BioShock: The Collection – Test, Shooter, Nintendo Switch


Complete on its own

Of course, as in the versions for PC, PS4 and Xbox One released four years ago, almost everything that has ever been released as part of the series is in it. It therefore includes both the separate challenges for BioShock 2 and Infinite, as well as their additional episodes, which take place outside the central actions, but are also worthwhile narratives in themselves. In fact, Minerva’s Den, a story of the later Gone Home makers, was even the first download content for me to exploit the potential of this then new sales model. Only the multiplayer part from BioShock 2 was deleted here. It was no more than a completely superfluous appendage for the release.

Speaking of which, with the release of the Switch version, an update of the PS4 Pro and Xbox One-X versions was released, but it has introduced brief slumps in frame rate on both platforms and even a permanent stutter on the Microsoft console. Nevertheless, the now higher resolutions are basically an improvement and at least on PlayStation 4 the collection is practically unrestrictedly recommended even in its current state. Hopefully Xbox One will be improved again.

A package of upgrades

To a large extent, BioShock lives in all editions of its visually and acoustically unique scenarios.

I also noticed a technical quirk in the Nintendo version, although it runs essentially smoothly. Thus, it can happen that conversation parts in intermediate sequences are simply aborted or skipped. These are exceptions, but they do happen. It is also annoying that the games communicate with the 2K servers every time they start, which can take a few seconds. Apart from that, every time the console wakes up after a standby phase, it informs that it can’t connect, which can be quite annoying with a handheld system that is inherently constantly put into sleep mode and back.

In Infinite, by the way, owners of the collection receive quite early a number of upgrades and passive abilities, which were originally only obtained later. However, this does not harm the flow of the game, but rather enables the already earlier adaptation of the protagonist to a preferred way of playing. Oh, and if you want to use the highest level of difficulty right in the first run: Entering the Konami code (on the Digikreuz high, up, down, down, left, right, left, right, right, B, A) in the main menu still allows you to enter exactly that.

Too fast?

BioShock Infinite in particular fascinates with its acrobatic action.

BioShock Infinite in particular also fascinates with exciting action.

The question remains how good the three games feel on Switch and here the stable, but in the current comparison low 30 frames per second are of course a disadvantage. The console versions of the time ran at the same maximum frame rate, but in recent years the demands on fast shooters have changed. And at the latest Infinite is a very fast shooter that requires nimble response in all directions. Added to this is the fact that targeting with the short analog sticks of the switch is as difficult as usual and this is also noticeable in these implementations. I have spent many hours with both the PS4 and Switch versions and the limitation of accuracy is noticeable on the high levels of difficulty.

Looking around correctly

Infinite, the most demanding part in terms of movement and looking around, still works best, because transferring the stick inputs there allows a look around as fast as it is relatively accurate. In addition, there is a target aid that draws so much on enemies when you put on the weapon that some inaccuracy is compensated. Unfortunately, this is hardly the case in the predecessors, especially since they also lack a control profile, in which one aims over kimme and grain with the left shoulder button. Such a modernization could have been donated even to simple remasters like this, especially since there is a model with Infinite that has hardly changed in terms of operation.

In the first BioShock there is also another nuisance: there you only look around at full speed if you move the stick exactly on the vertical or horizontal axis. If you push it only slightly upwards when you turn to the side, the look around is slowed down at once – or suddenly accelerated when you reach the zero point of the Y axis when you look around. This error creates an unpleasant uncertainty and is not present in other versions of the game or in the switch versions of the successors.

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