Bioshock Infinite (1999 Mode) - Part 2
We Are The Real Soldiers...The History That Doesn't Fit In Their Books
Ok, maybe I lied...1999 Mode isn't actually that hard. Once I managed to find the vigors and weapons I loved in my past playthroughs, I've managed to consistently not die in fights and built up a nice bank of money. I'm still being careful with it, like I'm only upgrading the weapons and vigors I'm using constantly (carbine, hand cannon, Buckin' Bronco and Shock Jockey), and only if the upgrade doesn't take me below $1000. Playing safe, but not as safe anymore.
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Unlikely partners |
Elizabeth is probably one of my favourite characters in a video game this generation. Her character arc is pretty believable and she has a legitimate reason behind everything she does. The game also does a great job of creating the emotional bond between the player and Elizabeth and, while she doesn't need the protection in combat, the constant aid and her struggles to find a place in a world she has been locked away from make her an amazing companion and one who the player wants to protect from the evils of Comstock and the Vox Populi.
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The voice of the people |
As in my previous playthroughs, one area of slight disappointment is the woman above: Daisy Fitzroy, the leader of the Vox Populi, revolutionists in Columbia. It's kind of the cliche of any Utopian narrative, that there will inevitable anarchy, but there is no believable reason for Fitzroy to be the leader of the revolution. She was framed for the murder of Lady Comstock, so she becomes a symbol of freedom? Something there doesn't add up in my mind, and it bugs me a little.
I'm fairly close to the end of the game, so this will be the last update until I finish the game. Shouldn't take more than a day or two, but I can't wait. The last couple of hours of Infinite are fairly mindblowing, and I'm sure I'll still find new things to be amazing by.
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