PLAYER COMMENTS ABOUT BIOSHOCK INFINITE 3

* See also Rapture Bioshock Player Commentaries 
* See also Infinite_BS & Infinite Stupidity
* See also PLAYER_COMMENTS_ABOUT_BURIAL_AT_SEA
* See also Infinite_BS_Unlove
PLAYER_COMMENTS_ABOUT_BIOSHOCK_INFINITE (Continuing)
PLAYER_COMMENTS_ABOUT_BIOSHOCK_INFINITE_2 (Continuing)
Infinite was 'Mary Poppins' with Guns
== COMMENTS FROM PLAYERS AND ONLINE REVIEWERS FOR BIOSHOCK INFINITE ==
Strong Criticism :
The story is abysmal. It tries to touch on so many themes and concepts that it doesn't do any one justice. Its interpretation of quantum mechanics for example makes my blood boil, as it's clear they don't have the first clue about it. The multiverse is needlessly tacked on, the plot doesn't make sense, and the centrism in the Comstock/Fitzroy storyline is simply disarmingly disingenuous and downright terrible. The world building is half-assed, to the point that Vigors don't even factor into it in the slightest. Compare that to Plasmids and there's just no contest. What is this game about? Everything and nothing, that's the problem. BioShock 1 was laser focused, and that was its biggest strength by far.
The DLC... Sorry, I don't have the fortitude to go into such a low effort, fanfic-level travesty.
---- 
Lameness :
After seeing what the 'Vox' are/did/do in the Infinite game I thought : "If Levine and his writers instigated a 'Revolution' this way, they would all be dead in less than a month."
----
A Commentary on Columbia's Humongus/Grotesque Signage/Advertisements :
The people on Columbia are trapped. They cannot get away from this awful environment blasting them in the face as they stroll the streets Forever. It is clearly overdone and ruins what little architectural finesse or style Columbia's buildings might have had. It has become a sad jumbled and cluttered and festooned gaggle of buildings welded oddly onto each other. Look at any picture of the 1893 Exposition to see how to be aesthetic.
The crass overwhelming commercialization nature of it all flies in the face of the whole intended HOLY City of Eden idea. (( Levine & Co should have made up their minds about what actually Columbia was. )) 
Small reasonable signs should be placed appropriate. Most of those gross advertisement would be restricted. Signs should NOT be marring every view. It is also a matter of cost and maintenance expenses for businesses, who should not have such monstrous signs cost as much as furnishing the interior of their store. A huge sign's maintenance bills would eat most of the owner's profits. These realities seem lost on the games makers.
(( It is kinda like the Infinite BS game company's having spent the second $100 million on Marketing, INSTEAD of developing a better game ( or not needing to spend as much -- which of course ate into the profits the parent company wanted. )) 
---- 
Implied Meaning of BioShock Infinite : "The bad guy is a result of baptism and religion. The good guy uses his own intellect and muscle for redemption; which he gains by giving his own life. Bigotry and misery are shown to be a result of religion ( Christianity in this case, as the baptism was clearly Christian considering the preacher says “give your sins to Jesus” ). Freedom and understanding is shown to come from your own intellect and by understanding science. That Free choice is an illusion, as all alternate choices have been made in an alternate reality already."
(( Comstock and Columbia, when inspected, have little to do with Real Christianity. The resemblance is being used by Levine and the writers to try to divisively infer that is what the historic time is about, unto the ignorant. The question : Is it the result of bad writing or intentional anti-religious propaganda ? ))
----
Short Commentaries :
"Infinite was 'Mary Poppins' with Guns "
.
"I was hoping for an actual BioShock sequel that would be good, like 2 was. As in, a BioShock 3, that takes place in Rapture, which is where BioShock belongs. A game that isn't weighed down with a nonsensical plot that has its head up its own ass, nor following a gameplay style that is completely antithetical to what BioShock is supposed to be. Infinite was a rail-based COD wannabe with predictable fighting areas that uses an energy shield like Halo, for... some reason."
.
"Columbia was just a poor Redo of Rapture - It came off not as a real city, but more like a prop for gun battles."
---- 
Infinite Propaganda Technique in The Game :
"The Propaganda in the game was not explained. So many of the philosophical points actually have no actual telling in the game, yet were added indirectly into the game’s narrative to make it visible; a perfect propaganda technique. Nobody quite states it, nobody shows it, no narrator explains it, no quote on a loading screen describes it. However, what is actually seen in the game, and the message that is actually being exposed, without reading in some sort of deeper meaning, is simply : “The bad guy is a result of baptism and religion”, and that “white religion is full of sick bigoted fanatics that want to exploit others.” THAT is actually what the game illustrates.
The reason why my explanation holds up, is that the act of baptism itself is shown to be what actually causes Booker to be Comstock. It doesn’t show what was taught to him before and after. It shows no history. It just shows a baptism. The game then says that no matter what happens after baptism, HE is Comstock, thus baptism is the evil. Remember, in this game, Booker has done this over and over, at least 122 times already, and each time Comstock is the result of this "Christian" baptism. That is what is shown. The solution in the game is a simplistic “pulling out the root” ...
As to Free Will, some in Science (String Theory) say it is an illusion. Sorry, that is exactly what they state. In fact, their response to a Free Will claim is “the actions of electrons prove free will is an illusion”. Such books as “The Elegant Universe”, “The Cosmic Landscape” (a joke to read), and its alter-ego “Not Even Wrong”, state similar. In fact, the most frequently asked question to those discussing String Theory and Quantum Mechanics is “does free will even exist ?”
(( If free will is as illusion, then nothing those doubters say means anything or matters, nor is anything they do an achievement or have value. As THEY define it, it all is just a deterministic puppet show being watched by soulless puppets -- all devoid of good and bad, all merely is just dust swirling about. They must be very sad people to believe this. ))
----
"It kills me that in Infinite the only effort spent explaining or justifying how Gears worked or why they belonged in Columbia was slapping a "Fink" sticker to them. As a result, for me, they feel like this glaring game play mechanic that was only included in the game because, "well Bioshock 1 and 2 had gene tonics, and since this is a Bioshock game, we have to have them too". I just wish the same effort was made to blend this gameplay mechanic with world building."
----
"The moment the game's story lost much credibility was when you hop into another reality to find Chen Lin. The Lutece Twins are waxing philosophical about their coin and you and Elizabeth both decide it is a good idea to go to another reality because Chen isn't dead at that spot. Booker seems too unworried about this.
These Tears are mysterious. Dangerous maybe. And how do you know Chen isn't dead in another room? Even if you find Chen and his tools, how do you get them to your original reality? What if in this new reality, mighty Cthulhu has returned and has once again claimed Earth as his? When they do find the tools, Booker even says something along the lines of, "Great, how will we get these weapons to Fitz? We should have thought this through. "I love when writers blurt out their thoughts to the characters. Also it is real exciting to be talking calmly about multiple realities, and our main protagonists don't even formulate plans around it.
They eventually hop to yet another reality where the revolutionary war has begun and they basically quit trying to find her guns because they figure they can just get the airship which cancels the last two hours you spent looking for tools making it all pointless.
They probably could have ignored Fitz and took another airship. I even tried to work around this with saying the message of the game was about the pointlessness of everything which is a theme in multiple realities since there are an infinite number of you and you are not special. But the end of the game makes your Booker, the playable protagonist, the centre Booker; thus, when you die all things will be set right - which kills that motif. Maybe Levine added this because he felt gamers would be unsatisfied with coming to this realization, so he added the silly drowning to give a false sense of closer? But then he RetCons this anyway with his DLC, so that's a pointless thing.
What I listed are pretty much plot holes and inconsistencies, which for a story driven game is a massive detriment."
----
Yet another Player Commentary About the BioShock Infinite game :
I played it when it came out, hated it. Couldn't really put my finger on why though. However, I gave it a second chance and played it again and really really focused. And it was worse than I remember it being.
I spent 25% of the time actually playing the game. The other 75 % was being forced to go along in an interactive movie about a dumb multiverse paradox that was poorly delivered, and which I really didn't care about.
First half of the game is getting Elizabeth. Then you spend 5 minutes tiptoeing around racism and revolution which the writers obviously were too PC or immature to actually discuss. You learn nothing from it, and Fitzroy is killed just as she appears. Then you turn around and the entire city is burning.
But who cares? We now have to run off and get Comstock. But first we fight the ghost of his wife 3 times. Why ? Because we need DNA for the door ? We get to Comstock and the whole "Constants and Variables" bullshit is shoved at me for like THIRTY MINUTES, and I'm not even playing the game anymore. I'm walking from door to door.
I can appreciate a really deep, intelligent story wrapped around an immersive environment. Bioshock 1 was this. Bioshock 2 was this. You play those games with full player agency, and you come away a thinking human being. Infinite though ? It is laughable and worrisome that people called this game "genius level" writing. How ??????!
I'm legit mad right now because I just played an 8 hour quicktime event about jumping from dimension to dimension. Nothing in this game is intelligent and the game takes itself far too seriously. Attempting to impress more than what it is worth. It is pretentious.
A brief list of what I despise about this game:
* Not the Beauty of the city, but it has no sense of scale and zero interactivity for the player and its people. The game Introduces racism but is too 'PC' to actually talk about it. Every potential thought provoking idea is dropped in favour of the stupid multiple universes crap. You can't call this game genius level writing when it can't introduce and deliver mature concepts aimed to expand thinking and perspective.
* Voxophones do nothing to introduce any history or nuance about the city. Whenever I wanted to listen to the shitty Voxophones, Elizabeth frequently starts talking about it, interrupting.
* Absolutely zero choice. Even Jack in BS1 had agency.
* Vigors are in the game only as a nod to BS1/BS2. They are unimmersive in the world of Infinite. Most of them are literally just stuns... They are blindly added.
* Amazingly HUGE step backwards in level design and FPS mechanics. Linear corridor and staggered arena shootouts. Zero exploration. Zero interest to have a look around. Lockpicked containers are mostly trash. Enemies were just bullet sponges. 2 weapon limit with silly upgrades.
* Zero sense in the gears. Most of them are relevant to Skylines ... but most of the fighting happens off of them. You cannot build a character, you play the same guy over and over again. Zero agency.
* Elizabeth is locked in a tower her whole life. The minute you break her out, she is immortal, able to find you things and is handling herself better than Doomguy. Despite having zero outdoor experience. "B-b-but, she learned through tears and books!". So why do I need to break her out? Stupid.
* Dumb infinite timelines ... Its not elegant nor is it intelligent. Time/multiverse paradoxes exist only for interesting conversations. Not for games or movies. See Avengers End Game or MK10/MK11 and to a small extent, X-Men Days of Future Past. Time travel, etc, meant that every player action had zero consequence. There is no line to be drawn when jumping from time to time or universe to universe to recorrect an event in a previous time line.
* When you travel to the Revolution universe, Elizabeth is continually treated as if she is the Elizabeth from that universe ... This is a huge plot hole and is a big irritation along with the other alternate universes issues.
* Bioshock 2 fixed all of Bioshock 1's problems and didn't have any of Infinite's problems. Yet it is generally placed lower than Infinite????
* Incredibly large amount of scripted sequences ... Supposed to be a game not a walking sim.
* "INFINITE UNIVERSES BRO. 2DEEP4U" It is a stupid thing to base a game on and afflict the player with. 
----
 A Player's Comment - Reasons Why Infinite Is Disliked :
"I'll try to sum up the game. Lutece found a particle that makes things float, built a city, discovered alternate realities, then discovered Tears, and then those Tears happened to be able to open directly into Rapture to allow stealing blueprints for the bouncers which built the songbird, and lots of the Tech in Columbia. So basically, Columbia stole from Rapture. I feel this is extremely lazy writing. Boring even. There is no other connection between Rapture and Columbia, and that is a shame.
What a coincidence you later learn Tears opened in Rapture, an underwater city where if a Tear opened in the wrong place a massive flood of Ocean would flow out. There is a infinitely large universe for them to more likely have opened onto.
This is why BioShock Fans have an eternal struggle with Infinite Fans."
--- --- ---
 'Comments' About Infinite :
* I never played the DLC but the base game sounds barely thematically similar. I found the Infinite plot extremely contrived, and references to Rapture retroactively ruined the BioShock universe for me. 
* The plot was lauded for its creativity, but the ending made no sense to me. IMO it had its head up its ass. 
* I really couldn’t give a damn about Booker, et al, and there was no sense of danger since Elizabeth could practically fix everything.
* The Gameplay is not comparable to BioShock. Infinite (in the base game) played like a rail shooter mixed with CoD. 
* The 3 warring factions were completely done away with, and everything was scripted. 
* Security systems existed for one crappy level, and the big guy fights were COMPLETELY scripted. 
* The original BioShock let you manipulate security, Splicers and Big Daddies organically throughout the majority of the game. No such thing existed in Infinite. It is a shame too because it’d have been so easy to implement. 
* You could only have 2 weapons at once. No alternate ammos. Why? Stupid decision. Limit the Player options even more. 
* The Atmosphere was okay, but rarely scary. It was extremely sullied by Elizabeth doing whatever she wanted. A lot of lost potential here as well. 
* Exploration basically didn’t exist. The majority of the game was a line. BioShock wasn’t open-world or anything, but there were a lot more avenues and IMO better level design in general despite the god awful last hour.
* Believability in general is terrible. I believed System Shock easily. BioShock took a little suspension of belief, but the world was so meticulously crafted that it was believable just by its nature. 
* Infinite wants you to buy into its shoehorned themes. That racism thing was one of the dumbest, most obviously pseudo-intellectually designed things I have ever seen in a game.
* The Infinite game just felt like shit. And it was short too, 8 hours on hard mode I think. No, I didn’t rush through, there just wasn’t that much content. And the only thing it made me think about was what the fuck the central message even was.
--- --- ---
BS comment - There is a major disconnect between the game play and the environment.
Booker eating out of the trash feels out of place. Columbia is allegedly a functional city. Why can't he just buy food or steal it off shelves ? At the start of the game you see a man selling hot dogs or some type of food. In Rapture, it made sense for Jack to go into the trash, as the City had already fallen to pieces, was thoroughly looted, and Jack had to find and eat whatever he could find. 
--- --- ---
Player Comment :L
Pre 2011 Columbia looked awesome, but people then were angry the delivered game wasn't like the demos. It didn't help that A guy on the team said all those cool things the belltower falling, the telekinetic shotgun and the zepplin being summoned were made scripted on high end PCs, were far from "dynamic events", and so was never going to be that way for a Player. People see that the game we got was dumbed down, and they wish they could go back to that first viewed Columbia. But, again, this still falls into the potential interference with Ken's plot and the limiting of creativity. 2K screwed the Players, and it is unfortunate BioShock has a bad game in its series.
--- --- ---
A Player's Comment :
"I felt myself less engaged every time they hopped into an alternate Columbia, like where the gunsmith wasn’t dead or the Vox had the guns. I know it makes perfect sense in the scope of Elizabeth’s powers, but it somehow took away from that first Columbia I felt I had become intimate with. In the original BioShock I felt very much rooted to solitary Rapture and my imagination went wild with what happened before Jack arrived. As far as story is concerned, when everything can suddenly be different by going through a Tears, everything in the game is thrown down as trivial."
--- --- ---
A Player's Comment :
Infinite Bullet Sponge game. In BioShock- you picked your battles. And you picked your resources and ways to do it. You changed your ammo types. I've played that whole game just using the wrench - 90% of the enemies were NOT spongy. In Infinite- there is next to no exploration. It is all linear. BioShock had levels that were far more open-ended and encouraged different ways to approach situations. In Infinite originally the game was to have that same philosophy. Then that all was removed for the sake of simplifying the work the gameplay needed to be produced. It was done because the game kept getting behind schedule. Rod Fergusson was brought in because it was looking like the game wouldn't release. All the cool mechanics - choices - and more open level design were removed, to push the game to release. There's a few interesting interviews about it by ex-developers that a quick google search can help you find.
--- --- ---
A Player's Comment
"There was actual strategy to fighting Big Daddies in BioShock 1/2. In Infinite everything was made big, flashy, and speedy. There was no time to set up how you wanted to fight a boss character, it was just there, with far fewer options available to you.
--- --- ---
Player Comment : 
"It is dumb. It is a dumb, dumb game written by dummies for Players that they thought were dumb. And that makes me sad, because we deserved better. It is very sad when I see someone say they have played Infinite but not the first two games. A little part of me dies."
--- --- ---
Player Comment : 
"A lot of BSI felt empty, most enemies just spawned in waves and had barely any interesting vocal barks to differentiate them. BioShock 1+2 had a whole bunch of splicer types and turrets and cameras and BD you'd want to not accidentially draw into the fight, coupled with the unique Ammos you needed to pick targets effectively in a big swirling mess. The world felt more real since everything was in the level so you could go stealthy until you wanted to strike, it led to much more planning and you had the tools to do it.
--- --- ---
A Player's Comment :
"All the hypocrisy of Columbia is just another reason Infinite's setting is so lazy compared to Rapture; Like Why is a society so focused on religion selling a vigor called 'Devil's Kiss'?".
"BaS - the point of most of it was to stitch together some excuses and explanations for some of Infinite's more glaring plotholes." 
"Everything Infinite does is stale social commentary that has little direct relevance on the plot."
"Racism is another big issue the game tries to bring up, but then it demonizes Daisy Fitzroy into being the exact same sort of monster Comstock is with zero build up nor much explanation."
--- --- ---
Player Commentary
Elizabeth remains a wonderfully animated character. Like something out of a Disney film, if a Disney film included impaling the heads of hundreds of humans. It tries to tie themes of slavery, racism, and religion, before it says sod it and has you murdering everyone with a sky-hook
--- --- ---
Player Commentary 
So The BioShock Success was just blundered into ???
I'm watching the director's commentary for BioShock and I'm just amazed at how many of the most pivotal parts of the game were arrived at entirely secondarily.
- Ken talks about how they started with wanting to create an isolated world for gameplay reasons, similar to SSII, so they just chose an underwater environment to fulfill that.
- They then come up with a justification for why anyone would build a city at the bottom of the sea. Ken says he was reading Ayn Rand's "Atlas Shrugged" at the time and wasn't even really aware of the political connotations of the book at the time (seriously?!) but thought that the sort of characters he found in the book would want to build a utopia underwater. That was it.
- Having established the time period and the reason for Rapture, they then move on to art direction. Ken just happens to take a trip to Rockefeller Center with his wife and decides that an art style that he saw there that was in vogue in the US at the time that Ryan conceptualized Rapture would be good for the game. What if he hadn't taken his trip? Would it just have been garden-variety post-apocalyptic-chic?
- So they've now got their world sorted out, which they acknowledge is the most important part of the game. They come up with the WYK, which they said they never expected would have had the impact it had, and instead talk about how much time they spent on environment details with variable atmospheric systems that never got used except for lighting.
- The Big Daddies were originally supposed to just guard slugs. The decision to have the moral dilemma of harvesting Sisters was an afterthought much later in development.
- The opening sequence was an afterthought, created in the last month before release.
- Seriously, they spent so much time talking about things that no one cared about, that they didn't use, and every time any of the most glorious parts of the game come up, they're like "Oh, yeah, I guess we thought that was cool, but we didn't think anyone would think it was as cool as this Command-and-Conquer-esque AI behavior we developed to govern Little Sister harvesting that we scrapped!"
The game seems complete, and I have no idea how they managed to piece it together by just pulling things out of their ass so serendipitously. It makes me itch just watching this commentary.
Then there was Infinite BS doing it again.
--- --- ---
Various Comments :
One commentator talked about : "The writers were trying to compare an internal story (Infinite) to a external story (BioShock) is like comparing Apples to Oranges."
Wonderful ... but examine the characters (is Booker all that different from Comstock - Choice didn't change them that much, and who/what/when/how is Elizabeth part of any actual 'choice'). 
External/Internal, WHY do they/YOU need to be put through a Disneyland full of murderous gunwielding Park-Employees ???
Another Player says the atmosphere of Rapture BS1/BS2 'eerie' and 'not quite right ' OK - then they should have made Elizabeth 'not quite right ' to reflect that 'Internal' aspect, no ?
"BSI has so many plot holes in both story and game design that I still can't believe how lauded it was originally. How much of the game did those reviewers actually play ?"
--- --- ---
Deficiencies In Infinite BS :
As for Player Agency in comparison to BioShock 1 and 2, Infinite completely strips and waters it down :
* No ammo types
* No ability to carry all your weapons
* No visual weapon upgrades
* No hacking
* No research
* Linear levels
* Less control over customizing how your character plays ( completely RNG gears prevents you for actively going for a coherent build like specializing in melee or sniping or spamming Plasmids/Vigors ).
* Virtually no control over the order your obtain Vigors (BioShock 1 and 2 railroad you on your first 3 or so, but after that you're pretty free and pick and choose exactly what you want)
* Toothless choices.
* Environment hazards ( water to zap, oil to burn, explosives to play with ) replaced with Onetime boon Tears. Overall lessened the ability to be creative with your surroundings.
None of these are a big deal on their own, but all together while playing through Infinite I just felt so restricted by comparison to the first 2 games.
--- --- ---
Player Calls Infinite a Deficient Game :
* The enemy encounters are dumb. They just place them around every corner like horde mode ... Unlike the original BioShock where the engagements felt a bit more natural even though they were also hand placed ...
* The game is short, you're halfway through the game at like Finkton ...
* The insane linearity of the level design. Absolutely disgusting as it goes against the basic principle of immersive sim ...
* The enemies don't really have amazing game roles ... 
** The Handyman should be this giant threat, but I can kick his ass, and it is not really a big deal when he shows up a lot of the time. 
** The Fireman doesn't even make sense ... Why is he there ? Only because he has the Fire Vigor ... Maybe they should have made the Fireman use Undertow to put out fires, You know so he could actually fit into the lore that they barely wrote, but no.
Ummmmm, speaking of Lore : Vigors don't even need to be in the game, few ordinary citizens really uses them. I guess you could argue if more time passed then the citizens would have come around to using them like they had in Rapture. It just felt shoehorned.
What the hell were with the Skylines ? They were limited to only 35% of the levels. Not a really great city transport.
--- --- ---
Elizabeth - Eleanor Parallels :
So I'm playing through BioShock Infinite after finishing BioShock 2 and Elizabeth and Eleanor Story's feel kinda similar.
* Both girls are kept in solitary, constantly watched over.
* Both girls parent is a crazy person whom is trying to keep them away from someone.
* Both of the girls are treated like lab rats 
* Both are told they are special and superior to other people.
* Both have power over their worlds in some way. Eleanor controls the Little Sisters, while Elizabeth controls the Tears.
* Both girls are suppose to be the Children that will rule over their respected worlds.
* Elizabeth tossed into DLC Rapture has the same origin.
--- --- ---
Comment On BS:I :
Infinite's ending actively insults my intelligence by saying that no matter what happened, the previous games would have played out as they now specified so there was no choice in what you did. All is changed by the multiverse explanation Elizabeth gives. The game ending itself makes no sense with the game's internal logic.
Elizabeth kills Booker for absolutely no reason, considering there will always be more versions of him, and the Booker they kill is the one that actively attempts to help them. They are killing someone who, throughout the game has only helped them, for absolutely no reason, and it just feels insulting to me.
--- --- ---
Player Comment Said Before the Game Came Out :
Infinite looks disappointing. There's no good way to tell much beyond what has been seen and what they seem to be trying to advertise to try to drum up interest for sales. 
"Shallowly portrayed" bigots and racists. Peopled by characters which are portrayed with no believable behavior being evil simply for the story, and presented with cliches which the majority of Players may recognize as automatic symbols of racism. Segregation with lynching activities, racial slurs, religious bigotry, sexist comments, all made too obvious. Racism and bigotry goes deeper than that, acting in more subtle and less-talked-of ways than that. 
What they have shown us so far is Commonly used caricatures, which have been beaten-to-death, used to make it seem like the game is making some profound point about a serious issue. But they cravenly only touch the most shallow, superficial, and obvious parts of it. Their pantomime is not actually dealing with the issue, it is just using it as a one dimensional backdrop for a FPS.
--- --- ---
Infinite BS] Early Commentz ( Response To Promotional Trailers ) :
This game is delving so far into Fantasy and Magic that it hardly resembles the Science Fiction genre that BioShock was. All this imaginary 'though experiment' is turning into a weird-land dreamscape.
The 'Failed Utopia' 1900 America seen in the earlier trailer is all but gone, passing on to Religious Cultism and then again into Quantum Parallel Universe strangeness. Who knows what else we might see in the next trailers.
As far as I'm concerned, all that is irrelevant now. It is just excuses for duplicating the game aspects of Audio Diaries and character sub stories. Now it is just a setting for a '3D' zap-zap shootem up game, with an assortment of choreographed special effects light shows. As for any twists, what does it matter when the whole presented situation is a twisted mess with no "normal" for a plot twist' to stand out in.
--- --- ---
Hopes :
"Hoping for an actual BioShock sequel that would be good, like 2 was. As in : a BioShock 3 which takes place in Rapture, which is where BioShock belongs. A game that isn't weighed down with a nonsensical plot that has its head up its own ass, nor following a gameplay style that is completely antithetical to what BioShock is supposed to be ( Infinite was a rail-based COD wannabe with predictable fighting areas that uses an energy shield like Halo, for ... some reason )."
--- --- --- --- ---
.
.