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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nechiken

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I loved almost everything about the game. I think that my favourite little feature was hearing music when you killed an enemy and hearing it blend well with the soundtrack.


That being said, sometimes the shootouts felt too long. My favourite parts of the game were learning about the backstory, finding voice logs, any scene where you wander around and explore, and having constant shootouts got on my nerves. The first hour of the game was absolutely amazing, and then the other amazing tidbits were separated by shootouts that I got bored of quickly. Once the game started building up some speed, though, the shootouts were much more satisfying and helped the story flow a lot better.

I thought the ending was awful, though. It felt cheap and tacked on, and ruined a lot of the suspense and excitement that I felt building up to that moment. There were a lot of clues that something was going on throughout the game (slight spoiler), like at the start when the brother and sister ask you to flip a coin and the results are always the same, and I liked the idea that something was going on that Booker was completely unaware of. The ending tries to be a "mindfuck" ending and does it poorly. I played through the game again and there weren't enough clues to support the ending that they tried to pull out of their asses. A good "mindfuck" can only be good if you can watch the movie/play the game again and see things that lead up to the mindfuck. This game failed to do that.


Anyway, aside from that ending, I thought it was great. The world really pulled me in the second I stepped out onto the streets.

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Kingplayer1080

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@nechiken I thought the ending was way more thought provoking and deep than the previous ones by a long shot. Both of the previous games had more happier and touching endings, which was great in their own right but certainly more predictable and tacked on than this one.

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Kryptonbornson

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Edited By Kryptonbornson

@Kingplayer1080 Maybe because I was already familiar with these themes is why I wasn't impressed. I read Stephen Hawkings last book...and as mentioned, it's similar subject matter to what was in the last few seasons of Fringe.

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Kryptonbornson

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@nechiken Agree with the third paragraph, but that was one of the things that made me think the game was more sloppily written than even I first thought. The story was cobbled together trying to be grand like Japanese Anime, but doesn't pull it off as well as something like Full Metal Alchemist: Brotherhood.

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DABhand

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I find it funny the "eye candy" brigade is out on force with this title, the game is beautiful and the engine is designed well to work for most people, but the kids of today are more interested in looks than content. And they are the reason why games are short but nice to look at. Kids need to realize what it takes for a game to be hugely successful and what is involved in doing so, pushing your GPU till it is smoking is not the ideal path.

And lets not forget the "It is not Rapture, so this game is rubbish" gang, Bioshock Infinite was never meant to be about Rapture it is an entirely different era for a start and obviously different characters.

To be honest kids/people today moan for the sake of moaning and its clear from some reviews they haven't even played the game let along buy it.

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nooruddin4

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Edited By nooruddin4

@DABhand I agree fully. I was shocked to see people complain about the graphics, I mean really? Columbia is beautifully designed, and the atmosphere is so engaging that it all seemed perfect to me. I'm just glad I played a game, and enjoyed the plot so much it moved me incredibly. It's been so long since a PC game did that to me, and I salute Levine. The gameplay was pretty damn fun as well, so on the whole, I just can't understand how people could get angry at this game.

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AvatarAlpha

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@DABhand Couldn't agree more with you...

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PinchySkree

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Edited By PinchySkree

So what's the average completion time.

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Kingplayer1080

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@PinchySkree I'd say 10-12 hours, and that's assuming you don't really scrounge or explore the whole environment.

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andreifoxx12

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this game is absolutely AWESOME !!!!!.. that game worth to be buy !! srry for my english ROMANIA

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commuter1991

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It reveals the story's secrets; read it if you have finished it.

http://gamesfiends.com/2013/04/06/bioshock-infinite-an-analysis-of-the-story-and-ending/

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nooruddin4

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@commuter1991 Much appreciated man (even if you're a woman). I read it, and commented. Beautifully summed up.

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Sardinar

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Edited By Sardinar

Can't tell if game is overrated or people's expectations are too high.

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Kryptonbornson

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Edited By Kryptonbornson

@Sardinar Rent it if you have a console and see for yourself. Gamespot tends to overrate and underrate games extremely for whatever reason. I got it free with a new video card.

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Kryptonbornson

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Edited By Kryptonbornson

After finishing the game, I have to say it was lamer than I thought. I actually thought it would surprise me at some point, but it didn't. All the weird racial subject matter that served to flesh out the world was a waste on this typical shooter. I'd put it on the level of Medal of Honor Warfighter except not as graphically impressive. Had to knock it down half a point after the ending to 7.0 as the ending was okay, but it made me realize just how lame the storytelling and how unrealized the world was.

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sinatra666

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Edited By sinatra666

Quite good shooter but I really don't see that overwhelming awesomenes of this game. Storytelling tries to tentalize gamer but ending is pretty obvious anyway. Gamplay is intense and fun, but most of those weapon and skill modifications and upgrades are useless for player to finish the game. Bioshock is fun but for one time only... in my opinion of course. (sory for bad english)

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The_Godfather_

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bioshock infinite is the game that I've been waiting for so long and it really touched my soul. because of that Bioshock infinite is the best game of the year and one of the best games ever made..

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skr10

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Edited By skr10

@The_Godfather_ You didn't explain much... Why exactly did you like the game?

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nutcrackr

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Edited By nutcrackr

Unfortunately I did not enjoy this as much as Kevin. One thing I strongly disagree with is the "no less intriguing to explore" than Rapture. For me, the exploration and atmospheric component is at a completely different level. Aside from the excellent introduction I felt little reason to explore and rarely felt like I was in a real place. Part of this is probably because the game is more linear, maybe it's also because of the directional shift of the narrative at the midpoint. It might be because you barely need to prepare for battle or that the civilians never felt like characters. Elizabeth is good, but she has some quirks. I much prefer Alyx from HL2: Ep1 and she feels much more grounded in game world.

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Andyf1ghter

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This game was so overrated. Here's a better review: 'In this game you walk around and shoot stuff, and that's about it.' Gameplay is the most important factor in a game, who cares about the ideology of the other characters when the gameplay is so generic? I actually felt completely detached from the plot and Elizabeth throughout the game and the 'shock' ending was actually quite predictable. According to the reviewer 'Bioshock will occupy your every waking thought'???? Not unless you're on hallucinogenic drugs it won't.

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aiat_gamer

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@Andyf1ghter and by that logic a game like Spec-ops the line was trash since it didnt have good gameplay...grow up will you?

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PowerDingALing

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@aiat_gamer You're clearly the one who needs to grow up here.

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Andyf1ghter

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@aiat_gamer Yes it most certainly was trash, rather like your comment. What has having a negative view of a game got to do with growing up? The logic escapes me.

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Kryptonbornson

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Edited By Kryptonbornson

Nothing special about this game so far. Interesting environments, interesting subject matter, but overall the story isn't making much sense. I like the overall feel to the game, at times, the world feels full, but mostly it feels like another confusingly plotted shooter. The characters and animation feel like Rage a bit. It also gives me motion sickness like shooters haven't in a long time after playing for a while. Maybe it's the fov, maybe it's the camera motion. Not a bad game by any stretch, but it's just not grabbing me. If I didn't get it free, like if I rented it, I probably wouldn't mind not finishing the game after I returned it. Crazy thing is, it really does just feel like Bioshock in the sky, nothing more. I feel no connection to Elizabeth and could care less about the choices they've given me so far.

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PowerDingALing

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@Kryptonbornson Totally agree!

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Demonnuke

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Its simple for me.. liked the game.. hated the ending..

First when I saw the "R" (from Rapture) on the final mission lighthouse I was expecting a MUCH bigger ending.... nuff said.

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jefferson1964

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@Demonnuke demonnuke if you have not done so watch all the way thru the ending credits there is a small scene that keeps you thinking about the ending......

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jefferson1964

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Excellent Game I had read the first few lines launch day and the next day bought the game, your review is spot on, i sat down over the holiday weekend and finished the game. Then opted for the DLC as I start the next run through...its like one of those movies you see and have to see again and say oh yeah thats what this or that was done or happened....plus im working toward several achievements like site seer etc. If anyone here plays the game make sure you watch all the way thru to the end of the credits there is a small scene at the end that will keep you thinking..........

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gtandiono

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good thing i finished the game before coming here

ps: Kevin, leave some things for the imagination, still love you tho

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Russmon

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Edited By Russmon

oh my god, there is seriously something really wrong with a bunch of you. Great story, great action, great game. Of course there could be a bunch of other things incorporated in to it - but what they created is amazing. Love. it.

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Jooj

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Edited By Jooj

@Russmon Bad gamespot review that destroyed it for so many with massive spoilers?

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Edited By orestes1981

It may just be me, but this game really felt like BioShock (Shrek): Forever After. The idea that doing something as part of the ending will undo the game seemed kind of lacking. Oh well. It is a good game regardless. It just felt like a carbon-copy of BioShock 1.

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Foxhound1982

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I still think Kevin is a brilliant reviewer, but was there any need for quite so many spoilers in that review!

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Jooj

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Edited By Jooj

@Foxhound1982 I agree. Many of those who don't like it seem to have watched this review before hand. Spoiled.

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yellonet

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Edited By yellonet

@Egotte @yellonet Yeah, the original Bioshock also had good reviews and lots of people seem to like it, but I just couldn't bring myself to like it, if felt just like any other console fps... watered down, with inferior controls :(

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spindie

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i bought the game than i found out it sucks its not that complicated, you think i can see into the future and determine that it sucks?

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Bread_or_Decide

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Edited By Bread_or_Decide

Didn't Infamous have almost the same twist at the end?

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Ghostbreed

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This or System Shock 2? SShock 2 ofc.

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nooruddin4

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@Ghostbreed I agree fully. In terms of gameplay, atmosphere, realism to the mechanics of reality, and overall fun factor that's for damn sure. Even the plot, and the twist in the middle is freakin' gold, but with that said, it terms of plot, I prefer Infinite, and that's the only part I'd place over SS2. The plot in Infinite was more relate-able in an emotional/human perspective, and I for one, was not left assuming they just messed up the ending and just spitballed, I saw the structure behind the idea. Great game overall Inifinite, but SS2 was an ahead-of-its-time classic that should hold its place in critical gaming history.

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kukumav

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pretentious overhyped piece of jewish propaganda crap. your pseudo-humanist stories have gotten quite stale since the first bioshock. you are cynical because you think it makes you look deep but it really is the laziest thing in the world. i am sooo glad i didn't pay for it.

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nechiken

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@kukumav

Wat

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golakers08

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Edited By golakers08

@kukumav And I bet those dastardly jews were behind 9/11 too, right! I..Am...Enlighten....-__-

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DomZeal

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Edited By DomZeal

After finishing 1999 mode and almost platinum it, now I think 9.0 is a very fair points.

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moc5

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Got a question, why am I buying old games for 9-18 lira, instead of buying games for 60-70 American? Because I miss they days where game play, story, and FUN factor were paramount. Sure the graphics suck 10-15 years ago, but who cares about what really doesn't matter.

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nooruddin4

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Edited By nooruddin4

@moc5 That's true, but trust me if you enjoy the things you listed, I'd only recommend Infninite out of all new games within the last 3-5 years with that price. In terms of plot, gameplay, and for sure fun factor, this game nailed it.

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