BioShock Infinite / Tomb Raider: To Loot or To not Loot?
Posted on February 28, 2013 at 3:53 pm
I, just like the overwhelming majority of people who’ve played it, absolutely loved BioShock Infinite. The tale, the realm of Columbia, the sense of place, the mechanics, Elizabeth; I loved all of it. The loot though? Hmmm, I still can’t pick that one?
The gamer in me certainly loved it. That OCD compartment of my gaming personality couldn’t help but gobble up every last shiny coin, search every bin, every nook and cranny – Columbia needed to swept with a very good tooth comb. As keen on storytelling though, somebody who loves to be swept up in an adventure, well, that side of me isn’t so sure.
If I see a mysterious dead body inside the centre of a room; surely that needs to be my main focal point. Nope, I’m scouring the bins and tables for a couple of measly coins like a lowly crack head. Oh look, the majesty of a floating city bathed in sunlight and ordained with magnificent architecture. Sorry, I’m busy stealing food off the ground. Both concepts simply don’t match up, but the entire same, i can not stop myself from collecting everything I see. Is it BioShock’s problem? No – it is the industries. Very like the tale vs murder-rate issue that lies on the heart of nearly all of modern action games (honestly, how can Nathan Drake be a hero if he kills, nay, massacres, that a lot of people?), with storytelling becoming more prominent and a growing number of realistically portrayed, the industry looks struggling against the concepts and traditions that experience largely defined it since its earliest days.
Are we at a wierd cross-roads? Will the industry feel confident and cozy enough in the course of the next-generation of console development to push forward with more commitment towards gaming worlds which are primarily built upon storytelling techniques and core-mechanics instead of age old videogame tropes? Are we able to cast collection and upgrades aside looking for a more streamlined, focused approach? Will we even like to?
Personally, i am not sure. Up to the split between storytelling and relentless collection did grate, in relation to BioShock: Infinite, and the recently released Tomb Raider reboot (a game that suffers with an exceptionally similar identity crisis), i truly found the gathering of trinkets a highly enjoyable a part of the experience. Why? Well, beyond the conventional gamer in me being hardwired to enjoy such frivolities, looting in both games gave me an excuse to experience more of the area.
Yes, neither game implemented their upgrade or collection options all that well, but I for one could be sad to work out them go completely. Removing them is not the way forward; revision as opposed to revolution is the best way forward in case you question me. With regards to BioShock Infinite; collection is ok, upgrades all but essential – just rethink the best way upgrades and items are obtained. Having money and health items in every bin implies that, yes, I’ll need to search every bin. Put a glittery coin next to a dead body and, guess what, I’m picking up the money before I investigate the dead body. It’s about placement and pacing.
Have loot associated with additional challenges, keep the core story experience freed from clutter, especially when that story is pretty much as good as Infinite’s. Yes, upgrades and loot are optional, but for gamers reminiscent of myself, dangling that virtual carrot in front of our faces essentially makes said option a moot point – i’m able to need to collect. Keep them off to the side though via additional quests and challenges and that i could be more inclined to benefit from the story and maybe return later.
In fairness, Tomb Raider got it half right. Yes, I wish the full upgrade collectible thing hadn’t been so, y’know, in my face through the main story, but once that tale was done, my God did I enjoy searching Yamatai at my very own pace under after the foremost story was done. The danger to explore the island and pick up all those little bits I had missed or ignored; honestly, that was almost as fun because the main game and gave the title plenty of longevity. Throw in several additional skill based challenges and it almost might have been a game unto itself.
So, to come again to my original question; to loot or to not loot? Me? I say loot. It is a classic gaming mechanic and one I certainly don’t need to determine disappear. I just think we have to examine advancing and rethinking implementation as often, as with regards to both BioShock Infinite and Tomb Raider, story and loot don’t go hand in hand.
- Brashcast: Episode 25: BioShock Infinite vs. X-Men: Destiny
- Top 10(ish) Games of the Generation
- Bioshiock Infinite delayed (again)
- My Week in Gaming – Katamari For All!
- My First Virtual Crush – Trip (Enslaved)
- Final Fantasy XIII-2 confirmed – coming this year!
- Tomb Raider Trilogy Pack Exclusive
- New Tomb Raider coming – is a reboot at the cards?
- Black Ops puts up outrageous five day numbers.
- Deus Ex paying the bills for the subsequent decade?
Posted in Xbox Games