Depends, have you finished the game? You'll get the real meaning of CAGE near the end. And also about the bird. But yea, choice of it makes no difference in ending, just some little things
Finished yup. guess the choice was meaningfull at some point of developement.
Spoiler:
It was, but CAGE being the song you need to control the bird, Songbird that was all, still nice
Would you kindly stop. the cage is the cage and the bird is the bird isnt that great really..
BS1's twist really did mindfuck me (it did reflect the whole scenario how games pull ur strings, in story telling wise, and sort of used it against you)
Spoiler:
Hes your son-stuff is soap opera regular and alternate universe shit just doesnt work -> infinite universes = infinite guys who dont get drowned by their alternate daughters)
Despite our concerns with performance on console, Irrational Games still manages to deliver an engrossing experience across all formats, where the core experience is so strong that the game is an essential purchase no matter which platform you own. The extra clarity afforded by the PC version better represents the stylised artwork on offer, while smoother frame-rates certainly make the combat sequences so much more enjoyable to play, with more responsive controls delivering an extra dimension of precision needed in fast-paced shoot-outs. If you have the hardware capable of running the game smoothly, the PC version is the game to buy.
However, the console releases are still outstanding releases that come highly recommended. The shooting isn't as much fun when frame-rates are crashing down but most of the other elements that help make BioShock Infinite such an accomplished release are fully in effect. The more responsive PS3 game gets the nod for delivering a more consistent, flowing gameplay experience. The addition of tearing isn't particularly attractive, but the extra controller response is preferable during intense combat scenes. Alternatively, those especially susceptible to screen-tear may prefer the 360 version, despite it featuring heavier dips in performance in more demanding scenes.
Overall, BioShock Infinite is certainly one of the most entertaining games we've played in a long, long while. At its core, the power/weapon-based combat is similar to previous games in the series, but what sets this sequel apart is how all the different elements come together coherently to form a compelling, irresistible experience, where Elizabeth takes centre stage. Impressive AI and animation are combined with excellent dialogue and delivery that help to give her real character throughout the whole adventure, even if some of the gameplay mechanics surrounding her are a little underused. What we love most about BioShock Infinite is the way in which technology and game design come together to deliver a unique experience. With this philosophy in mind, we're excited by the possibilities next-gen platforms represent to a developer like Irrational. Let's hope we don't need to wait another five years to see its next game...
Despite our concerns with performance on console, Irrational Games still manages to deliver an engrossing experience across all formats, where the core experience is so strong that the game is an essential purchase no matter which platform you own. The extra clarity afforded by the PC version better represents the stylised artwork on offer, while smoother frame-rates certainly make the combat sequences so much more enjoyable to play, with more responsive controls delivering an extra dimension of precision needed in fast-paced shoot-outs. If you have the hardware capable of running the game smoothly, the PC version is the game to buy.
However, the console releases are still outstanding releases that come highly recommended. The shooting isn't as much fun when frame-rates are crashing down but most of the other elements that help make BioShock Infinite such an accomplished release are fully in effect. The more responsive PS3 game gets the nod for delivering a more consistent, flowing gameplay experience. The addition of tearing isn't particularly attractive, but the extra controller response is preferable during intense combat scenes. Alternatively, those especially susceptible to screen-tear may prefer the 360 version, despite it featuring heavier dips in performance in more demanding scenes.
Overall, BioShock Infinite is certainly one of the most entertaining games we've played in a long, long while. At its core, the power/weapon-based combat is similar to previous games in the series, but what sets this sequel apart is how all the different elements come together coherently to form a compelling, irresistible experience, where Elizabeth takes centre stage. Impressive AI and animation are combined with excellent dialogue and delivery that help to give her real character throughout the whole adventure, even if some of the gameplay mechanics surrounding her are a little underused. What we love most about BioShock Infinite is the way in which technology and game design come together to deliver a unique experience. With this philosophy in mind, we're excited by the possibilities next-gen platforms represent to a developer like Irrational. Let's hope we don't need to wait another five years to see its next game...
Or every Digital Foundry face-off with the PC as one of the platforms, ever
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
On the one hand, the visuals, concept, and story were great. It managed to reintroduce that original Bioshock wonderment in large part due to a change in the scenery.
Having said that, the combat definitely got a little long in the tooth towards the end, and any game that introduces infinite spawning enemies (be it in boss-fights or otherwise) definitely loses big points in my book.
The sky rail thing was more a gimmick than anything, and added little to no depth to the combat.
The choice of respawn system and inability to stock up on med kits/EVE hypos was purely asinine and also a big downfall. Having to rely on my AI companion, and her often giving me nothing should I choose to run away to cover a moment after she offered it (imagine that, seeking cover instead of catching fucking potions mid fight!), made combat a chore. Also, anyone that feels that hard doesn't offer enough of a challenge, replace your mouse buttons with razors, because you're a fucking masochist.
7/10
Bonus points to anybody who can spot a song used in Infinite that happened to also be performed by the legendary Laurel and Hardy in one of their films.....
Spoiler:
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
When you're fighting the Lady Comstock's ghost (on 3 occasions), she spawns unlimited reinforcements.
Also, during the last combat sequence on the airship unlimited robots/Vox spawn from the other airships until destroyed.
The only thing that grinds my gears more than unlimited enemies are time limits. Thankfully, at least it didn't have those.
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Played it for 4 hours now and I have to say that soundtrack choices are excellent.. For example
they used a Mozart's Lacrimosa for just that one particular scene.
Love how Elizabeth turned out as a character. A non-sexualized woman, smart and rather strong. Quite unexpected. And those blue eyes, probably best made eyes ever!
Once i finished the game, i'll make a mini-review.
@korkyplunger Are you aware of the stuttering issues happening on PC right now?
@Gamerkought yes. We have people gathering data and trying to isolate the cause. Thanks for your patience!
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
@korkyplunger Are you aware of the stuttering issues happening on PC right now?
@Gamerkought yes. We have people gathering data and trying to isolate the cause. Thanks for your patience!
best example of a dignified reply a company gets for acknowledging a problem in their already great game.
the complete opposite to this would be ea with sim city.
I think Levine's influence is pretty apparent. It is apparent when looking at both BioShock and Infinite, and then taking a look at BioShock 2.
Actually, I have no idea how much of Levine is part of the game systems, weapon, gear and power design. Stuff like that is what truly makes the game work as a story delivery device from start to finish.
That's the "design" part - which is what I felt was rather underwhelming in Bioshock.
If Levine is responsible for those things, then he's clearly a better designer than what I gave him credit for.
Anyway, Infinite proves (to me) that he's a better storyteller than I thought.
Levine even has his hands in some of the lyrics for several songs. I think he is involved with most of the production design, as well as overall story writing. He probably did not write all dialog and all scenes line by line, but he headed the team of writers.
I'm sure he's involved - but as I said, I have no idea how much of him is in the actual game design. Meaning that the moment-to-moment gameplay and mechanics could be done by other people and he might have conceded most of the control to those responsible. We'll probably never know.
As a game, rather than a story delivery device, I think Infinite is - well - infinitely better than Bioshock.
It's still nowhere near System Shock (or the sequel) - but since I didn't expect that this time, the overall experience is not tainted by high expectations.
As a story delivery device - Infinite is much better than any other Shock - and it might be the best game of all time in this way.
I don't think it's fair or healthy to give credit to just one person. Clearly, a game as huge as Infinite is about a very talented team. People get obsessed with individuals.
All I'm saying is that I've changed my mind about Levine - and I have to acknowledge that the guy has talent when it comes to writing and this time he dared go into some challenging material without being a cop-out. He also spared us the black/white morality of the little sister "harvesting" stuff from Bioshock, which I found laughably simplistic and highly manipulative. Infinite is much more subtle about your choices and I really appreciated that.
It's the mature version of what Bioshock wanted to be.
Now we just have to wait 5-6 years for the next one. I hope gameplay will expand as much as the story delivery did with Infinite - but I won't be expecting that.
If you've read any article/interview about Levine, you'll know he's a very hands-on character. Of course he won't be involved in every single step, but his attention to detail is very apparent in this game. As Leo said, compare Bioshock 1 and Infinity to Bioshock 2.
If you've read any article/interview about Levine, you'll know he's a very hands-on character. Of course he won't be involved in every single step, but his attention to detail is very apparent in this game. As Leo said, compare Bioshock 1 and Infinity to Bioshock 2.
As if Levine is the only difference between Bioshock/Infinity and Bioshock 2? That makes no sense whatsoever. They both had completely different teams working on them.
Also, Bioshock 2 had better mechanics and moment-to-moment gameplay than Bioshock, if only slightly. But it's also a sequel - so it's bound to expand a few things. The premise was obviously not as interesting - as Rapture had been introduced, but they could hardly create an entirely new location. I thought BS2 was pretty good for what it was.
I'm not sure what you're trying to say.
I'm saying I have no idea exactly how much he's been involved with the mechanics and the actual gameplay - and neither do you.
Why? Because unless you've asked him personally - you have no way of knowing.
It seems to me like you're taking a game with hundreds of people involved in development and making it all about a single person. I've been part of enough projects in my life to realise that's not how it works - and you can never TRULY know who is the biggest contributor. For all we know, there could be a few people behind the scenes not part of the PR machine that's actually the most talented on the team, driving everything forward.
All we can know with reasonable certainty is that Levine is the lead writer - and that he's been the lead on the project. That means he's clearly a big part of making it happen - but that's all we can know.
Didn't someone say the rights to System Shock had been somewhat cleared up?
I would love to have Irrational take a shot at that again, just as long as they remember that it was never a real shooter. They'd need to bring back hacking and expand on the mechanics.
All modern AAA games are derp compared to the classics - but I'd say Tomb Raider is much more derp overall than Infinite. It's not that bad, though, if you can stand constant forced QTEs and cutscenes. I think it's quite good for what it is.
What I like is reading their official forums with all the derps playing on their 5 year old consoles going "Y DIS GAEM HAV NO PURDY GRAFIX LIEK PC?!?!? IS YER 2525 YES?!?!".
What I like is reading their official forums with all the derps playing on their 5 year old consoles going "Y DIS GAEM HAV NO PURDY GRAFIX LIEK PC?!?!? IS YER 2525 YES?!?!".
Yeah! It's hilarious. "I bought it on X360 becuase I don't want to put money into my old PC, why doesn't it have highres textures like on PC. The game is broken. The game should look on PC as it looks on console, Irrational is a failure."
And best answer on the forum:
Quote:
Then why did we pay the same bloody $60 for minecraft visuals when pc players got high def!? VERY VERY VERY VERY VERY VERY PISSED!
Because you peasants cannot handle such power.
Last edited by VonMisk on Thu, 28th Mar 2013 12:22; edited 1 time in total
I've just finished the Finkton part (where you storm the finkton office).
So far I count it as 3 main chapters: 1st without Elizabeth 2nd Hall of heroes part and that one is the 3rd...the finkton one.
seriously, this is the only game where you feel like being the escort mission yourself, i think at one time when elizabeth was tossing me some salts she gave me a disappointing *sigh*
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