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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deactivated-5c60a3d1c2911

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I'm enjoying the game so far. Been playing on a PC. The one big negative for me is the checkpoint save system. Can't stand having to cover stuff you've already done, just because you can't save your game before you log off.

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Paratrooper20k

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Edited By Paratrooper20k

It's just sarcasm, calm down mate.

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Paratrooper20k

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Edited By Paratrooper20k

LOL While I agree with more RAGE! I could care less about Feedbackula. I'm just sick of hipsters who make the same gripes time and time again, that's all. Cheers!

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WH0MP11

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Edited By WH0MP11

@jammylambo @Jennaralize @cuddlyfuzzle started a bread factory, that's what you did!

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bonta82

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Edited By bonta82

Honestly, I don't think this game should rate any higher than a 7.0. It has great art style and graphics and I enjoyed the gameplay. However, the story made absolutely no sense. I'm still trying to wrap my head around what happened. The fact that the story is so confusing is a huge negative mark on this game.

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gowillett

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Edited By gowillett

I don't agree with Kevin all the time, but this review is one of the best he's written. Great critical observations about the game, its relevancy, and about the play experience. Solid game, solid review.

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WCK619

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He doesn't row?

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TheOnlyConan

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Edited By TheOnlyConan

I am only a quarter of the way into it, but I have to say it is a great game. I was worried that it would be linear/non open world. While it is not open world, I have not felt boxed in at all.

Game looks so much better on the PC. And that is without modds. With modds..........

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Homeless-_-

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Loved every single bit of this game.

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CarlVaax

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Okay so go read this: http://www.ign.com/wikis/bioshock-infinite/PC_System_Requirements ... and you people at Gamespot have the nerve to rate the PC version the same as the console version? Please ... just stop this BS.

I'll quote some lines from the article "The PC version ships on three discs, as opposed to one for consoles, to accommodate the higher-resolution content we provide for the PC. This really stands out when you play on the higher detail settings and higher resolutions that the PC allows. Irrational Games is known for all the detail we put into our worlds and the higher detail settings available on PC give us even more to work with"

There's more at the link... seriously Gamespot, you rate some PC games lower than the console because of the fact that the game is better played with a controller (which you can easily get if you have a PC).. yet when the PC version is FAR superior to the console you simply slap on the same rating as you did for the console?

Ye..... right

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qewretrytuyiuoi

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well this game made me break my golden rule of not getting a game on release day but it was totally worth it.

now if Irrational games can make and release a game of this quality that is not broken in any way , why cant everyone else ???

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ZombieJesus007

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Edited By ZombieJesus007

Where is the multiplayer? This day and age a gamer must have the option to play multiplayer in their favorite title, whether it's needed or not. I guess Bioshock will have to succeed on a core storyline and play mechanics.. good luck there!

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santinegrete

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@ZombieJesus007 This day you have the option to stick to your MP dedicated games. If they tack you'll just complain anyway. Quality is not better than quantity for the package of a game, specially if some parts are gonna suffer because of it. If you gonna put Halo in examples, think again.

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couly

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@ZombieJesus007 yeah like Tomb Raider, that really worked out.

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miker00lz

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@ZombieJesus007 Putting multiplayer in this game would have been a horrible idea. A lot of people enjoy a good single player campaign over multiplayer. I'm one of them. There are very few MP games I actually enjoy.

IMO, most of the best multiplayer action is in very old games anyway. UT99, Doom 2, Quake 1...

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PheasantSupreme

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@ZombieJesus007 Do you guys really not get his sarcasm?

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qewretrytuyiuoi

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@PheasantSupreme i don't know what does sarcasm look like typed ??

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Spectralfire0

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Edited By Spectralfire0

@qewretrytuyiuoi @PheasantSupreme When he says "This day and age a gamer must have the option to play multiplayer in their favorite title, whether it's needed or not." "Whether it's needed or not" indicates the sarcasm. It's ok though, I didn't catch it at first either.

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TheOnlyConan

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Edited By TheOnlyConan

@ZombieJesus007 Story > mutlitplayer. At least for this game. Most agree.

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Homeless-_-

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@TheOnlyConan @ZombieJesus007 Thank heavens developers agreed with the majority that this game doesn't need to be dragged down by tacked on multiplayer nonsense.

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qewretrytuyiuoi

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@ZombieJesus007 if you want multiplayer go play CoD/BF3 or CS:GO or something similar .Bioshock doesn't need multiplayer just like Tombraider didn't need it either because these games are more about exploring the environments and taking in all the gorgeous scenery and storylines.


I personally believe that games companies should release three versions of their games, one a single player only , one a multiplayer only and the third combining both. Both the single only and multiplayer only should be sold at around 55% of the full price(after all the companies need to make a little profit for the inconvenience of splitting the modes). That way i dont have to purchase/install a part of a game that i will never use.

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miker00lz

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@qewretrytuyiuoi @ZombieJesus007 Do it as three separate releases?? That's a painfully bad idea. Why do separate releases? Just putting the option to choose either or both modes in the game's installer is fine, and separate releases make it needlessly complicated for both the developers and the players.

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qewretrytuyiuoi

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@miker00lz so you are happy about paying for something you will never use ???

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miker00lz

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@santinegrete @miker00lz @qewretrytuyiuoi Yeah, that's a good point. For a download-only release that would be good.

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santinegrete

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Edited By santinegrete

@miker00lz @qewretrytuyiuoi maybe it will become a reality when the industry is more digitalized. Nothing beats a good price and an oportunity to choose combined.

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GamerOuTLaWz

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Sucks that none of this is in the actual game.

http://www.youtube.com/watch?v=tGXZ2VKRpwk

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PheasantSupreme

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@GamerOuTLaWz It could be because her powers are different in the game story-wise. She can only make tears into the world, not manipulate objects or stuff like that.

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icebox98

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Edited By icebox98

@PheasantSupreme @GamerOuTLaWz the trailer sucked! it never made much sense.................. so this part isnt in the actual game? then the game is truly great.....

im buying

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PheasantSupreme

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This game really was amazing, touching and i even got goose-bumps at times. Story and characters are much better than in the first Bioshock and even the immersion is really good. Sometimes i wish there was a mode in which i could just walk throughout Columbia with Elizabeth and just... watch...

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GamerOuTLaWz

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While the game kept a few things from older Bioshock games and its a good game..it doesnt remind me much of bioshock. I havent seen sunbird yet nor fought a handy-man in my game yet but I do miss the little sisters and the role the big daddies had in the game..how you could skip them and let the little girl do her things,or prepare yourself and engage in a epic fight (cause in Bioshock 1 ressources were actually SCARCE and you HAD to use vending machines to purchase unique kind of ammos) AND THEN you had the choice to save or execute the little girl...

B.I. while being a good game is watered down,consolized shit.

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Nintyfan95

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PC FTW, this is best on it!

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HaK-ForgoTT3n

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@Nintyfan95 no.

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GamerOuTLaWz

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Edited By GamerOuTLaWz

@HaK-ForgoTT3n @Nintyfan95 yes.

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Edited By cuddlyfuzzle

@santinegrete @Fursnake @GamerOuTLaWz @HaK-ForgoTT3n @Nintyfan95 I second the No maybes.

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santinegrete

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@Fursnake @GamerOuTLaWz @HaK-ForgoTT3n @Nintyfan95 I second the MAYBE.

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WH0MP11

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@CarlVaax @Fursnake @GamerOuTLaWz @HaK-ForgoTT3n @Nintyfan95 totally!


PC version will kick ass always 'coz of the "firepower" they have in terms of superior hardware...

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CarlVaax

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Edited By CarlVaax

@Fursnake @GamerOuTLaWz @HaK-ForgoTT3n @Nintyfan95 no maybes... the PC version is by far superior

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Fursnake

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@GamerOuTLaWz @HaK-ForgoTT3n @Nintyfan95

Maybe

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Edited By sorintitus

The game blew me away. The ending was... I can't put it into words. Kevin was right: mind blowing. The entire experience was simply unforgettable. Courtnee Draper's voice acting was exquisite. Irrational did not disappoint. We needed something as good as this in a sea of mediocre titles.

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Jennaralize

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Edited By Jennaralize

@cuddlyfuzzle @Jennaralize @jammylambo Be scone with you! I have muffin to say to you any more! Doughnut forget to close the door on your way out!

However, I hope you enjoy the pita parotta of tiny feet in your house soon.

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cuddlyfuzzle

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Edited By cuddlyfuzzle

@Jennaralize @cuddlyfuzzle @jammylambo BRAVO! but your words sound hollow to me now.

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bluefox755

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Great game, but would have been interesting to see irrational take a real risk and examine the extremes of altruism rather than the beaten to death "america is big, bad, evil, and selfish" etc., sure, you secure positive reviews with this path, but pleasing the liberal circle jerk that is journalism is hardly a risk, and frankly toes the line in hollywood, I guess if you assume gamers have never done anything except play games. Just giving gamers the illusion of choice to provoke "thought" in a very predictable political, almost propagandist way, has been done to death in hollywood.

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Jennaralize

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Edited By Jennaralize

@cuddlyfuzzle @Jennaralize @jammylambo Are you trying to take the pizza ta me? It bagels belief! Chibatta know better! I can't take this crepe any more! Naan talks to me like that! I will pray for you:

Our paratha, who are't unleavened, hallulla be thy name

etc etc

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cuddlyfuzzle

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@Jennaralize @cuddlyfuzzle @jammylambo Sorry, at yeast you accept my apology. I'm being sincere and in no way trying to butter you up.

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Jennaralize

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Edited By Jennaralize

@cuddlyfuzzle @Jennaralize @jammylambo Sorry, I don't take decommissioned French currency, they moved to the Euro years ago! You'd be better off spending your money on buying your girl a bunch of flours, kids don't self-raise after all!

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cuddlyfuzzle

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@Jennaralize @cuddlyfuzzle @jammylambo how did you know I bread rabbits? I'll give you 350F to stop stalking me.

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Jennaralize

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@cuddlyfuzzle @Jennaralize @jammylambo Gawd, you're breading like rabbits! Do you follow the lunar cycle? Will your child be born under a croissant moon? Don't baguette to pack an overnight bag!

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cuddlyfuzzle

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Edited By cuddlyfuzzle

@Jennaralize @cuddlyfuzzle @jammylambo It's too late for that. My girl already has a bun in the oven.

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Jennaralize

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Edited By Jennaralize

@Tixylixx It's cheating on you...

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golakers08

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@Jennaralize @Tixylixx ...with the dog AND hamster...and the other cat from down street...the skank

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