Average User Score: 8.4May 2, 2013I'll start out by saying BD is absolutely fantastic. This game, which was initially thought to be an April Fool's joke, caught everyone off-guard when it was officially announced. In the midst of an era of straight-faced shooters, BD is one of the few to break the mold and offer a truly hilarious, off-the-wall, yet very atmospheric experience. Set in the near future, a dystopian 2007, the world is in ruins from a nuclear war and the fallout has turned everything into a bright neon color medley. Good thing too, I was tired of looking at gray cinder blocks and beige sand. BD's island sets the tone of the game perfectly with its plethora of cyber-soldiers, cyber-animals, and frikin' dragons that shoot frikin' laser beams from their frikin' heads. Now in terms of story, the game isn't breaking new ground and hits every trope along the way making it painfully predictable to those familiar with the genre and the era (which I know it was going for). That's ok though as the game plays off this with numerous references and cheesy-but-funny one-liners that make you interested in what the characters will say next. The gameplay isn't radically different from FC3's except now it's tuned to make Rex the badass feel like Rex the badasserer as he levels, instead of going from weak sauce to hot sauce a la Jason. The leveling system is now linear. The game chooses what you will get when you level up this time around instead of choosing from three different branches. It ain't what I would've done, but I can see why they did it for an XBLA (and generally much shorter game than FC3) release. I don't know how to critique music to be honest, but all I can say is that it's very 80s synth akin to the music in Mass Effect or a John Carpenter movie and every second of every track is an absolute delight to listen to. I've at times just sat on the main menu listening to that track over and over cause it's just that good.
If you're looking for yet another shooter that takes itself way too seriously, just stay far away FC3BD. If you need some variety in your shooters, or could just do with a good laugh, give it a go. It's some of the best $15 you could spend for a game.
On a side note, the 8-bit cutscenes do lose their charm later in the game but generally make no sense in the context of the game. The theme is like you're watching an 80s cartoon on VHS yet the game cutscene are video game style? Very inconsistent but it doesn't detract from the experience as a whole.… Expand
Average User Score: 8.5Mar 27, 2013Bioshock Infinite is a tough game to give a proper score. On one hand, it's one of the most thought provoking games to ever hit store shelves. On the other hand, it presents a story that seems noticeably absent for at least half the game. None of it really culminates into anything meaningful until the last minutes of the game, arguably where the game is at it's best since the beginning stroll through Columbia. While most might think that it was the most boring part of the game, it did an absolutely brilliant job of presenting the setting of both this city in the clouds and life in 1912. However, as great as the beginning of the game is, the rest of the game feels like a step back from what we got from Bioshock 1 and even 2. Why were Bioshock 1 and 2 so entertaining? Was it because the setting was just THAT good? Was it because the characters were just so memorable? Was it because they didn't hold the player's hand and let you explore large levels that could take anywhere from 1-2 hours to finish everything? Yes, but the main reason we didn't get bored was the sense of progression. When those games began, we felt weak as a player. We felt vulnerable even against 1 or 2 splicers at a time, let alone a big daddy. As we found health, EVE, weapon, plasmid, and tonic upgrades, they felt valuable like we were lucky to even have them at all. We had to put in the effort of taking down a big daddy and dealing with little sisters. Bioshock Infinite removes all sense of progression by letting the player start out as a badass capable of killing 20 or so enemies at a time. I beat the game on "hard" difficulty and not once did i ever feel challenged. The culprit of this issue is *sigh* regenerating health... yep, in a Bioshock game. This turns the game into a pseudo cover shooter. The other half is spent bum-rushing 90% of enemies with your melee attack which is ridiculously overpowered and makes the game a cake walk. Even the big daddy equivalent of Infinite, the motorized patriot, is nothing more than a push-over when spamming him with an electric punch. Infinite sports 8 "vigors" this time around which is far less than what was available in Bioshock 2. the game also has replaced "tonics" with gifts of gear. However, unlike Bioshock 1 & 2 most of the gear is useless. You will likely find yourself sticking with the same 2 or 3 pieces for the entire game and there are no upgraded versions of this gear. You can upgrade "vigors' but upgrading them and weapons alike are all done with money. Money is quite scarce for the cost of these upgrades though, so you will find yourself not upgrading many of either. Speaking of weapons you can only use 2 at a time which also makes you resort to melee most of your enemies in fear of not having ammo when you'll really need it. Also gone is hacking. Anyone who has played either of the first two remember how often you'd find yourself hacking one thing or another. Now all you do is find a lockpick and let Elizabeth pick door locks how fun for ME THE PLAYER. why am i not the one doing these things and why is something that was so prevalent in the first two taken out completely? Remember that other element that added another layer to Bioshock 1 & 2's combat the research camera? It's gone now. Researching helped alleviate the difficulty in fighting certain types of splicers but now it's all about fighting more at once than fighting enemies that feel like they spliced themselves too to become stronger opponents. The level design leaves much to be desired. In the first 2 games, each level was large and took 1-2 hours to do everything. There were countless rooms and entire areas a player didn't have to see if they didn't want just because it was optional. Infinite's level design ranges from extremely linear to quite linear. there is no sense of exploration in the game. The only actual exploration comes from having Elizabeth pick a lock that leads to a room that was blocked off along the main level so you go in, do your search for items, and resume your mission. It gets old very fast. Among the linear level design was an absence of some of the best design choices in the game. The game was heavily advertised with the sky-hook, but these section are few and far between. Any time you can use them in a combat scenario is easily the most fun part in the game but its so underused that you feel the entire game is an average on foot shooter because of it.
Gone is inventing and gone are hypos and first aid kits. It's all been turned into an average shoot em' up where health is hardly lost and most damage is absorbed by a regenerating shield so damage against you has no real consequence. There isn't even an option to turn off being revived anymore making the game that much easier and lacks any tension. Although I pretty much ragged on this game I don't hate it. It's disappointing and as bare bones of a Bioshock game as it can get. As a Bioshock game it gets a 3, as an action game, an 8.… Expand