PLAYER COMMENTS ABOUT BURIAL AT SEA

* See also Burial_At_Sea_Illogic
* See also Bioshock_Illogic
* See also Burial at Sea
* See also PLAYER_COMMENTS_ABOUT_BIOSHOCK_INFINITE
* See also PLAYER_COMMENTS_ABOUT_BIOSHOCK_INFINITE_2
* See also PLAYER_COMMENTS_ABOUT_BIOSHOCK_INFINITE_3
* See also Infinite_Stupidity
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A Player Says :
That confusing mess about the motivation of the Luteces to make Elizabeth kill Daisy, what's that about ? They said something like 'To make a girl becomes a woman' and Daisy replied with 'Blood'. That sounds pretty evil and creepy of them if you ask me.
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BaSx Player Comment :
Torture scene in BaS part 2 ... It’s a really strange writing choice. They could have written TONS of different ways to end the trilogy but they decided a 10 minute torture ending where you can’t do anything and watch your main character scream in pain and agony until her death is just ... It’s not a badly written ending. It’s not a great written ending. But the writers sat together and said "Yeah this is how we are going to say goodbye to our fans." Really strange choice and I have no desire to play this DLC again knowing that the long journey ends on that note.
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Burial At Sea flanderizes every character who appears in it, making everyone act like morons in a cobbled-together plot which actively contradicts major elements in both previous games. That plot ignores the first game's core theme just to set up Elizabeth as the ultimate hero of everything. 
> flanderizes
TIL : https://en.wiktionary.org/wiki/Flanderization
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Player Comment :
It doesn't help that with BaS, Levine decided to retcon/reshape Rapture's previously self contained story and then turn it into his own little fanfiction by shoving Elizabeth so far up into it's lore, let alone, making her literally central to the story.
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Player Comment - Infinite Burials :
Fundamentally the whole premise is flawed as : The baptism cannot be the sole blockable event for producing all the events in the game in a M-Worlds quantum universe. With infinity, low probability is no longer a preventative of anything. Barney the Dinosaur from 70 years later can be a quantum god and with Time Travel backwards and become Comstock/Booker/Anna/Elizabeth/Jack/Ryan after eating a randomly genetically altered Burrito. Just one of infinite other possible universes all leading to Comstock, et al. 
Likewise, every prior event back to the beginning of time, besides this baptism event, would produce their own infinite subsequent universes, many of which in their infinite breadth lead to Comstock.
The game can only show you what it shows. In an infinite M-World universe there is infinitely more it cannot show which, but by the game's own definition, has to be there.
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BaSx Comment :
Having literally 90+ % of standing people's conversations you overhear be discussions of Objectivist philosophy and how great Ryan is sounds forced and awkward. It didn't feel like I was seeing real people.
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Player Coment : BaSx Contradicts Infinite 
The point of episode1 is to eliminates a "final Comstock". However, all Comstocks were said to have cease to exist after Infinite BS. It could be theorized that if they travel between realities, they don't get affected, but we don't know for sure. Even if that's the case, there would not be a final Comstock anyway, as there'd be an infinite number of them and, only one would die in episode1. That makes Elizabeth's trip totally useless as it wouldn't have changed anything.
In episode2 you travel to Columbia via a Tear machine. This Columbia is referenced to as the same one BSI had ended with, that is Columbia and Comstock, that were not supposed to exist after the events of Infinite.
The BaSx plot does whatever it wants and screws over what was supposed to have happened in Infinite.
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More Internetz Commentz on Burial At Sea - A Thorough Beating :
"Remember that it is a common tropehttps://tvtropes.org/ for a female character in this style of fiction to be killed to promote the development of a male, to be downpowered with no return to that prior power, and to be killed off to motivate another character to act, usually a male. These are three separate acts that form part of a systemic, repetitive whole. Okay ? Burial At Sea does all three."
"She’s beaten to death by Atlas with a fucking wrench."
Elizabeth's causing the deaths of thousand is unimportant when a dubious "Saving Sally" is to be done ( after a REVENGE killing on 'a' Comstock is also achieved ... ) Is it not amazing about these characters which Ken Levine has YOU PLAY - this one wholly delusional in her reasons given for the mayhem she causes. She's enabling BioShock's Jack, who is a mass-murderer ( The people murdered on the crashed plane the writers never bother to mention ) before YOU ever start playing him, after which he goes on to assist Fontaine in his destruction of order and life in Rapture.
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A walkthrough commentator : "I looked around at all the pretty things, but found so little of it interactive, including the people who, when once their little song and dance was done, were just brain dead mannequins."
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"As with Burial At Sea Part 1, the torture is the Cargo Cult Creativitygoogle Cargo Cult, aping what happened in another work, without working out what that all was for."
"This DLC revisitation of Rapture regurgitates the original game's content, but with little reason behind it simply to allow a magical character to have a shooting spree."
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"We’re back to our BioShock Infinite world of "Constants and Variables", which is to say, bad and constrained writing. There’s a particular style of writing I remember engaging in when I was twelve years old, and which many other writers at that age did and which, I later learned, some writers never grew out of, which is to imagine your final scene and work backwards until you could force that sequence of events to happen. Now, for good writers, this is often quite rewarding and creates a story where the focus tightens and narrows, but for bad writers, such as the writers here, it means that artificial constraints are added to the story to justify the contrivances necessary to reach that scene. This style of writing didn’t have a name, as far as I know, beyond ‘bad’, but I’d like to suggest now we call it "Constants and Variables". In heroic fantasy, it’s often called Destiny and in videogames it’s sometimes known as Limited Resources, but the point is the same : It’s creating a story where numerous superior options and explanations are obvious and inherent but lacking in the story that you’re shown. You can contrive a story if you’re willing to limit the resources and setpieces. BUT, what about the opportunity of a setting like this, where you’re presented with a world and then infinitely more worlds next to them and you don't even use them ? "
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The Comments on Infinite Shittyness Continues : 
"An attempt is made to redeem the fucked up depiction of Daisy Fitzroy. Not to redeem her, the character, really, where she’s still depicted as Just As Bad as Comstock – but it’s an attempt to explain her leaping off the slippery slope. It Now turns out that Daisy wasn’t really going to kill Fink’s son, but the Luteces told her she HAD TO threaten to kill the boy, because if she didn’t, Elizabeth wouldn’t kill Daisy and properly grow into herself as part of the play. Note that it wasn’t a "Constant or Variable" – instead it was simply something the writer wanted done, which is why the Luteces had to flat-out tell Daisy to do it. 
With all the grace of a fanfiction author, the writers of Burial At Sea Part 2 then tell us : Oh, no, Daisy didn’t really mean it'. So you murder Daisy for no good reason, except to clumsily provide pathos for Elizabeth. This juxtaposes with Elizabeth talking about the Dewitts and a cycle of violence – which is kind of hard to complain about when there’s a powerful pair of quantum gods making sure it happens."
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"There’s also the way the existing problems with BioShock Infinite and Burial At Sea Part 1 weren’t fixed either. The game is still very linear, it’s still populated by glassy-eyed mannequins who stand around unnaturally, it’s still full of things that you should be able to interact with, but can’t. It’s still plagued by Press F To Emotionally Connect With The Experience. Under that aesthetic, there’s nothing fixed or improved from the earlier game. The change in mechanics changes nothing about the shallowness of the experience. I played through the whole game in one sitting, on medium, died twice, and never killed anyone. In the same way the shooting parts of BioShock Infinite were repetitive and inorganic, the stealth parts of Burial At Sea Part 2 are also repetitive and inorganic. Rather than simply being a byproduct of BioShock Infinite’s repeatedly rebooted development cycle, it just seems that Irrational weren’t very good at making fun games."
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Comment about Burial At Sea : It was important that Elizabeth did not feel simply like Booker "in a dress".
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Burial At Sea - "Bringing Infinite's characters to Rapture - The result is an adventure with fantastic sights and sounds that don't come together in any meaningful way. There were too many plot points and metaphors which were overly artificial."
"The players time was marred by the persistent, suffocating suspicion that they at no time had a solid idea of who they were supposed to be, or what they were doing or why they were doing it."
"It seems to have kept the Player at arm's length, rather than sucking him in and providing closure. It attempts to wrap everything up making it feel too much like fan fiction."
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