Test : BioShock Infinite (Xbox 360, PS3, PC)

in #gaming6 years ago (edited)

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" Bring the girl back and you will clear your debtIt will not take Booker DeWitt any more to agree to stall his sitting in this boat operated by two perfect strangers, who is slowly moving away from the shores of Maine, while the couple turns to the oars, talking about me as if I was not there, I made a quick inventory of the small box that was entrusted to me: a gun, some pictures of "the girl", money and three symbols scribbled on a piece of paper. Once upon a time, DeWitt has come unceremoniously to this solitary pebble, at the foot of a lighthouse guarded by the stars, memories are coming back to me.I gently hold my mouse as I walk towards the doors of the building: if my calculations are correct , it's time for the long-awaited opening scene, the first exam ofa long series that Infinite will have to succeed if he really claims a seat in the "Bioshock School".


In general and more when we talk about these fabulous moments of discovery that Ken Levine and Irrational Games have the secret, I will strive to remain as evasive as possible. Just know that in front of fifteen minutes of playable exposure that proposed Bioshock first name, this new episode raises ten and let the player get to know the city in the clouds for nearly an hour, mouse in hand, jaw pending.


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To the Infinite


After an introduction that I will not portray, the player takes his first steps to Columbia. Vibrant color palettes, azure everywhere and this unstoppable sensation that with Infinite , Irrational invites the player to a trip to the perfect antipodes of the claustrophobic dive in Rapture. The city is open, alive and articulated in populated islets that connect, disconnect, fly over each other and form as many hubs that are practiced as small anthills with their short routes bis recelant shop to rob or a scripted event to admire. But do not believe that Infiniteis confined to the blue and orange exteriors that we take in full pear since the first trailers of the game. Small details give for example each level an own identity: a unique lighting, a morning mist or the architectural dilapidation of certain areas make from each zone a unique place. Better still, the interiors are so many experimental grounds for the artists of the studio who give them grandiloquent dioramas and cardboard reconstructions of unjustifiable climates outside. To the chronologically correct musical moods of Rapture, Irrational prefers to play the card of the shift, with radios spitting pre-blues rehearsals of our tubes of the 1980s or phonographs broadcasting reorchestrations of Chopin at the wrong speed, creating a sensation of total change, yet morning with a thrill of "What if?". The nebulous city of Columbia comes easily to join DunwallDishonored and Bioshock's Rapture in the very exclusive club of city-entities that one would dream to trample on for good. And leave, maybe, to take the lead of the trio.


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Constants and variables


If Jack burst into a ruined Rapture to find the remains of a utopia already dead, DeWitt is welcomed with open arms in Columbia by a population that seems free from grief and fear, despite ultra-nationalism and supremacism carried in standard (we are in 1912, remember it). Of course, nothing is ever so simple and one quickly discovers a deeply dysfunctional society, well hidden under the multiple layers of polish applied by Zachary Comstock, the local prophet. There is always a city, a leader and a stranger. It's still a fake paradise, even if Bioshock's cult of personal achievementhere is replaced by the submission of free will to the so-called wisdom of an all-powerful leader. In Columbia as in Rapture, the power in place is violently questioned but Infinite makes a point of honor to avoid any Manichaeism by portraying a rebellion with motives and methods as questionable as the authority it fights. The basics of the gameplay remain similar, alternating sequences of exploration / loot and armed scuffles during which one combines powers and firearms, but in a formula largely dynamized. If hacking turrets and machines inherited from System Shock 2is to subscribers absent, Columbia abounds, like Rapture before her, automatons which will allow you to improve your arsenal and to re-fill of life or salts feeding your Tonics (Plasmids of Bioshock Infinite ). Last but not least, the game shows a science that is at least as sharp as the narration in mille-feuilles that is dear to its oldest, many times imitated, never really equaled.


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Christ of Columbia


We discover Columbia in the most organic way: by watching her live and by listening to her speak. The propaganda of the Prophet is everywhere, from the radio announcements to the publicity campaigns imposed on the citizens, through their discussions that one catches on the fly and the theme of the souvenir shops of the city. One can - if desired - practice shooting at the local carnival and discover targets with the image of the Vox Populi, the inevitable revolutionary riposte to the dogma of Comstock. A movement that we would have learned that much later if we had not snooped a little. The audio recordings to be played while playing are thus their big comeback and are now accompanied by silent movie kiosks allowing curious gamers to find out more about the city and its inhabitants. The tour de forceInfinite - besides the in-depth writing of what Columbia was, what she is and what she will be - is to distill the mystery everywhere, from the first minutes of play and to the conclusion . So what is this cult of lit which Zachary Comstock has all the keys? Where does the Prophet come from? What keeps your target at Columbia? Why this tattoo on the back of your right hand? Where does this pair of omniscient characters seem to be obsessed with the concept of choice to the point of pushing you to do it, even without impacting the adventure? What is the "Siphon"? If most narrative arcs will be concluded via the main thread,


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Elizabeth has blue eyes


After a few hours, Booker meets who will forever sign the singularity of Infinite. By releasing Elizabeth, we walk into a new universe of which she is the sun: narration and gameplay are their habits upset by the introduction of this NPC that will leave us very little, leaving the case a gaping gap both it is THE successful bet of the developers. Imagine the meeting of Rapunzel and smuggler Han Solo. Two worlds clashing: Booker is a dirty guy who tries to make the trunk as quickly as possible with the girl under her arm, Elizabeth a jewel of innocence who dreams of visiting Paris and marvels - in game and in the world. animation - the soft texture of a carpet. Everything is done to get rid of its status code clums stupidly programmed to follow the player and on the contrary to infuse a personality of its own. She's Stretches in the sun, leans against a wall when the player strolls, wonders about the surroundings and remains on the lookout for objects that might interest Booker. In fact, it is almost impossible to look for it to find it stupidly planted behind you, arms dangling without a comment to make, a poster to examine or an animation that credibly translated his feelings vis-a-vis adventures. The most beautiful representation at play of Elizabeth's uniqueness is that she's an NPC running not behind you, but the arms dangling without a comment to make, a poster to examine or an animation that credibly translated his feelings vis-a-vis adventures. The most beautiful representation at play of Elizabeth's uniqueness is that she's an NPC running not behind you, but dangling arms without a comment to make, a poster to examine or an animation that credibly translated his feelings vis-a-vis the adventures. The most beautiful representation at play of Elizabeth's uniqueness is that she's an NPC running not behind you, butin front of you.


As Booker continues the barbarities to protect her, the young woman doubts the virtue of her savior, even to put him in front of his animal status and to force the player to wonder about the troubled past of his alter ego. With her, Irrational infuses into her game a new layer of narrative based on empathy. We would like to discover Columbia through her eyes, to preserve it from certain discoveries we make during our trip. We would like it to remain indefinitely the "healthy" landmark to cling to throughout our flight. But its role in the plot is so central that we will have no choice but to watch it lose its illusions one after another, sometimes leaving it alone. It seems indeed that Elizabeth perceives the world differently and has the opportunity to open "tears" in the fabric of reality, thus creating bridges between time, space and the dimensions they compose. Powers that, in addition to their central scriptwriting implication, actively participate in the dynamisation of the gameplay.


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Rail - Gun


Given the strength of the link created between the player and his "protégé", we were entitled to fear the possible character "babysitting" action sequences (remember Bioshock 2). Irrational directly scares the worries before laying the groundwork: Elizabeth may be naive, but she is by no means a passive victim. She stays out of the fight and goes from hiding to hiding (technically, she is invincible). While Booker puts her life in danger, she puts her powers at her service, allowing a long press on a key to open gaps between the dimensions and teleport into reality tactical assets (shelters, areas where to suspend , turrets, weapons caches, etc.). She is also very good at picking up jars of health or magazines and throwing them at Booker when all seems lost, provided of course not to abuse the system. In addition to Infinityintroduces a strong second argument to the grammar of the clashes with the already famous skylines, these rails to transport men and equipment through the city, but which can be used more personally, provided that it is equipped adequate magnetic sleeve. This is the case of Booker and Elizabeth, who will be able to gain access to other areas of the city without permission or to use it to move quickly across the combat zones. We embark, jump from one rail to another, perform a U-turn and ground on enemies on the ground with the same ease. The AI ​​(not naughty, for once) will also use it to take us to the back or electrocute us. If their physics remains very summary and permissive - yes I catch up with an arm after a fall of 80 meters, is there a problem? - The skylines provide exhilarating sensations and complete the great company to revitalize the fighting led by Irrational.


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Are you Ken?


Yes, but the plasmids, Gautoz, are they, the Plasmids? Sweet Jewel, we call it Tonics in Columbia. Numbering 7, they are a kind of best of what we could cross in previous episodes, to which are added two or three sadistic fantasies as a lasso tentacle of the depths, a flock of crows pecking the eyes of your opponents, or the power to absorb enemy projectiles and melt them into a ball of energy to return to the sender. Most Tonic benefits in addition to a second type of use "trap" that will provide the ground such as anti-personnel mines. An addition unfortunately made almost useless by the scripted character of a good part of the attacks, preventing the player from planning an ambush as he did in the first episode with the Big Daddy. In addition to the famous Handymen - mecha-modified brutes like steampunk gorillas - and their famous "12 meter jump stack on my trowel" the bestiary ofInfinite would not have deserved such a device anyway: even the Patriotes, murderous automata with the effigy of Lincoln and Washington, are actually sending a zapper followed by shotgun shots in the wheels. Note finally that Columbia is full of items to equip in combinations of three (foot, body, head) and to match according to your style of play (multiply the range of - ultraviolet - executions in melee, reload automatically by boarding a skyline , etc.), bonuses that are not reminiscent of those Dishonored bone charms.


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Spoiled for choice


Talking about the Bioshock Infinite scenario without saying anything is not easy. Many still remember the unhealthy genius of the twist of the first episode, the softness of his last hour, the platitude of the scenario of the second episode, and expect of Ken Levine a return to the hour of the clocks with his return to the series (since he did not work on BioShock 2 ). Is this a question of twist? Obviously. More than one, and I see a few gaping mouths from here. Is it sewn of white thread or on the contrary absolutely brilliant? I would say that unlike previous episodes, the revelations of Infiniteare part of a global scriptwriting work devilishly well written, which allows you to answer certain questions frankly, to leave others in suspense, and that pushes the audacity to ask new ones just before leaving you alone with its credits. The last quarter of Bioshock Infinite questions the very validity of some concepts specific to the video game, in a reflection of the media on itself which is reminiscent of a certain FarCry 3 . A pioneering end by its character not necessarily "turnkey", for a scenario like a real good book, which I burn to be able to discuss with my relatives once they have finished it too.


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The unreal gear


Visually and on PC, Bioshock Infinite does not claim the most beautiful video games (from the technical point of view), but those who achieve everything thanks to their charm. Unless you are violently allergic to the artistic direction of the title or to be the last of the nasty pinchers, you can easily forgive the few limits of the Unreal Engine, which does what it can but sometimes allows itself to refresh a or two textures at his own pace, without straining. These little sparkles aside, Bioshock Infinitestill remains very pretty, animated with care and enlightened with great reinforcements of halos, godrays and all the little tricks that make raise the head by releasing small "ohhhhh" and small "aaaaaaah". Unsurprisingly, Garry Shyman also signs a score quite in the tone, perhaps a hair on this side of the melancholy heartbeat dear to Rapture, but more comfortable in the dynamics of the scenes. 'action. Just hold your ear, Father Levine having been happy to hide dozens of audiophile beads in his game.


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Irrational Games signs with Bioshock Infinite the most beautiful proof that a sequel can reinvent itself successfully. Bioshock's legacy is there, all around the player, in a Columbia town that everything seems to pit this good old Rapture against. It took a while, but Ken Levine and his team can boast of having improved the improvable, refused the ease of repetition and metered additions without distorting the spirit now unique to the license. And Elizabeth ... Elizabeth! Just the sequence in which we pose for the first time the eyes on her is a monument of delicacy where absolutely everything, from the framing to the music through the animation, transpires the will to enroll this character in memories.Bioshock Infinite manages to kill the father and I do not even think it's his goal. But he stands by his side, no doubt.


Reinventing its flagship game without betraying the spirit or sinking into repetition is one thing. Take the opportunity to soap the board to all the FPS scenario and emotion merchants who intend to show up in the coming times, it is another. Anyway, Bioshock Infinite is no longer at an insolence ready. Never fly to Columbia is to refuse the escape and miss out on a story well written, brilliantly told and whose fallout might well be a milestone in the discussions of gamers. It is also never to meet the most alive and endearing non-player character ever written, in the person of Elizabeth. And that, pardon my peremptory tone, but it's unforgivable.


WE LIKEWE DO NOT LIKE
* It's Bioshock, real* The hacking is gone
* Elizabeth: NPC of flesh and blood* Less tactical clashes
* The story and the resonances of its conclusion* Not very difficult (except 1999 mode)
* Columbia, full character of the game* Let the Unreal Engine rest in peace
* Artistic direction* No multiplayer (no, I disagree)
* Lastly dynamic gunfights
* Garry Schyman's music
* Attention to detail

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THANKS FOR READING, ALSO CHECK OUT MY PREVIOUS TEST ON For Honor TEST: Does it have a very Middle Age flame?


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Great review, keep it up @juliusfatai

Thank for reading through. @ryansmm

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