Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"We swim in different oceans, but land on the same shore"
But nonetheless I will go through the outcomes of the choices:
-Throw ball at couple or announcer determines whether the couple will give you a piece of gear later in the game
-Drawing or not drawing your gun at the ticket booth determines whether you wear a bandage on your hand for the remainder of the game
-Elizabeth's choice of brooch just determines which one she will wear during the game
-Killing or sparing Slate only, as far as I am aware, affects Elizabeth's dialogue in that scene
But since one can make multiple decisions at some places, the change in the game should be greater, like in BS1 and 2, IMO. Maybe something with if the player/Booker act aggressively, shoot innocent/civilians (to loot their bodies for money and such), throw the ball at the couple, and steal from cash registers and such, Elisabeth will be more hostile in her attitude towards Booker, and provide less ammo, salt and health, than if the player/Booker act decent.
But looking at what Mr McSuave write, it seems to be the point (multiverses?), that the choices will provide no/minor changes.
It really just determines who will give you the gear, also not making the choice at all will result in no gear.
To put it in simpler terms, the choices are there to make it seem like you can try and find the "Good End", that some combination if choices in the game lead to a better/different ending when there really isn't one.
Can't tell if paranoid or you're almost quoting me from the other thread...
Bioshock Infinite is one of those such games.
Read this, as example:
http://www.incgamers.com/2013/04/the-bird-or-the-cage-what-bioshock-infinite-says-about-choice-and-fatalism
Maybe this will give you more insight about why the Bioshock Infinite's plot is what it is.
IMO, Levine is ingeniously trolling the whole concept of "choice without choice", which is so popular in today's games (*ahem* Mass Effect *ahem*).
Hell even Call of Duty is trying it out now. Time to move on I think.