Posted August 13, 2020
New setting means... space, I guess? You pretty much need somewhere free of government interference unless they're going to go for a completely different approach.
I'd somewhat defend Bioshock Infinite from the criticisms leveled at it. As an out and out game it isn't anything special at all, but then neither was Bioshock, and in many respects SS2 was worse in purely gameplay respects and was extraordinarily unbalanced (n.b. SS2 is perhaps my favourite game of all time. Of all time!).
So, gameplay wise it's not exactly groundbreaking in any respect, but at least it's also not actively poor either. As with other Levine games it's the other stuff that makes the game worthwhile. The plot is typical Levine fare, trying to deconstruct an -ism* through game plot is always ambitious given that most game plots are either vestigial, or hopelessly preachy/ inchoerent when trying to be deep; but has more or less worked every time Levine has done it even if just as a scaffold to hang a more standard plot on. The main problem is the same as with the Bioshock (1) meta plot, pointing out the inherent lack of actual choice in a game then doing nothing with that observation beside making it. At least in Infinite the -ism being deconstructed is literally determinism itself though, so still having to follow the plot with no choice makes philosophical sense.
It also helps if you know a bit of quantum theory since then it's pretty obvious that the Lutece's are not exactly biological twins from very early on; plus it goes through a lot of the arguments about time travel and whether you can change the past/ free choice vs inevitability etc. Indeed, most people would consider the also trademark Levine plot twist to be at the end of the game in Infinite instead of half way through, but the Constantine/ Polito/ Ryan half way twist is there, if you know to look for it.
*the ism list, for anyone interested is:
Thief 1: anarchism (pagans+ Trickster)
SS2: communism (The Many)
Bioshock: objectivism (Ryan)
Infinite: determinism (embodied by the quantum twin Luteces)
I'd somewhat defend Bioshock Infinite from the criticisms leveled at it. As an out and out game it isn't anything special at all, but then neither was Bioshock, and in many respects SS2 was worse in purely gameplay respects and was extraordinarily unbalanced (n.b. SS2 is perhaps my favourite game of all time. Of all time!).
So, gameplay wise it's not exactly groundbreaking in any respect, but at least it's also not actively poor either. As with other Levine games it's the other stuff that makes the game worthwhile. The plot is typical Levine fare, trying to deconstruct an -ism* through game plot is always ambitious given that most game plots are either vestigial, or hopelessly preachy/ inchoerent when trying to be deep; but has more or less worked every time Levine has done it even if just as a scaffold to hang a more standard plot on. The main problem is the same as with the Bioshock (1) meta plot, pointing out the inherent lack of actual choice in a game then doing nothing with that observation beside making it. At least in Infinite the -ism being deconstructed is literally determinism itself though, so still having to follow the plot with no choice makes philosophical sense.
It also helps if you know a bit of quantum theory since then it's pretty obvious that the Lutece's are not exactly biological twins from very early on; plus it goes through a lot of the arguments about time travel and whether you can change the past/ free choice vs inevitability etc. Indeed, most people would consider the also trademark Levine plot twist to be at the end of the game in Infinite instead of half way through, but the Constantine/ Polito/ Ryan half way twist is there, if you know to look for it.
*the ism list, for anyone interested is:
Thief 1: anarchism (pagans+ Trickster)
SS2: communism (The Many)
Bioshock: objectivism (Ryan)
Infinite: determinism (embodied by the quantum twin Luteces)