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RockyRaccoon37

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RockyRaccoon37

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#1  Edited By RockyRaccoon37

@extomar said:

@rebgav said:

@rockyraccoon37 said:

The entire game basically culminates by saying that choice doesn't matter (which of course is the same point made by the original game).

Congratulations on missing the point so, so thoroughly. And twice in the same breath, too! Amazing.

I tried to come up with a response but I scrapped when I saw rebgav's. Yeah...the game doesn't seem to be about the exploiters and the exploited. The game isn't about power and how it corrupts. The game isn't about choice or determinism or any of that. No wonder why you are disappointed.

The game sets itself up as being about exactly that though, alongside the obvious story of Comstock and Elizabeth. It's not the entire focus of the story, but it's totally there.

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RockyRaccoon37

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#2  Edited By RockyRaccoon37

@rebgav said:

@rockyraccoon37 said:

The entire game basically culminates by saying that choice doesn't matter (which of course is the same point made by the original game).

Congratulations on missing the point so, so thoroughly. And twice in the same breath, too! Amazing.

You're more than welcome to provide an argument instead of just being a snippy asshole.

If you happen to have figured out "the point", because obviously there's only one way to interpret something, then please enlighten me.

Wait, now I'm being a snippy asshole. Goddamn it, I guess Infinite was right all along!

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#3  Edited By RockyRaccoon37

@extomar said:

Wait, why should Bioshock Infinite be about anything we care about? It would be more important it is about something they, the writers and creators, care about instead. Although I can see why someone might be annoyed at the turn where instead of exploring The Founders vs Vox Populli (I suspect this will show up in DLC meh), it is far more interesting to explore Elizabeth and Booker.

And why is the ending unearned? A lot of ends are tied up and arcs are completed at the end where the game "shows your work" as you went along. And why is it a problem that the game points out the attitude of the era but can't address it? I mean it isn't like Booker could do anything to change Columbia let alone Fitzroy's or Comstock's stances.

The game presents up front this clear conflict between (in simple terms) those who exploit and those who are exploited. It doesn't explore this in anyway except to cop out and say "absolute power corrupts absolutely"

The Vox Populi and the Founders are the same, so says the game. This is massively stupid and offensive when it's clearly meant to mirror current activism and past labour activism. The worst is the opening decision you can make in choosing whether or not to throw a ball at an interracial couple or the announcer degrading them. In the end though, the choice doesn't matter, which seems to suggest (along with some other points in the game) that there is no difference between the person who is violent towards the oppressor and the person who is violently oppressive.

The entire game basically culminates by saying that choice doesn't matter (which of course is the same point made by the original game). The politics of the game waver between ambivalent and nihilistic. If it's ambivalent about politics, then why are they there? Racism, fundamentalism, nationalism are all just window dressing for the world. Elizabeth and Booker aren't affected by this racist social climate at all.

To me, it's disappointing that the politics that are introduced early in the game are never actually explored and that the game ends on such a poor note.

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#4  Edited By RockyRaccoon37

@mikkaq said:

Wow that was difficult to read, but I basically agree with some of her key points.

My ultimate problem with the game is that it's being praised to a degree I find uncomfortable. People saying it will have an impact on games for years to come, or that it's a memorable followup to Bioshock all sound totally crazy to me. The game was great, but it's no landmark. It does nothing new or innovative with games, or even the genre it's in. The game is exactly the sum of it's parts, it's a good story, functional combat and a beautiful world, but I feel like none of those aspects work in concert to elevate it to anything more interesting than yet another shooter with a good story. That's fine, but I don't get the people treating it like it's another Bioshock.

I don't know what to say to a comment like this. It's like we played two different games.

The game does a LOT of things different that are incredibly rare in the industry.

Firstly, it doesn't spoon feed you it's plot. The only games I know of that do this are Portal 1 and 2, Half Life 2, Left 4 Dead and Bioshock 1 and Infinite.

Secondly, the concept of the audiologs in the original Bioshock were pretty radical. It wasn't revolutionary as other games had done it before like System Shock and Doom 3, but other games definitely latched on to the concept of having a story tell itself over the player playing the game. Infinite, in it's wisdom, toned DOWN the audio logs instead of having more of them like a lesser developer would do. Instead it focused on having more interaction with the world via your NPC partner.

Thirdly, it can't be stressed how brilliant it was to have Elizabeth hide during combat. A lot of people who aren't designers, in any medium, don't understand how powerful the word "no" is. Sometimes not doing something is far more brilliant than doing it, even if it seems obvious. How many games have been trying to have you play alongside an NPC partner? Dozens stretched over decades? I remember that awful PSX game that was supposed to have you play alongside Bruce Willis trying to solve the exact problems Infinite tries to solve and only now is Infinite making the right decisions regarding a partner. And nitpicks like she teleports around are ridiculous. It's a videogame. That's like those idiots on "movie mistake" websites who write up dozens of minor continuity errors like they have no idea how movies are made.

Fourthly the game makes extensive use out outside information and just assumes you are smart enough to have a working knowledge of the world. How many people had to look up the battle of wounded knee? Or heck, how many kids had to look up the "world's fair"?

Fifth, the game actively talking about racism is HUGE. I mean, I can't even quantify how huge. I'm African American, and I can tell you that I have never in 25 years of playing games experienced a game that acknowledged race. I honestly wonder how many people with Irish decent were taken aback by the anti-irish racism in the game? Many people are very, very ignorant to racism and sexism in America's past.

Sixth, as far as the ending goes, how many videogame endings are one step above "thanks for playing"? Or worse, modern games just up and END abruptly in the middle of the characters doing something so they can sell you the next game. Bioshock Infinite has the best ending of any game I've ever played. It's not that it's the best possible way the game could have ended, or that the game was that great, but in the context of videogames that end, it was spectacular.

1. You move through the linear game and the story unfolds. How is that not spoon fed?

2. You make no point here. Infinite tells you it's story as you progress through the game.

3. Again, what is your point? Yes crappy AI co-op in games has sucked, and it's great that she doesn't engage in that, so instead we get shoddy teleporting Elizabeth who throws things at you and is completely ignored by enemies. It's just as jarring and annoying as an AI buddy who can't aim or take cover properly.

4. Knowing anything about the 1893 Chicago World's Fair does nothing to enhance your understanding of the game-- it just provides a very basic parallel to the world of Columbia. The game doesn't encourage you to go to your local library, it provides those historical moments and moves on without anything to say except "war is bad".

5. The game has literally nothing to say about racism, except that it was a thing.

6. An ending is an ending in a narrative tale. Regardless of the context here, the ending is self-indulgent, heavy on exposition, and entirely unearned.

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@mezmero said:

Are the Lutece's really brother and sister? It felt like there is an implication that they're actually the same person from different realities. I've read comic books. Some realities have the same people as different genders. It would make sense to team up with yourself to make better science. I might be missing an important story beat or voxophone.

They are absolutely the same person from different realities.

It's spoken about in a voxophone, but there's also a moment very early in the game where you're walking through Columbia and as you come upon a statue, there is a tear and the statue turns from a man into a woman. It ends up being a statue of Rosalind, but obviously was initially of Robert.

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@pyrodactyl said:

@rockyraccoon37: it's a commentary on game making and the nature of sequels in the industry amongs other things. Also, inception doesn't have anything to say? What?

I was thinking the same thing. Inception is not the example you pull for a movie that didn't have anything to say, but I don't want to get into it since this thread is about Bioshock Infinite.

Man, if only Screened were still around.

:(

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#7  Edited By RockyRaccoon37

@ghostiet said:

@rockyraccoon37: I think there are two themes in BioShock Infinite's metacommentary. Or at least, there are two themes I can, personally, plainly see and explain:

1. The process of writing a story is a complex one and it creates many incomplete, failed projects until the "perfect", final one emerges - and the final product, even if we may not like it, is ultimately superior to all those others on the account of surviving the writing process and becoming the final product. Look at the game's turbulent development - the final title is almost nothing like what we saw in the final product and many of the shared elements appear, but in different places and contexts. Then take in account the multiple attempts by the Luteces and Booker to fix things, like the martyr!Booker reality, which is completely different from the reality player!Booker comes from. They are imperfect. Failures. They aren't the "real" story, the successful attempt where Booker and Elizabeth fix everything. Perhaps they might have been more appealing in some ways, but they don't matter. The successful attempt trumps them and the ending itself makes them, in the end, irrelevant. Just like all those previous versions of BioShock Infinite.

So what is the "perfect" or survived timeline in Bioshock: Infinite? The game itself as we, the player, experienced it? What in the game reflects this idea of the final timeline?

Thinking of the temporal rifts (or whatever they're referred to ingame) as remnants of other ideas during the creative process is interesting.

But can you really suggest that the narrative within the game of the other timelines not being relevant (as they are inevitably cut off by killing Booker in a specific moment and Elizabeth entirely) is also reflected on the game design?

If previous versions of the game influenced the final product, and we still see remnants of older builds in this final version, then can't we argue the opposite? That those previous versions were in fact integral to the final version?

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Here's my question-- what is the greater significance behind this metaphysical element of the game?

What does it say about games, or about writing, or about anything? Or is it more akin to Inception in that it really doesn't have anything meaningful to say?

The best I could reason was that the game is a kind of commentary on writing: there are constants and there are variables, but they adhere to a similar rule set. Is the act of ending Booker and closing the loop (so to speak) meant to indicate a desire to end this falling on storytelling tropes? I can kind of see the narrative of the game supporting this reading somewhat, but honestly it kind of falls a little flat for me, so I'm hoping I'm missing something. I'd love to hear what you guys thought.

Overall, I found the story here disappointing and far too convoluted for its own good. I much preferred the focused narrative of Bioshock with its interesting melding of a political commentary onto a commentary on game design and the notion of player agency.

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@breadfan said:

Let's be real here. Patrick's viewpoints can go up his own ass sometimes, but so can Jeff and Ryan. Plenty of times. Some piece of shit once made a thread about Patrick's father after he passed away, more or less laughing at him. This is going too far. If Patrick really bothers you that much; stop watching and listening to what he has to say. I mean seriously. Find other things to spend your time getting worked up about. Not some video game enthusiast personality, who has literally no baring on your actual life.

/rant

Josey Wales laying out some serious truth!

Seriously though, couldn't agree more.

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@rockyraccoon37 said:

Anyway! Point being that tone matters, it doesn't matter that this is the internet and it should be expected.

I really don't get your point, no. The thread you talked about had none of that behaviour you describe.

You know, if people say a lot of the same things, and do it for prolonged periods of time, they may a) have a point and b) not be prone to leaving or ignoring content because they've made a conscious decision not to do so. Maybe I'm just nuts.

And this thread has none of the behavior you describe! Also just to clear it up I never said that people were bullying Patrick in the Walking Dead comments.

Look maybe instead of believing that what you say is some kind of absolute truth, consider that it isn't and that it may be an unreasonable request. I'm not saying that's the case, but give your opinions some thought. I obviously have irrational issues with people in real life, but I recognize those issues as being fairly irrational.

And yeah, it's kind of weird that you would make a conscious decision to continue consuming content that you don't like, or at least has a person contributing that you don't like. Life is short, try and consume things that you can enjoy. My guess would be that those people who continue to complain and still visit the site regularly enjoy thinking that they're being victimized in some capacity. There's absolutely some major overlap with people who dislike Patrick and people who can't stand the representation of women in video games conversation.


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