BioShock Infinite Review: A Head in the Clouds

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RedmistSM

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Looked up the enemy variation on my own, and it seems it's exactly the ones in the trailers and then one more, which is pretty much the same as the last Bioshock was. I appreciate that the abilities you get are interesting, but that wasn't enough to get me through the first Bioshock without feeling bored of the combat, and sidetracked all the time because the way forward was always blocked by something. I'll pick it up when the price drops, though. The story seems to be great, and it's very pretty. I wish the review had addressed the enemies and bosses and saved me the effort, but I guess that stuff doesn't matter to anyone else, judging from these comments.
 

Monsterfurby

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WarpZone said:
Real quick, I'm just curious... do you play FPSs on consoles or on PC? I ask because it's harder to look up and down on console, so vertical elements are stripped out of many modern games seeking to be cross-platform.
I'm a PC gamer through and through, and I felt the same way about Half Life 2 as I did about Dishonored and this one. They are probably great games - I just feel that, as a narrative medium, the first-person-perspective really falls flat. It's hard to explain, but even with the best-told story, this perspective sucks all the life out of a protagonist for me.

I can handle that in Portal or even the CoD-games, where other characters are the stars. Games like Dishonored though (which it seems is a good comparison to Bioshock Infinite) focus too much on the unseen player character.

Another reason might just be the fact that I am one of those people who play through games that are not simulations (like Crusader Kings 2, for example - simulations like this basically generate their story through gameplay) at minimum difficulty, because they don't want too much "game" to get in the way of their "story". The medium maybe works differently for people like me.

Again, I acknowledge that this is probably a very good game if you are looking for a challenging adventure in a fascinating setting. Just not for me.
 

Easton Dark

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Gosh, all this talk of females in gaming has made me really aware of marketing. Every time I see Elizabeth in that "turned" pose with Dewitt behind her, all I see is the marketing team stretching to find a way to include tits and ass in one shot.

Glad to hear there's no objectification in game, anyway. Too bad I'm not a fan of Bioshock.
 

seditary

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After watching a livestream of the game, I can't wait to buy the game and Elizabeth is the digital love of my life, especially after she the in the back with the s.
 

TheSapphireKnight

I hate Dire Wolves...
Dec 4, 2008
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Gah, so torn. Although I realize Infinite is pretty awesome and I don't want a call it just an FPS, but lately I have been trying to branch out more in terms of genre and although there is plenty of shooting in Tomb Raider I've been really wanting to get into that.

It isn't that I won't get both, but I probably will only be able to get one for the time being.
 

Virgilthepagan

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I'm enjoying the game as I go through it, but the one gripe I wish you'd mentioned was the lack of saves. Running on just an autosave's already become obnoxious to me. Even more so as I've at least one other friend who wants to play. It's just not a decision I understand.
Other than that? Yup, pretty much everything I'd hoped for. Thanks for avoiding spoilers!
 

godgravity

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WarpZone said:
I can't wait for the pre-scripted cutscene where the game goes "look how racist the people in Columbia are!" by like torturing some innocent people to death or whatever, and you can't actually shoot the bad guys or do anything about it, you just have to sit there and watch it happen because GAME WON'T LET YOU!
... or worse, won't give you the option to even participate in said racism, if you're ever-so-evil and willing to do such a horrific thing...

... oh, wait... ....... <OK, I won't spoil it, after all>...

Clearly, you are the very textbook definition of prejudice in regards to your opinion of this title.

You have no idea how many things you said were completely wrong... but I'm glad the review author was willing to respond to several of them directly.
 

Jaeke

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WarpZone said:
So the bad guys are normal humans just following orders, the real enemy is political corruption and cultural decay, but the protagonist has no actual ability to speak or argue and instead EVERYTHING revolves around the player leading one helpless female NPC around and shooting people in the head?

Way to advance gaming as a medium, guys. Sexist escort missions, here I come!

I can't wait for the pre-scripted cutscene where the game goes "look how racist the people in Columbia are!" by like torturing some innocent people to death or whatever, and you can't actually shoot the bad guys or do anything about it, you just have to sit there and watch it happen because GAME WON'T LET YOU!

I'm guessing they were making it an actual sequel to Bioshock until Dishonored dropped. Then they were like "OMG! A trend! Change the whole franchise! Copy that shit!"

I honestly hope I'm wrong and the game turns out to actually be good, but to date the industry hasn't given me any reason to be optimistic.
Really?
I mean seriously... I can't even get mad at this.

All I can say is how sorry I am that you feel this way. It's actually downright pitiful.
 

Jaeke

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Susan Arendt said:
ccdohl said:
Susan Arendt said:
ccdohl said:
I didn't like the other two, but this looks good. Do I need to have played the others?
But you should play BioShock (the first one, anyway) because it is brilllllllllyunnnnnnnt.
I've heard. I actually started it, but I was put off by how the little booths would just bring me back to life over and over again when I died. Maybe I should just blaze through it on easy for the story.
Be aware that Easy is *very* easy for anyone with decent shooter skills. You could alternatively crank it up to Super Duper Incredihard if you want more challenge. But either way, yes, the story is definitely worth it, but fair warning - the final section of the game is pretty bad.
You scared me Susan, I thought you were talking about BioShock:Infinite for a second. My keyboard was about to feel weight of angry fanboy fingers (which I think might be the heaviest thing on Earth).

But to the OP, I actually got around that in the BioShock games, and even the new one, by forcing myself to restart at checkpoint everytime I died.

I too was kinda put off from the original game about the Vita-Chambers. On one hand I like it doesn't break narrative flow but also it makes the game seem a little hollow considering the main character is practically immortal.

(Infinite's ending doesn't disappoint btw.)
 

Jaeke

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Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
It's actually a genius way of weighing your moral disposition narratively without exploiting gameplay linearity for your choice but also (without spoiling anything specific) eventually has weight in the narrative.
 

Soak

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Sep 21, 2010
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Ok, finished...
And i have to say, i have very mixed feelings about this. It is a very good game, but i can't understand how you can praise it without pointing at any of its many, many flaws!

What i see when i play it:
Gameplay-wise, Infinite is an improvement from Bioshock (and 2), yes, because the additional elements make it more engaging, more fluent and exciting. But on the other hand, they transported about every flaw from the previous ones and that i simply can't understand! The game is "imbalanced" as fu**, considering loot is mostly random and while the places you get gear are fixed, what you actually get is randomized as well. And this makes for awkward situations from the start: Why would i have any interest in gear that gives me a malus on something i prefer over another thing (gear that would increase aimed shots, but decrease unaimed "shots from the hip", one of the few with an actual malus) but i couldn't take it off, because i simply had no other piece for that slot for a huge portion of the game - while in another slot i had a piece which practically would make me invulnerable close to any sky-hook devices! Half the game i did nothing but mount those devices and jump in the faces of my enemies, simply because i could do so unpunished. So later i would simply go for all out melee combat, just because all the gear i got saw fit to it and make me close to invincible. That i simply call balance issues and while Infinite has somewhat more rounded combat, it remembers me of feeling like the Hulk through midgame just as with the previous titles.
But that's not all, considering the Vita-Chambers were already criticized in the first titles (and then got an option to turn them off), why include this feature in this title as well? Hey, we got no saves now, well that's... not really an improvement!
And while combat is more exciting, to me, though those flaws, at some point it got as tedious as in the previous ones as well.

Maybe 1999 mode fixes this, haven't started another playthrough yet, but that's because i simply can't subscribe the statement, that it would have this much of a replay value! Including a "game+" or altered mode or whatever doesn't make for necessary replay-value! On the contrary, the fact that it has an altered mode which might be "better", but you have to access it first by playing through the game once does not make it a "better game".
And that brings me to the next point: The story itself. I won't spoil anything yet and when i do, i'll warn you about it. But i feel confident to say, that within the story, while even the previous titles tried to create the illusion, that your actions would matter for later and the topic in this title would have made for the most perfect basis to include this as well - even in better ways - throughout the game it becomes clear, that what you do barely matters at all! Your decisions may include minor differences (like the picture on a accesoir Elisabeth gets - wow), maybe a bonus at this point or a missing secret at another, but in the end, there is only one inevetible conclusion... which by itself is good, yes, could be excelent for a movie, but has again huge inconsistencies and created a rather empty feeling for me as someone playing through all of it.

And now to go a bit deeper into it:

no really, if you want to find it out for yourself, don't look any further

To me, the whole story feels awfully inconsistent, from the beginning to the end! Now this could be all excusable by the topic presented itself, but that won't let the feeling go away. Starting with the relationship of Booker and Elisabeth: I don't get it. First she distrusts him (for good reasons), then runs away, then gains some trust, then runs away again and then cooperates again without any obvious change for their relationship. And that all happens within - what time exactly? - within a single day? or within a single day plus a six month "magical" absence of Booker? However i look at it, this simply can't make any sense!
If the main part of the story takes place within a single day (plus the six months absence), which would be right to assume by the pacing of the game itself, both Booker and Elisabeth would have barely any time to develop an actual relationship. Their actions would rely on their first impression and presumptions of each other, there would be simply no time to establish any kind of "trust" which would make Elisabeth further cooperate. Other than her being kinda naive, which is possible, but barely a good explanation for all her actions considering she could have trusted - well - anyone from this perspective. So why trust Booker? Because he is in "twistedytwist secret" her father? But she wouldn't really know and through the most part of the story she thinks Comstock is her father (which in a way is not completely false), but she hates him for that, so why not hate Booker as well? Or maybe she is able to see all truths possible through the whole space-time-whatnot "by instinct"? But then again, why struggle through all of this shit?
And that's when the story got to the big twist for me, which kinda shifted the perspective, but arose other inconsistencies:
How is it even possible for two "versions" of Booker to exist in the same dimension as independent individuals, while this did not work for anybody else? If Comstock (Booker) build Columbia, how can it exist in a dimension where Booker never build it (or vice versa)? Well, you could explain this through the "tears" and that dimensions get (partially) merged when Elisabeth (or the siblings) steps through them, but in my opinion, that makes everything only more twisted than it would explain it.
And then there is the end itself. Again, it is not a bad ending, but for me, it left an in-erasable feeling: Did i really struggle through all of this, just to get to a point where i would/should consent with suicide/beeing killed to prevent it all from happening? Wouldn't this be the definition of "pointlessness"? Does the explanation through the game, that through all possibilities this would be the inevetable outcome, just underline this? As said, for me it would have been a lot more satisfying, if the possibility were given, through the game, of seeing real impact through choices made which would have made huuuge sense looking at the topic of multidimensional existence... but noooo, why would they do this?


I respect how they made the ending anyways. I just think, this will earn more praise than Mass Effect 3 ever got, just because they marketed it differently, but in the end, the essence of the ending feels barely different to me.
And while the game makes somewhat more sense, now that i've played it: It becomes clear why it is called "Infinite", all the subtopics presented through the game come together and it seems logical the story-telling is bound to specific characters, rather than playing a "nameless protagonist" and i have to further think about it, which is something i wanted to... i just think they could have done better and i also think, that praising this game, without pointing out all those flaws, isn't really good criticism!
 

Soak

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Jaeke said:
Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
It's actually a genius way of weighing your moral disposition narratively without exploiting gameplay linearity for your choice but also (without spoiling anything specific) eventually has weight in the narrative.
Well, yes, it would be...
except that the game doesn't really do that!
Maybe at some point the developers thought about using a system to keep track of your "moral choices" again and then threw it out, maybe they never wanted to use it. Fact is, your choices don't really impact the narrative, or the outcome, there is only one, it is always the same.
At least that is what i could find out through browsing the internet, multiple forums and wikis, i did not go for another playthrough myself yet.
Prove me wrong, if you can... (please prove me wrong, i would so wish for it, because it would "redeem" a big part of the game for me, but i guess the only way might be future DLCs; which i won't count!)

Also, on a general note:
Obviously this game got praised by... pretty much everyone. Why is that again? Yes, yes, yes, the game is good... but it is not "full points, flawless victory, perfect" good, just how it is presented by every review i have yet seen/ read.
Honestly, right now i am dissapointed in all the (mayor) critics who reviewed the game.
 

Andy Scarlett

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Feb 22, 2013
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Really enjoying Infinite so far.

My only real complaint with it is, I miss the Big Daddies and Elizabeth seems to have a few Pathfinding issues, but aside from that I'm loving it and the first hour or so is well worth the £23.99 I paid for the game with the pre-purchase...

You know, I'm hoping that this is the last Bioshock game as Bioshock Sequels have never been any good (if they are linked to the one previously, as the case of two)
 

Proverbial Jon

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Nov 10, 2009
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Mike Wehner said:
Calling it simply a first person shooter is practically an insult.
This is the point where I shouted "YES!" at my screen! This is the exact thought I had while playing Bioshock: Infinite. It's an FPS, that's for sure, but there's just so much more it has to offer besides. I can't explain how vast and detailed this game and its world are.

Oh, and for the record? Elizabeth is now, hands down, the best AI companion in any game ever made. Points in case:

- She never gets in the way or blocks your path.
- She never needs escorting/protecting as a gameplay mechanic.
- She randomly finds items in the world and throws them to you such as coins and ammo, especially during combat.
- She can open tears and bring new elements into combat.
- She is animated beautifully, the way she reacts to the world is astounding, especially after playing with so many other stilted AI companions in games.
- If you explore the area she'll often stand to the side and wait, or she'll explore with you. By explore I mean that she interacts dynamically with the world during play (leaning close to inspect something, verbally responding to things in the world) and she'll also point out items of interest, such as lockpicks which can be hard to see.
 

IamLEAM1983

Neloth's got swag.
Aug 22, 2011
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Anoni Mus said:
What's with the false choice when throwing the ball? This is just stupid. Who got this idea should be fired for wasting my time seeing if there was any difference.
Oh, there is a difference. You either didn't see it yet or glossed over it (which is fairly surprising).

A few hours later, you run into the same couple that was being put on display. Try and throw the ball at them and they chew your head off. Try and throw it at the announcer, and they thank you with cash and a new Gear item.

On the whole, though, I'm speechless. The game has its structural flubs, but it's one of the best masterclasses in world-building I could think of. In typical Irrational fashion, everything is so interconnected and related to the narrative I keep forgetting I'm playing an FPS hybrid and treat it like it's some sort of newfangled adventure game. I love that feeling. :)

Oh, and dat ending. Jesus Fucking Christ. Makes Inception look like an Adam Sandler vehicle.
 

JudgeGame

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I actually love the parts where you can freely explore Columbia the most. The narrative delivery is the most natural from any game I've ever played. As a character, Elizabeth stands out from all others. I usually get extremely bored with first person games that try giving you loads of exposition while witholding the action but Bioshock Infinite has changed that for me.
 

IamLEAM1983

Neloth's got swag.
Aug 22, 2011
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Anoni Mus said:
I really don't know what's so special about it.
To each their own, but you can't really try and compare Infinite to the other two BioShocks, or otherwise expect the same exact narrative approach. I mean - yeah, you can compare them since they have the same basic parentage, but the series was never about awesome twitch-based combat anyway. Even with the more nervous pacing the combat sequences impose, there's still plenty of instances where you'll pretty much swap DeWitt for Prophet and end up standing in place, soaking bullets in like a ************.

In terms of storyline, the game really opens up once Tears come into focus. Your classic "Save the Girl" storyline turns into a constant mindfuck. There's the shallow Tears Liz opens up around arenas, and then there's the bigger, deeper ones she opens that lead to sometimes radically different takes on Columbia. It allows the game to pull near-absolute 360-degree narrative turns, to the point where this might feel a bit weird to whomever isn't ready to roll with the Multiverse's punches.

Stick to it, that's all I can say. I know the opening is slow, I know the entire first two hours leading up to Monument Island feel a bit flat - but once the game does open up?

I mean, I'll go back to my previous post. The ending has to be seen to be believed.

Soak said:
I'd just like to point out that there is one other instance of two iterations of the same individual sharing the same universe. The Lutece "twins". Otherwise, I'm not disparaging or entirely disagreeing with your point of view, even if I loved the game to bits.

Oh, and this is more an aside than an actual comment - but their use of popular songs reworked into Early 20-th century form? Awesome. It really drives in the Multiverse concept.

I mean, Cindi Lauper on an organ grinder? Dafuq?
 

JudgeGame

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WarpZone said:
So the bad guys are normal humans just following orders, the real enemy is political corruption and cultural decay, but the protagonist has no actual ability to speak or argue and instead EVERYTHING revolves around the player leading one helpless female NPC around and shooting people in the head?

Way to advance gaming as a medium, guys. Sexist escort missions, here I come!

I can't wait for the pre-scripted cutscene where the game goes "look how racist the people in Columbia are!" by like torturing some innocent people to death or whatever, and you can't actually shoot the bad guys or do anything about it, you just have to sit there and watch it happen because GAME WON'T LET YOU!

I'm guessing they were making it an actual sequel to Bioshock until Dishonored dropped. Then they were like "OMG! A trend! Change the whole franchise! Copy that shit!"

I honestly hope I'm wrong and the game turns out to actually be good, but to date the industry hasn't given me any reason to be optimistic.
To ease your mind. You aren't playing an escort mission. Elizabeth is never attacked and can't die. On the contrary, you are not saving Elizabeth, you are a shady, morally ambiguous, hired gun whose job it is to kidnap and deliver her to even shadier people. The only person in need of protection is you and as such Elizabeth is escorting you. The one time she does need saving she saves herself and then she saves you again.

Also, the people you are killing are not innocent. They are extremely racist, classist, privileged monsters who will stop at nothing for their own profit and yet they are a perfect example of the totally fucked society they belonged to back in early 20th century. There is very little gore shown. Almost all of their awful philosophy is revealed through audio logs so they aren't precisely going for the shock factor. There is a single racist crime you presence directly and you can choose to stop it if you want. If you do you get a small reward.

But don't take my word for it, play the game; it's pretty good. I'm fine with people criticizing something they don't like, but just making random assumptions and criticizing based on that is just dumb.
 

V TheSystem V

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First thing that came to mind for me when meeting Elizabeth and having to help her escape Columbia was 'This is Resident Evil 4...but steampunk!'. I still stand by that, but not in a bad way. It reminds me of Resident Evil 4 in a way, except there is no helping Elizabeth, and she has a personality. She helps you and you help her. Great relationship, great game.
 

Pyrokinesis

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I just can't agree. While game play was solid (if feeling oddly broken or stitched together with some weapons falling out of existence and never seeing ammo gain for long periods of time and plasmids that suddenly become salt as if you were only intended to carry two and trade them out) the game feels like it was stiched together and has an audiable clunk half-way where liz changes clothing and hairstyle instantly to the old style and suddenly the game is differently written. Space time rifts almost seem to be an excuse to fuse together what feels like a Frankenstein of bioshock game attempts by different developers into one game. And the end explanation is rage worthy using "quantum physics" as a huge excuse for alot of the holes.


**spoilers below**

How does one found a city on rift tech that is made from a time traveler who becomes a time traveler due to a rift accident that occurs when she works on rift tech made by her? How can two different "bookers" touch one another and not rip space time? WTF was with the rapture scene and how did it have anything to do with the current situation? Why does liz's not mother,mother have the ability to reanimate the dead when she isnt her mother (aside from the bs answer of she got somehow infused with liz when she was brought back but apparently even liz cant do that on a wim) Why in the first half when you die you open a door to revive but in the second liz hits you with a needle? Why is the Liz who got changed on the airship and the liz prior to being changed supposedly two different reality liz's at the end scene? Why do you get a tonic for a magnetic shield at the beginning of the game, but in the second half get a vigor that also makes an active magnetic shield? WTF is songbird and why is his weakness 5 ft of water? How is a leach still draining liz at the endgame when she is no longer anywhere near the tower? Why do two alternate reality "bookers" have different voice actors? Why does comstock "aka future booker" want a daughter so badly he bends space time to get her? Why does liz have to be the on to "cleanse the earth"? why cant Comstock do it? Why on earth did the twins make up the "false profit" story when they are the ones who brought him here?? and Worst of all how much of the active reality we ACTIVELY watched somehow fake memories (if you remember the twins dragged you and were talking about how you make memories to fill in gaps... of i guess fake reality..)

All in all this game smells of a developer nightmare (aka dev makes part of a game, quits new dev has to somehow put his new vision in with all the already achieved work) and its carefully guised in quantum bs. Am I the only one who seems to smell how nasty of a divide there is between part one and part two? It seriously feels stitched together then written to somehow explain itself.


Inshort
gameplay-solid
Story- loveable characters (first half) Rage worthy (second half and ending)