![]() My other quip with the game is that while the Voxophones can be replayed separately through a menu, launching it immediately during the game does not trigger any visual text of the played message. And she sings too, if you didn’t miss the guitar. Plus, you don’t have to carry her around like Erika. Having a girl pulling you up and saying something is always more uplifting than having to walk through a door (when she’s not on your side). She has the nose to spot items like the dog in Fable II but with a similar resurrecting power of Erika’s from Prince of Persia. She interacts, offers her opinion, scouts resources and hands them over to you (if you allow it). Without discussing on her role in the plot, Elizabeth is an example of an ally that many games should emulate. Dead Space recognised this and had evolved their Isaac character. Many times Elizabeth is seen staring back at Booker (me) with a multitude of facial expression, and I wish there was a way I could see how Booker reacts. While the game may intend the reaction to be personal, thus coming from the human player directly, I feel that the adding a third person perspective of Booker would enhance his connection with Elizabeth. However, for a game that constantly invokes the feelings and mood of the player, a visual expression is needed from the player’s point of view. Keeping with tradition, Bioshock Infinite remains a first-person shooter. This reminded me of Batman’s videogame (Arkham Asylum and ArkhamCity) that has a similar arsenal but which can be upgraded later on to allow the player to pause midway. I guess it helps if the Skyhook wheeling can be manually activated and stopped at the player’s discretion. This reduces my element of surprise because by the time I approach an area, I had to decide to dismount quickly or risk landing too near to attract unwanted attention or landing on a disadvantaged spot, especially when the story dictates a bounty for my capture. You can make it slow down but you cannot stop midway on the rails. After a few rounds of wheeling though, I start to notice its shortcomings. I could almost imagine the wind while hanging freely and watching the city from a bird’s eye view. The first time it happened, it felt great. While attaching to the skyrails, the hook instantly wheels you along until you bump into an obstacle or a dead end. However, as much as it is a weapon and a means of travel, the potential of the device feels underwhelmed. Understandably, the device is irrelevant underwater. I have mixed feelings about the Skyhook, an accessory for the player that was not seen in BS1 and BS2. Many times, I’m quite lost on where to go and had to rely on the objective arrow to lead the way. Perhaps because it appears more expansive. The skycity of Columbia didn’t draw me in as much as the dark corridors of Rapture. Little did I know that all these will be answered and much more. I even wondered the rationale for the new names. Although they’re named differently, there’s similar to the counterpart items in the past titles. The right hand is for weapons handling, while the left hand is for casting chemical induced spells. Much of the items in Bioshock Infinite mirror the features from BS1 and BS2. For weapons, I had to take a different approach as some areas were just littered with specific weapons so being an average shooter, I sometimes use up my bullets too quickly and had to resort to other arsenal with a steady supply of ammunition. I stick to switching between Murder of Crows and Possession because the game allows easy switching between two recently employed Vigors. The tension began to escalate as the plot thickens, and with the discovery of Vigors and weapons, it became the Bioshock that I was familiar with.Īt this point of time, I am quite settled down in the game. Maybe it’s because I’ve been hearing so much about Elizabeth from the pre-launch videos and I’m desperate to meet her. ![]() ![]() ![]() To me, the build up was slow until my first encounter with Elizabeth. With Bioshock Infinite, I felt a different kind of uncertainty in the first few hours of the game. Add that with Thalassophobia, my personal phobia of large masses of water such as the ocean, and this is a game other than Dead Space that will always cause a layer of uneasiness to me while playing. This was further enhanced with the Bioshock 2’s ‘There’s something in the sea’ campaign that went viral pretty well. When the first Bioshock was launched, I recall the game was highlighted for being the first game with excellent water effects. I admit that prior to its launch, I was very sceptical about the game being set on another world that is opposite from what we’ve seen from past two Bioshock games. Three days after my first playthrough, I am still ‘infinitely bio-shocked’ from the conclusion of the story campaign. ![]()
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