GamesBeat's Rus McLaughlin: It’s not every day that video game players complain that a video game is too violent. But I can say without hesitation that Infinite’s often-gruesome carnage makes a very important point … one that enhances the overall experience far more than it detracts.
Twinfinite: “War may never change, but the prices of rare games do!”
"And lastly, famous Boston Red Sox pitcher Curt Schilling helped to create the action-RPG’s setting. What’s really fascinating, though, is that the game was partially financed by taxpayers from Rhode Island (which allegedly lost the state millions of dollars). Yikes!"
1. Now infamous Schilling
2. No allegedly, it did. And they couldn't pay it back.
3. What really lost the money wasn't the SP release but the MMO they were working on. This was supposed to be an introduction into the MMO world.
I hate counting limited editions for these lists. I mean, they're made to be rare and expensive. It's far more interesting to hear about the NCAAs (even if most people know that one already) and the El Chavos than some massive hit that came with a $200 statue at retail.
Most Xbox games don’t hold as much value compared to other systems. Kameo, Blue Dragon, Last Remnant , and a handful or 2 of other games that I kept.
One of the biggest TV and movie tropes in the last decade has been the multiverse, the idea of exploring multiple dimensions to uncover alternate versions of existing ideas. From both a business and creative perspective, it makes sense why established franchises are shaking things up in this way.
However, there aren't many video games latching on to this trend, as rendering multiple worlds in real-time is a difficult feat and the medium is relatively young in comparison to its contemporaries, making crossover opportunities more difficult. Still, there are a few great titles that manage enough to overcome these challenges, and here are some of the best examples.
While I love someone mentioning Planescape, not really multiverse. Planes and dimensions, yes. But, they are typically their own locations and are very rarely tied to another 'verse' let alone another plane. The only things that are directly tied are the ethereal and material planes. Otherwise, they are dimensions created of their own design and goals by the creator/owner and not comprised of 'their own version of another dimension'.
See what a side-by-side comparison of Clockwork Revolution vs Bioshock Infinite looks like.
It seems that everyone is becoming Adam Sessler
I've played games that were far more violent than this one.
The violence needed to be like this. Partly because the environment itself isn't usually as intrinsically scary as the original Bioshock. Not only is it lighter but often battles are in the open rather than in buildings so there is not so much a scary sense of claustrophobia to rely on.
Also, it made the skyhook multi-purpose. And the violence that it results in , even though it's at your own hands, gives the game an exciting, horribly fascinating, sense when you know that you will HAVE to use your skyhook in a very visceral way because the enemies are just too close rather than getting rid of them with just a vigor or gun (which, now, on their own, almost seem purely last generation).
And think of the time. World War 1 was around the corner. Al Capone. And World War 2 not long after. Infinite had to set the tone for the historical bloodshed and changes in society (a coarsening generally) that would be dominating for a few decades.
This game is far from "violent"
Tomb Raider is more violent than this