AWESOMEoutof10's Fraser Brown explores the importance of violence in BioShock Infinite after the aspect's recent condemnation.
"Have no doubts about it, Infinite is a brutal, bloody title that contains countless scenes of gratuitous violence which would make most people feel uncomfortable. Necks are broken, heads explode, men and women are riddled with bloody holes and enemies are pecked to death by supernatural crows. It’s exceptionally disgusting. And it’s also completely necessary."
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.
That's probably the single best thought out article i've seen on this subject to date. Seriously, i've heard the game condemned repeatedly over this but that's some incredibly detailed reasoning you have for it there.
Maybe I'm already desensitized, but violence isn't the first or fourth word I'd use to sum up my experience with this game. The only thing that really stood out in violent-acts was the melee executions. The other things like Vigor-finishers or the plot-elements didn't really phase me. As weird as this is; it was the lack of focus of violence that made this game memorable to me.
I pretty much agree with the article. Bioshock: Infinite is one of the rare games where such level of violence isn't used just for the sake of blood-splattering.
Columbia is a decadent world, powered by several kinds of extremisms: racial extremism, religious extremism, political extremism. Booker Dewitt's past, Comstock's ideology, the Vox Populi,... Columbia is the prey of violent minds that would do everything necessary to fulfill their mission.
In those circumstances, in my opinion the use of such "extreme violence" is then a way to illustrate this decadence, and not simply a marketing way to attract gamers looking for free violence.
I do agree that this is an impressive and well thought-out article but I have to admit that I actually felt nothing when killing everything. Am I a monster? No (at least probably not).
The violence, for some reason, didn't faze me. Especially not as it affected the people in the article. When I first experienced the sky-hook and the execution cut-scene I truthfully thought that the hook looked really cool, almost ignoring the brutality of the killing.
Maybe I'm just desensitized from all the other violent games I've played but I never experienced any physical reaction from killing something in the game.
(I will admit that I haven't finished the game so maybe there is something worse but so far everything has been pretty tame)
I guess I aligned with DeWitt and thought that I had to do everything in my power to get to Elizabeth even if that meant killing everything in my way, even if she hated me for it.