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Mike Rentas
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I think you're reading too much into it. Booker spent 20 years not shooting people, and there's very thin motivation for him to start again (the cops are going to arrest me, better kill 100 people as violently as possible?). They made a shooter with a story, but trying to justify the generic shooter mechanics as integral to the plot is silly. Like in the original Bioshock, the fact that they add a story bit pointing out that games are linear doesn't mean they didn't make a linear game, just that they had some fun with the writing.
Toggle Commented Apr 9, 2013 on Shooter apotheosis at Brainy Gamer
1 reply
I 100% agree. I thought the lip service they paid to Elizabeth being momentarily freaked out the first time she sees you go on a killing spree before she starts tossing you fresh ammo really hurt her character development, and felt mildly offensive to my intelligence, as if I'm supposed to see that bit of scripting and think "Oh I'm so glad someone finally addressed that!". Meh. The sad thing is, this isn't limited to the FPS genre in the slightest. Look at any modern RPG - Skyrim, Dragon Age, Final Fantasy 13, World of Warcraft, Mass Effect - while these all give much more breathing room to their story than Bioshock (and some even have dialogue systems!), the primary gameplay loop in each of them consists of running around and killing massive numbers of people with swords, spells, arrows, etc. Look at any Mario game (kill goombas to get to Bowser so you can kill him). Look at basically any game that isn't trying to simulate a real world game (chess, racing, football). Kill, kill, kill. You're definitely not a lone voice in the wilderness, though. There are a number of big flaws with the game, and people definitely have noticed them. For instance, here's a really good take on the issues with its take on race: http://superopinionated.com/2013/04/03/booker-dewitt-and-the-case-of-the-young-white-lady-feels-a-bioshock-infinite-review/ -- And here's one on why its violence is a problem not because it's inconsistent with the characters and narrative, but because it alienates a large chunk of its potential audience: http://www.polygon.com/2013/4/2/4174344/opinion-why-my-wife-wont-play-bioshock-infinite
Toggle Commented Apr 9, 2013 on Shooter apotheosis at Brainy Gamer
1 reply
(Overall though, totally agree -I'm hooked in spite of myself too)
Toggle Commented May 22, 2012 on Comfy conditioning chamber at Brainy Gamer
1 reply
Is it any more derivative of Diablo 2 than, say, Gears of War 3 was of GoW 2? Let's not even talk about "genre conventions".
Toggle Commented May 22, 2012 on Comfy conditioning chamber at Brainy Gamer
1 reply
I see a few mistakes in the creative process as described in the post. First, it sounds like she was rejecting potentially interesting ideas because they might be disturbing/shocking/disrespectful, but art CAN be those things. Of course, the time and budget constraints would have made it impossible to pursue many prototypes on this particular project, but the failure to choose a direction speaks to a lack of vision and conviction in the artist, not a limitation of the medium. Second, it sounds like there was a very limited definition of "game" at play here, kind of a sense that unless it had a very traditional game mechanic (puzzles, exploration), it wouldn't succeed as a piece of art. Finally, the decision to rule out using both the actual story the film was telling AND the location it takes place in... I don't see how you could possibly make a game about *any* true story with those constraints.
Toggle Commented Mar 13, 2012 on Hitting the game design wall at Brainy Gamer
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May 11, 2010