Review

BioShock Infinite Review

  • First Released Mar 25, 2013
    released
  • X360

BioShock Infinite is a stupendous game, portraying a beautiful and broken city that will absorb your every waking thought.

What drives a man of God to wash away the sins of his past, only to blacken his heart with a multitude more? How far can a freedom fighter be pushed before virtue and righteousness are replaced by a lust for vengeance? What does a privileged society do when the foundation of its prosperity is shaken? BioShock Infinite dares to explore these heady themes and many more, giving you glimpses at just how the seemingly smallest of decisions can forever alter our realities, and our hearts. As an agent provocateur in the fantastical floating city of Columbia, your actions bring turmoil and strife to an ostensibly idyllic landscape. It's immensely fun to stir up trouble, and even more engaging to see how boldly BioShock Infinite portrays a society torn asunder. You'll be haunted by this thematically devastating adventure, and indeed, its phenomenal final minutes, which are bound to be discussed and dissected for some time to come.

It starts with a lighthouse. As former private investigator Booker DeWitt, you enter this lighthouse knowing that you have been hired to retrieve "the girl"--but who this girl is, and who hired Booker, remain a mystery, if not to Booker, than at least to you. At the top of that lighthouse is a chair, and once strapped into it, Booker is fired into the stratosphere, toward the city in the sky called Columbia. And what a fitting name for this hyper-American domain of 1912, which incorporates the classical architecture of the 1893 Columbian Exposition. The red, white, and blue Columbian flag flies from spires across the city, and statuaries and bas-relief panels immediately evoke the sense of old America.

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The buildings of that 1893 exposition were part of an area known as The White City, and here, too, Columbia lives up to the name of its inspiration--not just in the whiteness of its buildings, but in the whiteness of its racial structure. At a key early moment, you confront the festering illness corrupting this porcelain-white culture, where anyone whose skin is not the ideal color is ostracized and enslaved. You also confront one of BioShock Infinite's many core mysteries: What is the nature of the brand on Booker's hand? In Columbia, the brand is a mark of the false shepherd, this culture's version of the Christian Antichrist and the 666 that marks him. Identified as a prophesied fiend, Booker has no choice but to run.

Then shall the lame man leap as a hart.
Then shall the lame man leap as a hart.

Columbia is a tremendous place to be, the all-American dream-turned-nightmare crossed with steampunk sensibilities. Nationalist propaganda is mixed with airships and mechanical combatants, and the moving picture machines you occasionally use elaborate on the history of Columbia, which seceded from an America that just wasn't American enough. The leader of this city is Father Comstock, a self-proclaimed prophet and religious zealot whose likeness and influence pervade the game. What Andrew Ryan was to Rapture, Comstock is to Columbia; he is a frightfully well-meaning man who believes so strongly in his own damaged philosophies that you can only fear him. His worshipers are just as fearsome in their blind willingness to follow their leader, even when the costs are high. In BioShock Infinite, religious and political fervor intertwine, much as they do in real life, and these similarities could fill you with dread and unease.

You eventually find "the girl." She is the supernaturally talented Elizabeth, locked in a floating tower and protected by a monstrous clockwork creature called Songbird. Your first confrontation with Songbird is one of many eye-opening scenes, and Elizabeth's relationship with her protector is a complicated one. So is her relationship with Booker, for that matter, though he is key to Elizabeth's escape from her solitary life, and to the city of her dreams: Paris.

And so the two go on the run, alternately exploring Columbia's private nooks and allying with a resistance force called the Vox Populi, not out of politics, but out of necessity. Columbia isn't as hushed and mysterious as Rapture, but exploring it is no less tense. You are a witness to (and a participant in) an imploding social order, and as the story darkens, so too do the places you investigate. Sunny blue skies and perfect manmade beaches give way to burning streets and ghostly memorials. When the narrative has you questioning the nature of reality, the surreality of the environments reflects your confusion. So, too, does the soundscape metamorphose. The concordant harmonies of a hymn of praise take a sour and ominous turn as the more disturbing qualities of Columbia's unerring faith emerge.

A time to weep, and a time to laugh; a time to mourn, and a time to dance.
A time to weep, and a time to laugh; a time to mourn, and a time to dance.

Your confusion is appeased by audio recordings you discover called voxophones, which serve as personal diaries to past events. There are clues here to the nature of Elizabeth's gift: her ability to open tears in spacetime and peer into…the future? The past? Other dimensions? Voxophones also elaborate on Columbia's most important citizens, such as Comstock's troubled, martyred wife, whose story illuminates the desperate lengths to which her husband stooped to ensure that his message might be heard in perpetuum. They even provide a few touches of humor, as do other atmospheric audio audio details; alternate versions of well-known tunes could have you grinning once you pick your jaw up off the floor.

BioShock Infinite is a first-person shooter, but you aren't armed just with machine guns, pistols, shotguns, and the like; you also have vigors. Vigors, like the original BioShock's plasmids, are seemingly magical powers that you can fling at your enemies. Thus, you can weaken your enemies by zapping them with a bolt of electricity or by charging into them at impossible speed. Try distracting them with a murder of crows before gunning them down with your carbine, or flinging them over the edge of a walkway with a shock wave and watching them plummet to their deaths. You may even combine these powers, perhaps setting a foe on fire and then charging into him for an explosive finish.

While many of your foes are of the gun-wielding human variety, the most notable of them have thematic ties to the world they inhabit. Plodding George Washington automatons threaten you with their chainguns, and the best way to bring them down is to aim at the gears that protrude from their backs. The way Columbian flags are draped behind these grotesqueries makes them look like dead-eyed angels of death, a perfect metaphor for the city's faith-driven nationalism. Surprisingly agile mechanical heavies may not be such obvious metaphors, but are more subtle reminders of the the men bound by these skeletons of metal and the factory owner unmoved by his slaves' pleas for a better life. You often face these enemies in outdoor arenas that have you on the move in ways the first two BioShock games never required.

Such battlegrounds are given life by the Skyline railway system that winds through and around them. With the press of a button, you can latch onto a rail with an implement that functions as both a melee weapon and a Skyline hook. Enemies come at you from above and below, and sometimes even from airships that float into range, forcing you to grind the rails to get to higher ground, make a quick escape, or close the distance between you and a pesky sniper. You can leap from a rail and onto one of Comstock's faithful, skewering him before leaping back onto the Skyline and landing on the deck of an airship crowded with soldiers. It's rewarding to fling fire and blast enemies with shotguns as you zip about the hovering platforms, as if you are a vicious circus acrobat performing a murderous trapeze act.

Elizabeth is usually at your side throughout such acrobatics, staying out of combat proper while offering you support. She occasionally tosses a health pack your way, or some salts, which power your vigors in the way EVE powered BioShock's plasmids. As far as AI companions go, she's a fine one, rarely getting in the way, running ahead to indicate the proper direction, and unlocking doors and safes with the lockpicks you find scattered about. Things can still go a bit awry: Elizabeth might not make it into an elevator with you, for instance, leaving you to have a scripted, one-sided conversation. But such discrepancies are rare, and little touches, such as how Elizabeth exhibits curiosity in the world around her, tend to overshadow them.

Such as are for death, to death; and such as are for the sword, to the sword.
Such as are for death, to death; and such as are for the sword, to the sword.

Elizabeth has one other important role to play: by accessing tears in spacetime, she can pull helpful objects into the battlefield, such as hovering security turrets, boxes of health packs, ledges with hooks to leap onto, and so forth. Such objects appear in the environment as if covered with television static, and you bring them into being by holding a button. This system is a contrived handling of one of the game's important narrative conceits, an intriguing element awkwardly translated into gameplay. Yet these tears also give battles an extra sense of unpredictability, or provide important defensive elements when you most need them. That isn't to say that BioShock Infinite is punishing: when you die, Elizabeth revives you, remaining enemies gain a little health back, and you lose a little coin from your pocket.

The combat does exhibit a wonderful sense of growth, however. You find various clothing items that grant you additional passive buffs, such as turning enemies you leap on into human torches. You spend the coins you pilfer from corpses and cash registers on vigor and weapon upgrades, though you ultimately must pick and choose the direction you prefer, since you can't afford every possibility. Should you run out of ammo and use a weapon you haven't upgraded, the difference is notable: suddenly you're facing a challenge you may not have expected. The final combat sequence gets frustrating should you be pushed into using weaker weaponry; it's the only battle in which BioShock Infinite's stellar gameplay doesn't come together. Fortunately, the astounding narrative payoff is more than a proper reward for triumphing over this visually remarkable assault.

Let my prayer come before thee: incline thine ear unto my cry.
Let my prayer come before thee: incline thine ear unto my cry.

BioShock Infinite's combat is more freewheeling and fun than in the other games in the series, but its world is no less intriguing to explore. Secret codes yearn to be broken, and exquisitely crafted gardens and museums cry out for greater scrutiny. This is a game just as much about "place" as it is about "play," and audiovisual touches invoke nostalgia for the original BioShock in effective ways. There's that telltale mechanical tinkling of the vending machines that sell ammo and upgrades. There's the lure of loot, inspiring you to plunder every trash can and every lifeless body. Then there are the old-timey videos introducing each vigor, the sound scratching as if played on an ancient phonograph. Each element draws you further into Columbia--this place so unlike any other you've seen in games that you can't tear yourself away. And a place that so horrifyingly mirrors parts of our own reality that you could never call BioShock Infinite escapist entertainment.

BioShock Infinite could make you feel uncomfortable. If you adhere to religious faith, or celebrate American idealism, this game may invite introspection or even anger. BioShock Infinite isn't afraid to magnify the way religious and racial extremism inform our culture and change lives. It isn't afraid to depict a less-than-holy trinity diseased by power, deception, and manipulation. As the story circles back on itself, you're left wondering whether redemption cleanses us of our atrocities, or simply invites us to commit greater ones. Once the finale comes, you will want to play again, watching each event and image through the lens of information you can never un-know. BioShock Infinite is more than just a quality game: it's an important one.

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The Good

  • Columbia is an amazing place to be and explore
  • Depicts uncomfortable, relevant themes in an effective way
  • Vigors and skyline rails make for fluid, exciting action
  • Upgrades make you feel increasingly powerful
  • Mind-blowing ending that you won't soon forget

The Bad

  • Occasional quirks and contrivances disrupt the immersion

About the Author

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.

Other Takes on BioShock Infinite

The original BioShock is one of Tom's favorite games ever. He will most likely love any game that tells a fascinating story and uses the mechanics to build on those themes.
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ahpuck

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I can't wait to get my hands on this game, it looks amazing.

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samuel2795

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Edited By samuel2795

Good review Kevin you are still my favorite reviewer. Hopefully, I enjoy the game as much as you seem to have.

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M3o5nster

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No surprise here... I'm glad Kevin V reviewed it, since I agree with him for the most part. I'll be waiting to pick this one up, since I've already decided my next AAA will be The Last of Us.

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mikeyvp87

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How long is the game? I just pre-ordered after reading the review so I'm not asking to troll, I'm just wondering how many hours will I be marathoning this game?

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Slim_Lyrics

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Edited By Slim_Lyrics

@mikeyvp87 i finished it in about 10-12 hours on normal difficulty. If you're looking for a challenge i suggest you play it on Hard since i rarely died on normal.

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Elann2008

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@mikeyvp87

Thanks for the heads up. I have since cranked up game difficulty to hard these days. Normal is the new easy.

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Slim_Lyrics

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@Elann2008 @mikeyvp87 Yeah i'm not a huge fps fan myself which is telling of how easy the campaign is on the normal difficult.

By the way if you are a fan of conventional fps controls you'll want to change the default controller layout before you start the game since it's default setting is the original bioshock (click R3 to aim) layout. You have no idea how frustrated i got before i realized i could change it.

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M3o5nster

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@mikeyvp87 I've heard it's about 15 hours... Replay value should be decent though with all the choices in combat and overall story.

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Elann2008

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Edited By Elann2008

@M3o5nster

That sounds about right. Knowing me, I'll probably stretch it out to 20 hours somehow.. hehe. :)

I have somehow managed to get more hours out of Bioshock 1 and 2 than most average gamers.

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vrajitorugaoz

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Ken Levine nails it again!!

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Jin_Hakazura

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To be honest, i haven't gotten the will to finish a bioshock game before. But i'm definitely looking forward to enjoying this. A game like this has more recently been the kind of game i want to play. Not because it is a shooter, but rather because it's story looks like it will hit close to home and actually affect me emotionally.

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faizan_faizan

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GTA V goty.

Can't wait to play this anyway.

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-HCMF-

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Edited By -HCMF-

Can't wait

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PsiZombie

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I'm so getting this game.

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musalala

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BUYING THIS GAME!!!

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Reuwsaat

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Let the score-bitching begin.

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Elann2008

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@Reuwsaat

Why? I mean, I understand what you meant... but a 9.0 is awesome.

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Reuwsaat

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@Elann2008 @Reuwsaat It is, but people can't seem to get over that fact

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Elann2008

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@Reuwsaat @Elann2008

That's true. It's going to happen no matter what. At least we will be enjoying the game while they do. :)

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Kevin-V

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@Elann2008 @Reuwsaat It happens in every review. This one won't be an exception, undoubtedly!

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PortalJumper93

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@Kevin-V @Elann2008 @Reuwsaat Never mind I must have over read that part.

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PortalJumper93

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@Kevin-V @Elann2008 @Reuwsaat You didnt mention Songbird. Did you fight it? If so how was it?

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Jin_Hakazura

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Edited By Jin_Hakazura

@Kevin-V @Elann2008 @Reuwsaat I just hope this game doesn't somehow qualify for a feedbackula xD


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RomanCenturion7

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I soooo want to play this game, but I recently broke up with my gf, and I'm a little scared if this game has depressing parts. I don't want to get bummed out even more.

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Bexorcist

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Edited By Bexorcist

@RomanCenturion7 You should play 'To The Moon' then ... You won't be dissapointed :D

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Daian

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@RomanCenturion7 I think you need this game to realize there are more important things in life than one girl.

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Kevin-V

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@RomanCenturion7 Hug!

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Daian

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Edited By Daian

@Kevin-V Lol, who says reviewers don't care about their readers.

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Elann2008

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@RomanCenturion7

Even more reason to play it. Get an emotional rollercoaster rush, have a beer, and forget about her. Plenty fish, plenty fish.

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M3o5nster

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@RomanCenturion7 Someone give this man a hug...

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marty2004

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Cant wait....

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Elann2008

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This isn't a surprise. I can't wait to get my copy tomorrow.

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moathfaleh_94

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kevin vanord will never give a game 10 out of 10

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DaDumb1

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@moathfaleh_94 A 10 really shouldn't be something given out to just any game. Maybe this game deserves it, I haven't played it yet obviously, but I'm just saying...10s should be EXTREMELY rare

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Kevin-V

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@moathfaleh_94 I already *have* given a game a 10/10 :)

Infinite is fantastic, but I don't think it deserves a score quite that high. However, it's the text that's king! I would hate for people to get too caught up on the number.

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M3o5nster

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@Kevin-V Was it MGS4? Because Kojima is pure genius, and always pushing the genre forward.

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joke_man

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Edited By joke_man

@M3o5nster @Kevin-V

Yes, 20 hours of cutscenes in a game is absolutely pushing video games forward...

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Jin_Hakazura

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@moathfaleh_94 Sorry to be the bearer of bubble-bursting news, but he gave metal gear solid 4 10 out of 10

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Elann2008

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@moathfaleh_94

Seriously... no reviewer should give a game a 10 unless it was Godsend. The games that have received 10/10 in the past should have never received such praise. I'm glad that "SOME" critics are tougher on their reviews.

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GamerOuTLaWz

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@Elann2008 @moathfaleh_94 I remember LOZ: The wind waker getting a 10??? And the game deserved it hats off, best zelda ever made.

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ahpuck

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@Elann2008 @moathfaleh_94 You're right. Personally, in 30+ years of gaming only 2 games are perfect 10s in my list. Super Mario World and Street Fighter 2, both for the SNES.

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Daian

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@Elann2008 I agree, so many games got way too much praise, most games that got a 10 didn't deserve it.

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VintAge68

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@moathfaleh_94 Nobody does on GS these days ...

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DP1130

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I cant wait to get my hands on this one.

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planbfreak4eva

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Edited By planbfreak4eva

bioshock = fail

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PortalJumper93

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Edited By PortalJumper93

Game of the Year. Where's that queuing_for_PS4 troll? Say goodbye to your precious GOTY awards.

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MjnE

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@PortalJumper93 do not speak the names of evil things, for you will call them!

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PortalJumper93

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Edited By PortalJumper93

@MjnE @PortalJumper93 He's bound to be here any moment. I just want to rub that 9.0 and editors choice in his B**** face.

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Shelledfade1

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Edited By Shelledfade1

Nope. Looks lame. /pass.

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Jd1680a

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I am planning on getting this game as soon as Im finished with Dead Space 3.

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