By Sparky Clarkson on June 29, 2013 - 8:02pm.
The discussion around BioShock Infinite's combat doesn't just involve the question of whether its quantity of violence is essential to the story (yes), or whether telling a story where its quantity of violence is essential is interesting or worthwhile (no). Some of the discussion has centered around the question of whether the combat mechanics are any good. Eric Schwarz has written a fantastic post that describes most of the combat mechanics, and I want to expand on it a little. Even though I think violence helps to express the kind of character Booker is, I don't think the combat systems of BioShock Infinite do much to help characterize him, and in some ways actively oppose that characterization.
By Sparky Clarkson on June 25, 2013 - 4:45pm.
Save a Bullet for Yourself
HIGH Clearing a room holding 6 drones with 6 bullets.
LOW Finding absolutely nothing of use in that room, just like the seven previous.
WTF What's going on in this room full of crystal?
By Darren Forman on June 8, 2013 - 12:13am.
The Devil's Backside
HIGH Some melee kills are decently animated.
LOW An utter lack of excitement from start to finish.
WTF The Devil doesn't even make an appearance in this game. Liars!
By Brad Gallaway on June 7, 2013 - 10:29pm.
You Got Your Multi in My Singleplayer!
HIGH Getting caught in a jam and getting unexpected backup.
LOW Getting caught in a jam and not getting unexpected backup.
WTF Twenty-five hours and not a single machine gun better than my first one?
By Darren Forman on June 1, 2013 - 8:07pm.
HIGH Stepping out onto the irradiated surface in the midst of a downpour.
LOW The stealth approach is so overpowered it can completely break immersion.
WTF Those dancers jiggle harder than the Dead or Alive girls.
By Guest Critic on June 1, 2013 - 7:37pm.
The term "Space Marine" has always been something of a misnomer. For all the "space" implied in the name, the vast majority of space marines do their fighting on good old terra firma. And while that same basic contradiction is true for Dust 514, there's no denying that its success, in this case, could connect gamers to the stars in one of the most ambitious ways imaginable.
By Brad Gallaway on June 1, 2013 - 6:51pm.
Packing Heat from the Last Generation
HIGH Mastering combat and getting through bosses untouched.
LOW The forest area kills the pace and drags on for way too long.
WTF What the heck is neblading?!?
By Sinan Kubba on May 23, 2013 - 2:05pm.
It's the end of a generation, and the GC crew takes a look back at the era that was. We throw out our Most Overrated and Underappreciated games of the past gen, and somehow we were all still on speaking terms afterwards. Also, some bonus talk on the magic of Pokémon. With Sinan Kubba, Chi Kong Lui, Brad Gallaway, Mike "I Hate You All" Bracken, and Richard Naik.
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Please send feedback and mailbag questions to podcast (at) gamecritics (dot) com.
By Christopher Floyd on May 20, 2013 - 7:50pm.
At E3 2011, as part of the Electronic Arts press conference, Insomniac Games announced Overstrike—a campy, over-the-top cooperative shooter. Around a year later, the game had received a facelift and a new name: Fuse. I spoke to Insomniac Games' CEO Ted Price about rebranding, multi-platform development, and what it is like to launch a brand-new franchise at the end of a console cycle.
By Sparky Clarkson on May 20, 2013 - 7:35pm.
BioShock Infinite is a violent game, and it has to be. That's a contrast to BioShock, an equally violent game where combat conveyed nothing about its main character and had little to do with the game's themes other than spurring the player to engage in its various economies. Any stimulus—using plasmids to solve environmental puzzles, for instance—would have sufficed. That's not so in Columbia. Violence is essential to who Booker DeWitt is, and what Columbia is. Their story cannot be told without it.
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