Tuesday, April 30, 2013

#22: Bioshock Infinite - Elizabeth

You know when you're playing a video game, and you have a character with you that's controlled by the computer, they are usually awful? Getting in the way when you're trying to shoot something, getting stuck behind corners, generally being a hindrance? For Bioshock Infinite, Ken Levine and crew wanted to make Elizabeth a computer controlled partner that the player would appreciate having around, and they succeeded. Elizabeth never gets in the way, she is in fact useful to have around, always ready to throw extra supplies your way. As an integral part of the story, she is enjoyable to have around for her interactions with the main character, Booker, and sections of the game where she isn't around made me feel relieved to be reunited with her.

The figure itself is based on one of Elizabeth's too main looks from the game, the one which is featured most heavily in promotional material. NECA once again does a great job with sculpt and paint (although the eyes are perhaps a bit empty looking). The most interesting feature here is that Elizabeth's skirt is soft goods. That is always a dodgy proposition on smaller figures, but in this case it works out quite well. The material isn't too thick, so it actually looks appropriate. Unfortunately, there aren't any accessories. She's a lot lighter than her casemates, the Boys of Silence, so something would have been nice. A vigor bottle, or a gun to throw to the upcoming Booker figure?

Given NECA's attention to detail it is odd that they sculpted her shortened pinky without the thimble at the end. Elizabeth's short pinky finger is an important aspect of her character, although I am not clear on what the thimble is for. Maybe I missed a voxophone recording that explained its significance. I figured that it was intended to visually make the shortened finger stand out more.

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