Happy Dead News Day
God, I hate April Fools. I hate it so much, in fact, I took the day off of work, so I would not be so bored out of my mind with the gaming site (and Reddit too, apparently) nonsense. The celebration of insipid deception is so pervasively perverse, I do not even bother believing any news for a full 24 hours. New PTR notes? A release date for X game? Nope, can’t hear you, lalalalalalala~.
Anyway, I beat Bioshock Infinite over the weekend. Were the 14 hours worth the $45? You will have to wait for the review; a review I most certainly will not write on April Fools, lest it not be believed.
Of course, if you have been around here for any length of time, you will probably believe it.
Bioshock Infinite
I was not going to purchase Bioshock Infinite on Day 1, for a variety of reasons. Between the delays, the abortive multiplayer aspirations, and the high profile resignations, the deck was stacked against an early purchase in my mind. Plus, I already have dozens and dozens of games I have yet to play/install, so why get a brand new one when I can instead wait for the price drop in 2-3 months? Also, First World Problem alert, I already owned all of the games being offered as bonuses for preordering.
And then… I watched this review by Adam Sessler:
I bought my “preorder” at 1am through Green Man Gaming, whose cash-back promotion technically means I got it for $45 (plus some Steam keys for games I already have).
By the way, “Infinite” might be referring to the amount of hard drive space required to run the game: 17 gigs. That is nearly 3 times the size of Skyrim, and almost as big as WoW by itself. I have some games still installed that I probably should clear out from lack of use, like Guild Wars 2 and Fallout: New Vegas, but it’s still a lot of hard drive real estate.
Lanced Boil
Faction-specific rocket launchers in PlanetSide 2 were released last Friday. As is often the case, what is complained about most on paper is the opposite of what occurred.
The launchers are the Striker, the Phoenix, and the Lancer. The Striker is sort of like a heat-seeking rocket-launching minigun. Well… sorta. Essentially, you lock onto a ground or air target, and then launch up to your full clip of five heat-seeking rockets. There was already a rocket-launcher that did exactly this minus the five rockets (the Annihilator), but this one does happen to deal more damage overall. The downside, as it is with the Annihilator, is that there is no dumb-fire mode, i.e. you can’t just shoot the rockets without locking on. Technically one flare from a jet or IR smoke from a tank will ruin all 5 of the shots, but considering most (good) pilots wait until they hear the rocket tone before dropping a flare, it might technically save you some ammo if you wait a second before releasing rockets 2-5.
The Phoenix is a camera-guided rocket launcher that was proclaimed the weakest on paper and yet is, unsurprisingly, is the most powerful. While the turning radius on the rocket is not especially good for the first 50m+ (to prevent steering rockets indoors), you can absolutely fire from behind a rock, fly through some trees, and then hit the back of a tank that was itself hiding behind another rock. Or, as this video amply demonstrates, simply steer it into any infantry, killing them instantly. Or fire it just to scout out the terrain. It even technically has a dumb-fire mode insofar as you can just fire it at close-range without needing to lock onto anything, or simply exit the missile “vehicle” and let it sail into a lined-up shot.
The last, most fearsome-on-paper launcher was the Lancer. In essence, the Lancer is a plasma railgun. Line up a target, hold down the fire button until it charges up to three levels, and fire… for slightly less damage than the default rocket launcher. And then leave a very pretty, very obvious 4-second contrail leading exactly to your precise location. The Lancer is so powerful, in fact, that it is… receiving buffs!
On the SOE forums and Reddit, the thought was that a group of 6+ Heavy Assault classes equipped with Lancers would be able to one-shot any vehicle within a 500m range “without warning.” What never really made any sense about this argument was A) how it was unfair to die in a 1v6 scenario, B) how much warning a vehicle driver really has against a salvo of 6 normal rockets, C) how this is any different than 6 Engineers dropping 12 anti-tank mines all over the place, and D) what are the other 5 tanks doing? All of these questions were in addition to awfulness of the Lancer as released. Far from hit-scan accuracy, the Lancer was released with a random cone of fire with three projectiles, with any missing the target resulting in less damage (e.g. it wasn’t a graphical glitch).
It bears mentioning, in passing, that the Lancer does significantly reduced damage to player targets. There is also a dumb-fire mode of sorts, in firing off only a level-1 charge. If fired from the hip, this shot is about as inaccurate as a hip-fired sniper-rifle.
While it will be interesting to see if the Lancer is buffed into usefulness, at the moment (and likely even post-buff) the Lancer is not terribly useful for the solo player. Outside of alpha-strike coordination – something extremely difficult to pull off give that a max-charge shot is fired automatically/cannot be held – the average tank gets an extremely obvious warning in the form of ~20% damage and a convenient highlighted path by which to judge whether a nearby rock would provide sufficient cover. And this is besides the fact that the most common vehicle strategy, behind a rock peekaboo, defeats the “OP” Lancer just as hard (if not harder) than anything else.
Anything other than a camera-directed Phoenix, of course.
Sometimes the grass is actually greener on the other side. But I am far too deep in VS microtransactions to make a switch now. Sigh. The worst MAX, the worst launcher, the worst main tank, and the worst balancing mechanic (sacrificing bullet damage for bullet drop is irrelevant when combat occurs before bullets actually drop). The only actual advantage to VS are the Scythes, which would be a painful loss since NC has the worst possible jet.
I really do despise games with “unique” factions – more often than not, you just get punished for commitment.
5.3: That Was Fast
Patch 5.3 is up on the PTR. You can look at the notes here. Nothing too crazy… just the removal of Resilience from PvP gear, gear scaling in BGs and Arenas (!!!), and LFR off-spec rolls (plus increasing chance of bonus loot based on bad luck). You know, the usual.
Loot Specialization
- Players can now choose to receive loot for a specialization that’s different from their current class role. This feature could be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards.
Bonus Roll
- Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.
PvP
- Additional information and explanation for the reasoning behind PvP changes will be available very soon.
- All characters now have a base Resilience of 65%.
- Resilience has been removed from most PvP gear.
- Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493.
- Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
- Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.
Feels like the 5.2 PTR was just three weeks ago, doesn’t it? I suppose Blizzard wasn’t kidding around (finally) about accelerated release schedules.
Hearthstoned
Oh, my. I don’t think anyone saw this coming, but Blizzard is making a(nother?) Collectible Card Game.
Like I imagine many people in the non-apoplexy camp, I spent a large portion of my formative nerd years with Magic: the Gathering. My original shoebox of cards were from Ice Age, gifted from some obscure cousin of a family friend, but the first real entry into M:tG came with Tempest. Which then led into the Urza trilogy, with Urza’s Saga still remaining my favorite expansion of all time.
My high school friends and I continued playing weekly up through, I believe, Ravnica. At that point, we were all scattered from life and interest waned. I dabbled with Magic: Online, still in the Ravnica era, and I was midway through busting out my credit card for another $17 tournament entry fee when I realized my objection to WoW and other MMOs with subscription fees was somewhat hypocritical.
I have little doubt that Hearthstone will be fun, at least for anyone who enjoys CCGs – it is difficult to screw up the innate simplicity and surprising depth to deck-building games. Any reservations I have is entirely based on the payment scheme.
Can we be frank for a second? Calling a Collectable Card Game “Free-to-Play” is such rank PR bullshit as to make even David Reid nauseous. Of course a CCG is free-to-play. You already bought the cards! Who is selling collectable cards and then charging a subscription for the privileged of keeping them? EA? This sort of nonsense is like calling Chess a F2P game. Maybe we are so mired in novel payment schemes that such a distinction (misleading as it is) is nevertheless necessary as signals to consumers.
And all of this obfuscates the underlying snare of all CCGs, Magic included: they are Pay-To-Win by design. I love M:tG, I really do. There are Pauper leagues (all common cards), Drafts, and some historical decks in which many of the key cards were no more than uncommon. But those things are only noteworthy insofar as they were the exceptions. If you look at standard tournament decks, they will cost between $250 to $650+ (!), stuffed as they are with Rare (or Mythic Rare, these days) cards. I used to read the WotC design articles, and at that time I almost swallowed their premise that these rares were justified in their rarity based on their complexities. “Commons are, well, common. You wouldn’t want the average player to crack open a pack of 12 complicated cards.”
Yeah, you’re right, we wouldn’t want that. It is just a huge coincidence that the more complex cards are the most objectively powerful and the most (artificially) rare, thereby forcing people to buy more booster packs in order to compete. I mean, we couldn’t possibly keep things proportional, like limiting rare cards to 1 specific card per deck instead of 4.
I mention all this because there is one indelible truth to CCGs: someone with more money to burn is going to ruin your day. Over and over and over again, until you can’t whip out your credit card fast enough. If you don’t think this is the first thing that will happen in Hearthstone, I don’t know what to tell you. Cynicism? Bitch, please. I am a Grade A recovering CCG addict and I know what’s coming for you and anyone else with less street-smarts to know that the first hit from the dealer is always free.
SimCity and Meta-Criticism
After a long period of reflection, I had originally decided to not join in on all the schadenfreude surrounding the SimCity debacle beyond my post two weeks ago. Not out of any moral sensibilities – heavens no! – but simply out of a lack of fucks given. That, and I certainly couldn’t keep up with the torrent of other blogger updates on the developing story, when it seemed some new embarrassment was revealed daily. Kotaku even had a SimCity Disaster Watch graphic created to handle all the articles.
At one point though, I was almost tempted to purchase SimCity myself out of a longing for gonzo journalism combined with the thought of a free EA game. Then I simply browsed EA’s catalog, realizing that unless they gave away Dead Space 3 (they did, dammit), I either had all the games or the value’s promotion was $20 max.
I do, however, want to commit to internet posterity my intense loathing regarding articles like this one from Time.com. These middle-road Apologist articles and their asinine, straw man arguments infuriate me to heights even EA cannot hope to surmount. Consider the following:
EA was never, ever obliged to make SimCity a single-player game, nor do these accusations (accurate or no) from modders that the existing code is just a few steps away from being a single-player game hold much water when it comes to EA’s obligations. So what if the game could have been a single-player game.
First, who said a single goddamned thing about obligation?
Look, I can follow the twisted derailment of thought that conjures forth the implied “obligation.” Someone stating that SimCity should have had a single-player mode is assuming a sort of game design high ground, harkening towards a moral edifice that does not strictly exist. Because the game should have been a certain way, Maxis/EA has an obligation to Comment out Line #22 in the code design a single-player mode. That’s where the implied obligation comes from, right?
If so, we live in a terribly nonsensical world, one immune to criticism or judgment of any kind. Did McDonald’s give you cold french fries? Too bad, because they aren’t obligated to give you hot ones. No complaining! Did you tell the waiter you wanted a medium-rare steak and they gave you well-done? The chef isn’t obligated to bend to your whims, knave! He or she is an artiste! Movie previews aren’t obligated to represent the actual feature film, and if you don’t like it, go back in time and don’t buy a ticket!
Of course, the author clearly is being pedantic here. The point most people are bringing up is that SimCity, both conceptually and literally, doesn’t need to be always-online. There is no requirement for it to be so, despite the rather flagrant falsehoods claimed by the development team and embarrassingly contradicted by the modding community and a Maxis insider. Maxis/EA has no obligation to accede to reason, of course, but they certainly invite the valid criticism that accompany such quests for profit at consumer expense.
Which segues nicely into this nonsense:
You can ask, you can even petition, but I’d like to think we’re not at the point where we’re now telling painters, musicians, writers and artists of whatever stripe — game designers included — what they have to do.
You can’t have it both ways. You can’t shake your fist indignantly and shout “but games are art!” then hold game designers to a different standard.
This is truly an despicable appeal to diversion. “Stop complaining about game design direction, or else games won’t be art anymore!” First of all, there is nothing sacrosanct about art. Authors have editors. Directors have focus groups. Fundamentally, all art is an exchange, and every artist considers his or her audience when making a piece for presentation (even if they imagine it is an audience of just themselves). And this is besides the fact that these game companies are businesses selling a product for profit. Games can be artistic products, but these companies are selling them to consumers, not putting (selling?) them in museums.
The pernicious worm at the core of this abhorrent article is the same one I have seen in similar, depressingly frequent articles: an implicit admonition of criticism itself. “Stop complaining,” these authors say, “you are lucky the artists deign to create anything for you filthy plebs.” No, I deny your thinly-veiled nihilism. Gamers have a right to reject anti-consumerist design. Gamers have the right to call out poor gameplay. The gamers who made the SimCity franchise successful in the first place have a right to protest design they feel is taking said franchise in the wrong direction. Is EA/Maxis or any game maker obligated to do anything? Of course not. Does that make levied criticism illegitimate? Hell no.
You are always entitled to your own opinion, and people can judge for themselves whether it an opinion worthy of consideration. And it is my opinion that Time’s article of meta-criticism – and all articles in the same vein – are specious nonsense, and nihilistic besides. Nothing is beyond reproach, else it demonstrates a perfection impossible to manifest in a universe of subjective minds.
I can only hope that the next EA CEO coming in can spare the 5 minutes of his or her time to understand why the company continues topping the worst company in the world charts. A quick memo to Maxis authorizing an offline mode would pull the teeth out of this endless negative PR; a gaming policy of not monetizing every single pixel with endless online passes could even get gamers to forgive Origin (or maybe just running some goddamn sales).
Bam, done. You’re welcome, EA.
P.S. While writing this article, a friend of mine pops up on Steam chat saying that the Mass Effect 3 servers were down, meaning he couldn’t play the single-player DLC he legitimately purchased through Origin weeks ago. This is the world we live in, folks.
Organized PvP
Everyone has heard the phrase “Less is More.” The converse is occasionally true as well.
A few weeks ago, several PlanetSide 2 servers were merged, and mine was amongst them. When it comes to player-generated content, you always need players to be in physical proximity for any of the magic to really occur. So, I should be all for this development, right?
Well…
In games like PlanetSide 2, organized PvP is too often boring PvP. When you look at this picture, what do you see?
If you said “a bunch of planes,” you would technically be correct. Each plane is a Galaxy, which is a 16-man troop transport. Dozens and dozens of fiercely-organized players could be spilling out of the sky, with no warning, deftly seizing territory almost behind enemy lines. Cool, right?
Not really. More likely, those dozens of troops will be landing on an empty base, sitting around shooting 1 bullet and reloading to give some free XP to the Engineers resupplying them ammo, until the base is capped and they move on to the next. Capturing anything less than a Bio Lab results in about the same XP as killing 3-5 people. And even if this Outfit lucks out and finds willing defenders, said defenders are likely to give up and respawn elsewhere than throw themselves beneath the tread of an organized zerg. Because… why would they?
When I log into PlanetSide 2, I do so out of a desire to shoot people. Fighting against an organized Outfit does not result in interesting gameplay for me, as I am necessarily foiled at every turn. Unorganized zerg clashes, on the other hand, are fun times – people flock from all around to any given Bio Lab fight – precisely because individual agency exists. It is your individual, focused skill against the seething mass of the average and distracted. Yes, the odds are low that you accomplish anything of consequence given any one of the dozens of enemies can undo your damage. But sometimes they don’t, because, you know, unorganized. And then you feel like the one-eyed man in the land of the blind.
Which brings me back to the Ps2 server merges. Simply put, since the change I have seen a large increase in organized Outfit activity. Which makes sense, of course, given that there are more people in a smaller space. The result is less interesting gameplay to me, however, as I either face an organized resistance or none at all – the unorganized defenders having been squashed or conscripted hours before. There simply isn’t room for a lone ESF pilot flying around, harassing the odd Sunderer. The landscape beneath my wings is either barren or blanketed with vicious Anti-Aircraft units, both scenarios a reaction to a prior sky full of organized terror.
One might imagine that the underlying design goal was for the two organized groups to meet upon the battlefield, fighting tooth and nail, performing novel tactics that can only emerge from such clashing of focused wills. One might also question what the designers were smoking to believe that such things ever occur naturally and spontaneously. Why struggle and possibly fail (!) when you can instead shepherd your Outfit into empty territory after territory, maximizing XP gains for all? Three kills give more XP than a base capture, but its doubtful everyone will have the opportunity to get three kills, assuming you even find that many defenders still sticking around when the dust of 17 tanks looms tall on the horizon.
No, PlanetSide 2’s organized warfare is the WoW random BG premade, seeking easy kills for the easy Honor. To get these Outfits to clash, SOE is going to have to fashion a similar solution: incentivize Outfit vs Outfit gameplay, ala Rated BGs or Arenas. Changing the hex system to a more linear one is no solution to anything. Scratch that, it’s a great boon to finding a fun, unorganized brawl. It is not, however, going to change how Outfits follow the natural inclination of organized warfare in the preference of soft targets to hard.
If anything, the meeting of strength to strength is the most unnatural result of all.
Inches
I first heard about Blizzard’s decision to not release any new 5-man dungeons this expansion from The Grumpy Elf, and confirmed from this post on MMO-Champion. The interview itself is written in Foreigner, so I will just have to take the translation at face value.
On many levels, Blizzard’s decision makes sense. The revamped ZA and ZG heroics in Cataclysm were (true to title) a disaster, reducing entire tiers of content down to all trolls, all the time. New 5-mans were handled a bit better back in Wrath when integrated into the normal rotation, but even then you could experience wild swings in difficulty depending on whether you got Gundrak or Halls of Reflection (shudder).
Had Blizzard released new 5-mans in Mists, it could have shaken out in only two ways. One: the dungeon(s) still dropped 463 gear, at which point it would be largely irrelevant to everyone. Or, two: it released 476 or higher gear, and now nobody wants to run the obsoleted dungeons again (assuming they wanted to in the first place). And besides, in a world with LFR, there is little reason to double-down on raid catch-up mechanisms, right?
On the other hand… does this not strike anyone as profoundly lazy?
Let it sink in. There will be no new dungeons in 5.3, nor 5.4, nor a potential 5.5. There will be hundreds more garbage daily quests in which the writers don’t even bother papering over the naked time-sinking, of course. Will anyone still be doing Shieldwall dailies in 5.3? Or even in this patch, for that matter? Is all that “content” being obsoleted worse than a 5-man? There are a lot of in-game cinematics and lore going on in Krasarang Wilds, after all. It strikes me as odd that your dailies change from patch to patch, but the daily dungeons never will.
Then, I start thinking about the existence of 5-man dungeons to begin with. Why have them at all? Scenarios offer 50 Valor now (compared to 80 from LFG). And, most importantly, offer DPS players an instant queue. If LFR has replaced heroic dungeons as a raid catch-up mechanism, have Scenarios not usurped dungeons by the same token? The only thing holding Scenarios back is the asinine reward mechanism in the form of a random-stat blue item from the box (when it isn’t empty). Seriously, I got a 2H agility axe yesterday. Neither druids nor monks can use axes, so it amounts to wand with strength on it.
Simply migrate all heroic dungeon gear to the random Scenario box, bump the Valor a bit, and now you never have to fashion another 5-man again.
Indeed, from the same interview I referenced before, this paraphrasing emerged:
More scenarios are coming in future patches. We may see very challenging three player scenarios with pretty good rewards.
Speaking of Strength wands, my thoughts then drifted to tank gear. Why should it exist? Blizzard came oh so very close to obsoleting all tanking gear this expansion, probably by accident. Indeed, up until the 5.2 changes, Dodge and Parry were the two worst stats for a Protection paladin. The two worst! For a tank! Since it seems “active mitigation” is here to stay, why not simply go all the way? Critical Strike rating is the only thing that marks something as being “for DPS only,” and it is a simple enough thing to add a passive to tanks where critical hits procs a Dodge buff or something. While there might be an increased competition for gear between tanks and DPS… oh wait, individual loot. Problem solved. And if necessary, Blizzard could keep the gem/enchanting situation the same, so that a tank in full DPS gear could gem for Stamina or whatever to differentiate himself/herself.
I am not trying to craft a reductio ad absurdum here. I am just asking what the actual point of 5-man content is supposed to be under this new “build some once and done” paradigm. Are they necessary for anything anymore? “Practice for raiding?” I don’t know if anyone would agree that they have such an effect, if they ever did. Group content is handled by Scenarios or daily island hellholes stuffed with overlapping elite mobs. Dungeons are almost quaint these days, vestigial relics propped up only by their rewards. If Scenarios offed 80 Valor, would anyone run dungeons? What if the box at the end dropped spec-appropriate gear from the dungeons?
This is how close we are: mere inches. The slightest of nudges, and we could be upon unknown soil. And, perhaps, not even notice a difference.
As the PlanetSide Turns…
A few weeks ago, SOE released a new weapon: the pump-action shotgun. New weapons in a F2P game is somewhat expected, with two different SMGs having been released the month before. I am starting to get the impression that a metaphorical corner has been turned with these shotguns though.
The problem? The shotguns offer a one-hit kill (OHK) at ~7 meters and less. A one-bodyhit kill.
It is nothing new that some guns are better at others at various ranges. Bullet damage decreases the farther it travels, and there are wild swings both in terms of Rate of Fire and Bullet Velocity amongst each factions’ arsenals. The difference this time, IMO, is reaction speed. If I see an enemy at the same moment he sees me, the fight comes down to a number of factors. Sometimes pulling the trigger first is the difference, especially when “bullet flinch” (which has thankfully been decreased) can cause your counter-attack to miss its mark. Of course, even if the enemy has a gun advantage over yours, you can still win with either better aim (headshots), luck (headshots), or environmental awareness (ducking behind cover, etc).
With the new pump-action shotguns, this has all changed. The outcome of any encounter is boiled down to a single variable: did the guy with a shotgun miss? If he didn’t, you’re dead. If he did… you’re probably still dead a few moments later. Your gun having a 1.27 second Time-To-Kill is meaningless when the shotgun’s is 0.00 seconds.
If you believe that the short OHK maximum range is a good enough downside, well, I would ask whether you play PlanetSide 2 at all. You see, for however large the “maps” are – and they are extremely huge – all of the infantry action typically takes place within 7 meters anyway. There are medium engagements, sure, but they are either always brief or consist of steady exchanges of fire from cover. The latter is necessary because tanks and jets will murder you in moments if you are spotted on open ground. Ergo, between the need for cover and that all capturable objectives are located in small sheds, a short-ranged weapon is no downside at all; especially not one with such a high payout.
In PlanetSide 2, you are either sniping or in bayonet range.
Honestly, something like this is probably less nefarious than it is inevitable. There are only so many “sidegrades” a design can accommodate before the number of permutations reveal downsides that aren’t downsides at all. Care has to be given to how the game itself plays out most commonly. A 30-second cooldown that increases damage by 10% is not the same as 100% damage cooldown every 5 minutes, no matter what it says on paper. Similarly, a gun with a low rate of fire and a high reload timer is irrelevant in a firefight that ends as soon as it begins.
There undoubtedly would be havoc unleashed should SOE come out and nerf the $7 shotgun, so I am not entirely sure what the solution to this newfound problem can be. Indeed, I have already resolved to purchasing the shotgun myself; not to fight fire with fire, but to eliminate the fire-starter before he can even react to the heat of my flames. The only reason I have hesitated is because, much like the SMG before it, another pump-shotgun variant is slated to be released soon. And it is entirely possible it will be more powerful than the original, which is how it worked out for the Vanu SMG.
Perhaps this new one will hit so hard it kills you again on the respawn. Or shoots explosive shells that damage tanks. Or both. The sky (up to 7 meters) is the limit.




Bioshock Infinite Impressions: Day 1
Mar 28
Posted by Azuriel
I am hoping things get better than this.
Granted, I do not consider myself “in the game” quite yet; given how prominently Elizabeth displayed, I’m guessing everything up to her will still be considered tutorial. Of that tutorial though, some things are becoming more and more clear to me:
1) Fantastic visuals have the opposite effect on me.
The visuals, objectively, look awesome. The visuals are also immensely distracting. When I am trying to shoot a guy with a pistol, seeing a particularly well-done cumulus cloud in the background adds nothing positive to that gameplay experience. I had the same issue with Battlefield 3 in the beginning – it was difficult to “see” enemies amidst the Ultra-High settings – so this is something likely to get better over time, e.g. when I start tuning out the visuals.
Just gotta ignore all of this.
Incidentally, I never had this problem with Borderlands 2, and I think that is because the moments of cel-shaded beauty are more spaced out, and act as breaks inbetween more functional battlefield back-drops. I don’t want ugly games, of course, just games where you are not overloaded with visuals at time when precision and quick reflexes are called for.
2) Thus far, the theme isn’t all that compelling.
In the original Bioshock, the theme was taking Libertarianism to its extreme conclusion – a gaming subject matter particular novel for its time. Bioshock 2 introduced the opposite, showcasing the nefarious side of Collectivism. While it is still early yet, Bioshock Infinite’s theme of religious extremism slash Isolationism slash historical fetishism is… somewhat rote in comparison.
Bigoted religious cults in videogames are right up there with zombies, Nazis, and demons when it comes to stereotypical bad guys. This might be the first time we have seen such (intentional) overt racist imagery in a game, but I feel like I can already plot the rest of the story from here. There is still plenty room for surprises… yet Bioshock Infinite is going to have to surprise me, lest its thematic message be no different than the one you have seen dozens of times in the 32-bit era, or watching Glenn Beck for more than ten minutes.
Also… aside from some nice clouds and sunsets, so far the underwater motif of the original Bioshocks feels worlds better than open sky of Infinite. There was implicit danger at all times in the ocean, along with a sort of fantastic plausibility; underwater buildings are more impractical/expensive versus impossible. Conversely, in Infinite, sometimes it is not especially noticeable that you are in the air at all. Just look at that screenshot up there again.
3) Console Port
The very first sign a game is a console port is when it is Checkpoint-based. My dismay at discovering there was no Quick-Save was both immediate and visceral. Technically Borderlands 2 is also Checkpoint-based, but the difference is that A) those Checkpoints are a known quantity (you know where they are), and B) you can still save at any time when you Exit the game.
Ugh, really?
I am going to trooper on, of course, and perhaps it is a little unfair of me to expect brilliance from Minute 1. But given that I broke my Day 1 Embargo for Bioshock Infinite, I am a little bit weary of Buyer’s Remorse. I mean, I passed on Far Cry 3 for $30 for god’s sake!
Here is to hoping that I get blown away in the game proper, instead of musing as to whether I might have more fun playing Recettear like I was two days ago.
Posted in Commentary, Impressions
3 Comments
Tags: Bigot, Bioshock Infinite, Buyer's Remorse, Checkpoint, Collectivism, Console Port, Day 1, Day 1 Embargo, Impressions, Libertarianism, Racism, Religion, Visual Overload