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Post will of course contain spoilers

The game for me was ~11 hours and I wasn't even spending that much time searching for Voxaphones etc. But the game isn't longer because there was a lot of iteration during development, just look at the early gameplay videos they released almost nothing from them is in the final game tho some elements have been altered and added into other sections. As the story and gameplay evolved they cut large sections of the game that just didn't fit any more. Having a bunch of extra padding wouldn't have made the game better ether.

The gameplay wasn't terrible original but it was very solid and quite enjoyable with plenty of variety in how you tackle each encounter with all the different powers, weapons and the skylines. The large mini-sandbox environments and powers as well as the different enemies make it play nothing like CoD, being a FPS with ironsights doesn't make it CoD that is a silly comparison.

I am not sure why not having lots of "Boss" encounters is really a complaint boss fights don't automatically make the game better, the boss fight in Bioshock was pretty terrible anyway. There were cases of sort of miniboss fights throughout the game every time a handyman shows up for example, or the Zeppelin battle near the end etc, boss fights don't really need to be against one really strong enemy. And it's not a random ghost if you listen to the dialogue and pay attention to context it explains what it is and why it is there. It's not a hugely enjoyable fight and is a bit of a slog but then again it's not meant to be. When I played through it Elizebeth threw me lots of ammo whenever I was running low and you can loot corpses so I don't really get that complaint. If you didn't like the fight I don't see why you would want more anyway.

Having Vigors around feels a bit shoehorned in, but if you listen to the people talking at the fare plus a couple Voxophones that are around it explains why they are there and why their use isn't that widespread. It is mentioned that they were invented by watching a certain Biologist through a tear, which implies that they were invented by observing the work of Dr. Brigid Tenenbaum who invented Plasmids. They were also recently introduced and the public also distrust the new technology one person mentions that they will wait until Fink works out the kinks first for example, they also cause horrible painful hallucinations when ingested and other side effects.

If my interpretation of the ending and post credits scene are correct (It's probably way off). There are an seemingly infinite number of worlds but they are mostly small insignificant differences, different colour book, whether Elizabeth wears a bird or cage symbol on the jewellery etc. There is a near infinite variety of choices but that one choice is a tipping point in Bookers life and presumably the earliest point that can prevent all the permutations with Columbia but also not so far back as to completely change the world. You see if we assume that the post credits scene shows a universe where booker still has his daughter Anna/Elizebeth I assume that Elizebeth (and all her permutations) went through every version of the universe where Comstock was born and killed him. Meaning that she could grow up with Booker as Comstock would never steal her away.

The Lutece Twins are the same person from different timelines. If what I gathered is correct Rosalind Lutece first opened a tear for Comstock (and provided the tech to create Columbia) she then went through a tear and encountered the male version of herself Robert who she then pulled through into her own timeline, and then when Fink sabotaged their machine used to create Tears (on Comstock's orders) they were essentially disconnected from any timeline and able to cross timelines at will. They are scientists and experimenting by bringing Booker through as Robert wants to erase the timeline where they stole and imprisoned Elizabeth tho Rosalind is implied to be against the idea.

As for bookers memories he doesn't forget why he is in Columbia he doesn't actually know. He is pulled through a tear into a boat and given a box with a key, gun postcard etc and told to find the girl in the tower (Elizabeth). His scrambled mind fills in the blanks piecing is existing memories together to explain why he is there. His mind uses his memories of giving up Anna to clear his debt to explain why he has to rescue a girl, which he has been trying to forget for years by drinking etc. He hasn't heard of Columbia because in his world it was never built, he doesn't forget his motives for going to Columbia because he never had any. The hops he made with Elizabeth where much smaller, only very minor changes were made and he didn't really have any reason to fill in the gaps as he is aware of passing through the tears rather than being pulled through.

The game is far from perfect by any means, putting key story elements into collectables is kinda stupid especially as many are so hard to find. And some of the combat sections feel like padding etc. And is a bit overated to be sure, tho it is a great experiance.

 

P.S. I very much reccomend playing through a seccond time you really notice a lot of little hints that you miss the first time through.



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