I also explain that I disliked the way difficulty is handled in the game (I played on Hard and found the fights tense, tough and enjoyable JUST at that point where I didn't die too often but really had to play well to keep it that way. But ... well, if you're interested
Finishing Bioshock Infinite puts me in a rather odd position.
I loved the narrative and thought the conclusion was fitting and fittingly performed … but poorly directed. Some of the visual moments in the conclusion were just not as coherent as the rest of the game, and I felt like the game had lost touch with when to go into muted colors, when to beat you with rainbows, when to drip a scene with a single color … throughout most of the game, Bioshock is not just lovely to look at but a masterpiece of scene-setting from almost any angle. It’s a gorgeous game not because of it’s beautiful engine, but because of exceedingly good art direction. That sort of falls apart at the end, for me at least. The final scene in particular really let me down, before the credits rolled. I felt like the pacing and the visual direction and the general feel of it was off even though, as a narrative endcap the general idea of the scene feels perfect to me and the dialog writing is good enough if not as good as my favorite moments.
There we go. Got it. That’s what’s really odd, to me; Bishock Infinite has a much better conclusion than many, many games I’ve played but the ending should be one of the most memorable and well-honed parts of the game. The ending should be one of my favorite scenes. It should stick with me and make me go … ”huh, how about that …” in addition to tying up and resolving or explosively expanding any lingering emotional attachments I have to the game’s plot and characters (exceptions for the occasional sequel hook or even more occasional non-sequel-hook cliffhanger/mystery). Bioshock Infinite does better than most, but the ending wasn’t one of the best scenes in the game and that’s a shame because I had a lot of investment and I feel like they avoided so many mistakes that other dev teams would have made without a look back.