too far away right? It's very far from perfect as is and you're making it seem like the only thing I mentioned was the open level design and it's not. There is a lot missing from the game that they had ready to go in only 1-2 year old demos that are gone in every shape and form, there's entire assets, major gameplay mechanics and even enemies not in the final game that have been shown quite recently.
I find it extremely hard to believe that it "just wasn't working," if that is the case I wish I knew why because as it is it doesn't quite work for me either so in what way did it not work before the shift because if it's the same way it's not working for me now when she basically just follows a curved path ahead of me running the exact same speed like we're on a tread mill, or the way she magically appears in an elevator with you. Or the fact that enemies simply ignore her during combat and nobody ever acknowledges her existence outside of story sequences.
Aside from that, there are choices in the game I'm guessing are left over from when the game was more open and interesting, like the bird vs cage necklace choice, it changes nothing but her appearance so why the hell have it? And the pull the gun or demand a ticket choice which only results in either your hand getting stabbed or not getting stabbed. It all is extremely fishy that there are A.) Very few choices and B.) Said choices have almost no significant impact. So either they made choices just for the hell of it or it's left over from a more interesting version of the game where, as I said in a previous post, things like the dentist example existed.
My problem with all of this is simply that the game is being praised up and down the street for it's detail and narrative, which bravo they did a phenomenal job that is unrivaled by any other and I honestly think in that regards it may very well be a major step in the maturing of this medium moving into the future. But all of this hype and buzz has left the gameplay aspects that ARE lacking almost completely ignored, I was glad to hear Patrick and Jeff kind of riff on the game a bit. I don't really think the combat was bad as Patrick stated but it was certainly lacking, even compared to Bioshock 1 which had more plasmids and at least THAT let you mix things up, it also had more interesting gun upgrading where your gun's visual appearance actually changed as well as stats. The original bioshock also has different types of ammo, Incendiary and such. Elizabeth is not a great AI as Adam Sessler said either, she's controlled entirely by smoke and mirrors and behaves almost nothing like Ken Levine led us to believe in interviews and again earlier gameplay demos, she is not dynamic in the slightest. In fact during my very slow and focused playthrough of the game, she only rarely actually stopped to look at something or talk about something, all of the cool stuff she did was all 100% scripted.
I was also extremely, very sad to see that the horse scene was absent from the game, not because of the return of the jedi thing which made it into the game in another way, but because of the immense emotion that both characters shared in that scene and they very much pushed this idea when they showed that demo, was it at Pax I think? But, there wasn't really anything like that scene in the game with that kind of heat between the two characters.
Lastly I don't think you can say one way or the other if the concessions they made were necessary as we don't know why they were changed, everyone can repeat what Ken Levine has said in the past that it "didn't work" all they want but I doubt it's that simple.
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