![]() ![]() It seems reasonable to conclude that she was able to remove herself from the Comstock timeline, to survive the erasure of the Columbia universe. Can she visit Booker, and would she even want to? The ending tangentially opens new questions, infinitely, so to speak.īy the end of the game, the Elizabeth with whom we traveled was omniscient and quasi-omnipotent. But I guess that's the implication of immortality. The question is, what's she doing now? Sitting around in that endless sea of lighthouses? Knowing the constants and variables of each one? Sounds akin to purgatory. If drowning Booker eliminates the Comstock timelines, this could be visualized as all the lighthouses(universes) containing Comstock popping out of existence in that sea of lighthouses.Įlizabeth doesn't necessarily disappear, because she's shown to be detached from the Bioshock time/space continuum by having the ability to open/enter tears and megaverses at will. So Elizabeth is still outside, hanging out in the Columbia megaverse. Booker even says "wait, you're not, who are you?" The Elizabeth in this lighthouse/universe doesn't have the bruises and scratches from being recaptured by Comstock, and she isn't wearing the bird/cage pendant. You enter a final light house where you're drowned by parallel universe Elizabeths.īut Elizabeth never enters that lighthouse with you. The first sea of lighthouses you encounter, with all the "stars" (which are really tears) represents the Bioshock multiverse.įrom there you enter the Columbia megaverse, a subset of possibilities within the entire multiverse all having to do with Columbia/Elizabeth/Booker. It's possible she exists within the probability space like the Luteces. I quote here a good explanation which I came across on the 2k forums:Įlizabeth's fate is still rather up in the air. If you look closely, she is not wearing the necklace which you gave her at the beginning of the game. In this, the character and combat are completely in sync."Your" Elizabeth is not present in the drowning scene. Here, Elizabeth is always in danger, and always the outsider-creeping unseen through a world she isn't part of. But even the main game's action-oriented combat was often at odds with its attempts to present a living world. It's certainly more so than Episode 1, which had a hard divide separating its combat and story. In the new 1998 mode, which only allows for non-lethal takedowns, being able to easily slip away feels like a more integral ability.Īs a whole, Episode 2 feels like the most cohesive Bioshock Infinite campaign. In some respects it feels overpowered, to the point that I rarely felt threatened across the just-under-four hours of my normal difficulty playthrough. Maxing out the Peeping Tom, I was able to turn invisible at no cost to Eve as long as I remained immobile. Thorough exploration rewards with plasmid upgrades that drastically improve your abilities. Pick a blue one, and you're given a noisemaker dart-useful for distracting groups of enemies, or the unkillable Big Daddy that roams an early hub area. Hit a red one, and an alarm goes off, drawing any nearby splicers. These can't be failed, but certain tumblers are colour-coded. The pick automatically moves back and forth a series of tumblers, requiring you to make a selection. As with the other new systems, it's a pretty basic interaction. ![]() There are still locks to be picked though, and that means a mini-game. With no Booker to aid, Elizabeth no longer spends her time tossing ammo and coins. Here, it feels like an incredibly basic version of Arkham's gargoyle sections, but the satisfying and speedy swooping across rooms still nicely punctuates the periods of caution. In the more open areas this can be as simple as leaping towards a ceiling hook, at which point you can land in a crouch behind the nearest splicer to deliver an unseen melee attack from behind. It turns out that deranged magical junkies aren't the smartest of pursuers, so escape from their immediate vision and they'll quickly lose track of your location. More than that, though, with the focus no longer on all-out combat, I found those moments when I was forced to go loud-pulling out the shotgun to blast my way out of danger-a refreshing change, rather than an increasingly stale necessity. Episode 2 is much slower than Episode 1's frantic resource scavenging, and that more deliberate pace gels well with the series' emphasis on fully exploring its environments. Although it's not the most elegant introduction of stealth, it works because of the pacing and smooth escalation of difficulty. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |