History BioShockInfinite / TropesAToH

12th Jan '18 1:32:43 PM beeftony
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* {{Disneyesque}}: Elizabeth Comstock bares a strong resemblance to Belle from ''Disney/BeautyAndTheBeast'', including her design at the start of the game (her blue and white outfit with brunette hair tied back in a ponytail), a love of literature and intellectualism in a time period that frowns upon such things from women out of a means of escaping their provincial lives. She also has a few resemblances to [[spoiler:Rapunzel from ''Disney/{{Tangled}}'']]; she was locked in a tower to keep an eye on her supernatural powers by her foster-parent/kidnapper and is rescued by a brown-haired, chiseled rogue who grows to care for her as the story progresses. [[spoiler:WordOfGod states that this was no coincidence, as Elizabeth's design was based off of various Disney princesses.]]

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* {{Disneyesque}}: Elizabeth Comstock bares bears a strong resemblance to Belle from ''Disney/BeautyAndTheBeast'', including her design at the start of the game (her blue and white outfit with brunette hair tied back in a ponytail), a love of literature and intellectualism in a time period that frowns upon such things from women out of a means of escaping their provincial lives. She also has a few resemblances similarities to [[spoiler:Rapunzel from ''Disney/{{Tangled}}'']]; she was locked in a tower to keep an eye on her supernatural powers by her foster-parent/kidnapper and is rescued by a brown-haired, chiseled rogue who grows to care for her as the story progresses. [[spoiler:WordOfGod states that this was no coincidence, as Elizabeth's design was based off of various Disney princesses.]]
9th Jan '18 12:40:23 PM LavonPapillon1
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* {{Disneyesque}}: Elizabeth Comstock bares a strong resemblance to Belle from ''Disney/BeautyAndTheBeast'', including her design at the start of the game (her blue and white outfit with brunette hair tied back in a ponytail), a love of literature and intellectualism in a time period that frowns upon such things from women out of a means of escaping their provincial lives. She also has a few resemblances to [[spoiler:Rapunzel from ''Disney/{{Tangled}}'']]; she was locked in a tower to keep an eye on her supernatural powers by her foster-parent/kidnapper and is rescued by a brown-haired, chiseled rogue who grows to care for her as the story progresses. [[spoiler:WordOfGod states that this was no coincidence, as Elizabeth's design was based off of various Disney princesses.]]
8th Dec '17 12:49:21 AM ImpudentInfidel
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** A major subplot is based around the difficulty the Vox Populi have in securing weapons. Vending machines full of inexpensive firearms are available for use on seemingly every street corner.
30th Nov '17 8:50:09 AM TheSaddleman
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* ContinuityLockout: Generally speaking, players don't need to have any prior knowledge of the ''Bioshock'' series before playing ''Infinite''. However, prior knowledge of the earlier games makes the endgame sequence in which [[spoiler: Elizabeth and Booker briefly visit the underwater city of Rapture, setting of the first two games]] more meaningful. However this exact same thing could also be seen as an inversion because those who ''are'' familiar with the previous games [[spoiler: might actually be distracted slightly because the main game offers to context as to what Rapture has to do with Elizabeth and Booker and the plot of ''Infinite''; one has to play the DLC spin-offs to learn the connection]].

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* ContinuityLockout: Generally speaking, players don't need to have any prior knowledge of the ''Bioshock'' series before playing ''Infinite''. However, prior knowledge of the earlier games makes the endgame sequence in which [[spoiler: Elizabeth and Booker briefly visit the underwater city of Rapture, setting of the first two games]] more meaningful. However this exact same thing could also be seen as an inversion because those who ''are'' familiar with the previous games [[spoiler: might actually be distracted slightly because the main game offers to no context as to what Rapture has to do with Elizabeth and Booker and the plot of ''Infinite''; one has to play the DLC spin-offs to learn the connection]].
30th Nov '17 8:42:56 AM TheSaddleman
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* ArtisticLicenseBiology: Columbia floats 15,000 feet above the ground - higher than most cloud cover as we see when Booker initially arrives in sunny Columbia having passed through thunderclouds below. Yet people are shown walking around outside with no indication anywhere of individuals needing oxygen or any other aid for living at such high altitude and no reference to acclimatizing. Booker, for his part, appears to instantly adapt to the altitude upon his arrival.


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** Residents of Columbia are also able to walk around outside without being impacted by the low temperatures and wind that would be expected at such altitude. Indeed, there is no indication of there being any wind at all.
9th Nov '17 2:16:32 PM TheSaddleman
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** Booker and Elizabeth encounter a lone young woman singing a soulful, a capella version of "Fortunate Son" rather randomly in the middle of an uprising.


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** The Volley Gun and Hail Fire are highly powered, but very difficult to properly aim and target since their projectiles describe an arc rather than going straight to the target like RPG rockets or bullets.


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** Handymen spend most of their time talking about being in pain. Considering the game establishes that they are simply regular men tremendously augmented, one wonders what was done to them.


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** Elizabeth finds herself pushed towards losing her faith and trust in Booker on several occasions.


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** In the endgame sequence in which Booker and Elizabeth find themselves [[spoiler: among an infinite number of lighthouses]] there are multiple paths available, but [[spoiler: the destination ends up the same regardless which is chosen.]]
9th Nov '17 1:58:39 PM TheSaddleman
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* AnachronismStew: Columbia has taken numerous pieces of technology and culture from after 1912 using "Tears" in space-time, including:

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* AnachronismStew: Columbia A major plot element of the game, as columbia has taken numerous pieces of technology and culture from after 1912 using "Tears" in space-time, including:



** At Battleship Bay, you can hear a carnival version of Cyndi Lauper's 1983 ''Girls Just Want to Have Fun'' being played. And you hear the original version of a song through a rift at one point.
*** Said song is "Fortunate Son" by Credence Clearwater revival. That tear, like the one Albert Fink was getting ideas from, had apparently been around a while, as (as noted below) you come across a young girl singing it as a spiritual. It's chillingly apropos.

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** At Battleship Bay, you can hear a carnival version of Cyndi Lauper's 1983 ''Girls Just Want to Have Fun'' being played. And you hear the original version of a the song through a rift at one point.
*** Said song is ** The 1960s recording "Fortunate Son" by Credence Clearwater revival.revival is heard through another tear. That tear, like the one Albert Fink was getting ideas from, had apparently been around a while, as (as noted below) you come across a young girl singing it as a spiritual. It's chillingly apropos.



** You can hear "Goodnight, Irene" being sung at the raffle, a song that was not written until the 30s.

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** You can hear "Goodnight, Irene" being sung at the raffle, a raffle. Although elements of the song that was not written until existed decades before 1912, the 30s.version heard is based upon the well-known 1930s rendition.



** Neon-style lighting is seen in some locations; such lighting wasn't developed until starting in the 1920s.
*** At a couple of points films are viewed with dialogue soundtracks; "talking picture" weren't introduced until the 1920s.



** With the press of a button, you get an arrow guiding you to your next objective.

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** With the press of a button, you get an arrow guiding you to your next objective. Although the game map is not exactly a WideOpenSandbox, there are some complex locations with nooks and crannies to explore. In addition to helping guide the way, the arrow also allows players to avoid entering areas that may trigger battles, etc. before exploring.



** The music is a clear indication when danger is near. There is clear, fast-paced melody when enemies are alerted to your presence, and a sharp chord is played to let you know when the last enemy in the immediate area has been killed, so you don't have to wonder if there's still someone waiting to ambush you. Note, however, that if the space is large enough, there could still be some lurking out of range.
** Containers never hold alcohol (which lowers salts) or cigarettes (which lower health). Thus, you can quickly search a group of dead bodies, lockboxes, steamer trunks, etc, without worrying about losing either. There are, however, containers in Shantytown that contain rotten fruit, which lowers health. This makes sense considering you're in the slums.

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** The music is a clear indication when danger is near. There is clear, fast-paced melody when enemies are alerted to your presence, and a sharp chord is played to let you know when the last enemy in the immediate area has been killed, so you don't have to wonder if there's still someone waiting to ambush you. Elizabeth's behaviour is also a visual clue when danger has passed; she stops hiding and starts wandering around again. Note, however, that if the space is large enough, there could still be some lurking out of range.
** Containers never hold alcohol (which lowers salts) or cigarettes (which lower health). Thus, you can quickly search a group of dead bodies, lockboxes, steamer trunks, etc, without worrying about losing either. There are, however, containers in Shantytown that contain rotten fruit, which lowers health. This makes sense considering you're in the slums. (The trope is inverted slightly in that you cannot pick-and-choose what to take from containers.)



** Even though Booker takes [[FallingDamage falling damage]] above certain heights, he can jump from any height off a skyline and land safely.
** When you first start traveling with Elizabeth, the game straight out tells you that she can take care of herself and you don't need to worry about her during combat. Indeed, she is even immune to friendly fire.
** Elizabeth will try to keep you stocked with ammo, health and salts if you run low.

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** Even though Booker takes [[FallingDamage falling damage]] above certain heights, he can jump from any height off a skyline or hook and land safely.
** When you first start traveling with Elizabeth, the game straight out tells you that she can take care of herself and you don't need to worry about her during combat. Indeed, she is even immune to friendly fire.
fire. (Pointing a weapon at her results in a rebuke, too.)
** Elizabeth will try to keep you stocked with ammo, health and salts if you run low.low during a battle. The money she tosses you outside of battles also adds up.


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** Considering Columbia's altitude, the air should be very thin compared to on the ground. Although one could expect the residents of Columbia, including Elizabeth, to have acclimatized to the altitude, at no point does Booker give any indication of discomfort and there is no apparently physical impact on him at all.
9th Nov '17 1:40:20 PM TheSaddleman
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* ContinuityLockout: Generally speaking, players don't need to have any prior knowledge of the ''Bioshock'' series before playing ''Infinite''. However, prior knowledge of the earlier games makes the endgame sequence in which [[spoiler: Elizabeth and Booker briefly visit the underwater city of Rapture, setting of the first two games]] more meaningful. However this exact same thing could also be seen as an inversion because those who ''are'' familiar with the previous games [[spoiler: might actually be distracted slightly because the main game offers to context as to what Rapture has to do with Elizabeth and Booker and the plot of ''Infinite''; one has to play the DLC spin-offs to learn the connection]].
23rd Oct '17 7:00:54 PM dlchen145
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* CompanyTown: Finkton is clearly one, and a very [[WretchedHive wretched]] example at that. The population who live there are kept on strict company schedules which are enforced by giant clocks and whistle alarms in every public and residence area, residents are only paid in company scrip which is only redeemable at the company store and [[AdamSmithHatesYourGuts at prices fixed to their wages]], and the place booms with frequent {{Canned Orders Over Loudspeaker}}s, usually delivering [[CorruptCorporateExecutive Fink]]'s lines about how grateful they should all be to be exploited by him. You even get to see an auction where, instead of buyers bidding on an item, workers are bidding on a job, using the time they can finish it as bidding ammo. Other bits over the loudspeaker have him talking about things like how they can't have their 16-hour workday halved because that would cause them to waste money on gambling and drink, or how they can't have paid vacations or eight-hour work days because that's "anarchist talk." Not to mention the aforementioned company scrip at company prices in a company town.[[note]]All of these are [[NightmareFuel historically accurate business practices]].[[/note]]

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* CompanyTown: Finkton is clearly one, and a very [[WretchedHive wretched]] example at that. The population who live there are kept on strict company schedules which are enforced by giant clocks and whistle alarms in every public and residence area, residents are only paid in company scrip which is only redeemable at the company store and [[AdamSmithHatesYourGuts at prices fixed to their wages]], and the place booms with frequent {{Canned Orders Over Loudspeaker}}s, usually delivering [[CorruptCorporateExecutive Fink]]'s lines about how grateful they should all be to be exploited by him. You even get to see an auction where, instead of buyers bidding on an item, workers are bidding on a job, using the time they can finish it as bidding ammo. Other bits over the loudspeaker have him talking about things like how they can't have their 16-hour workday halved because that would cause them to waste money on gambling and drink, or how they can't have paid vacations or eight-hour work days because that's "anarchist talk." Not to mention the aforementioned company scrip at company prices in a company town.[[note]]All of these are [[NightmareFuel [[TruthInTelevision historically accurate business practices]].[[/note]]
2nd Oct '17 11:44:51 AM SeptimusHeap
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* EverytownAmerica: As part of its CrapsaccharineWorld facade, Columbia deliberately evokes an idealized image of turn-of-the-century Americana that wouldn't look too out of place from ''HelloDolly'' or Creator/WaltDisney's "Main Street USA." This is soon shattered the more Booker delves into the city, and that's not even getting to [[WretchedHive Finkton]].

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* EverytownAmerica: As part of its CrapsaccharineWorld facade, Columbia deliberately evokes an idealized image of turn-of-the-century Americana that wouldn't look too out of place from ''HelloDolly'' ''Theatre/HelloDolly'' or Creator/WaltDisney's "Main Street USA." This is soon shattered the more Booker delves into the city, and that's not even getting to [[WretchedHive Finkton]].
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