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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Kaz32

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The ending for the game is not really that mind blowing. I've seen even more mindbending story, like Inception, Virtue's Last Reward, Ever17 and Sharin no Kuni the Sunflower country. I figured out the twist of who Comstock is by the middle of the game, but I didn't expect the ending to be so fucking creepy. That ending makes me uninstall the game immediately. Damn it's so unsettling seeing it, though overall this game is amazing. Unfortunately besides the difficulty and the upcoming dlcs, there's no reason to go back.

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fog90

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Edited By fog90

@Kaz32

I can certainly say that this game has the scariest ending in a game since.... Frobidden Siren 2. Cant think of any other game with a scary ending.

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luizferrarezzi

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@Kaz32 not to mention Levine didnt even understand the concept he was using in the story.

MAYBE SPOILERS the entire game is about the schrodinger's cat thought experiment the last 30 seconds is back to the future. ._. Levine left reason behind and tried to be emotional in a weak way. theres no way to undo the possibilities, no solution, Booker going to Paris and dont give a **** about the other worlds is the only way to go.

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Jooj

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@luizferrarezzi @Kaz32 *** SPOILER *** I thought that the point was that Elizabeth could collapse the worlds in to one. Everyone gets a nosebleed when they are joined to their other-worldy selves and this happens to dewitt at the end just before he is drowned. All the dewitts are drowned at once. *** SPOILER ***

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nooruddin4

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Edited By nooruddin4

@Jooj @luizferrarezzi @Kaz32 SPOILER
so basically, the Booker right at the end (after the credits) was one in a universe where all the others were killed, in which Comstock was never born, and Elizabeth/Anna was never taken away from him by his alternate self, and also in which didn't give Elizabeth the ability to access tares (her finger dropping, I read somewhere, was the reason why she could open tears). Did I get that right, or was their a fault in my logic?

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nooruddin4

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Edited By nooruddin4

@Jooj @luizferrarezzi @Kaz32 I just wanted to assure you that atleast one person read everything you posted and appreciated it Jooj. That's pretty much what I thought, and a lot of what you said made things even more clear. I'd for sure use this when trying to elaborate to a friend who's finished it about the whole plot.

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Jooj

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Edited By Jooj

@luizferrarezzi @Kaz32 *** SPOILER *** The important part of what the lucetes did was get Elizabeth away from the syphon so, unleashed, she could destroy all the bookers who lead to elizabeth losing her finger and destroying the world with the powers that subsequently develop. *** SPOILER *** Meh, or at least that is my version of events. See that door every time you die? That's you opening a door on a world where you didn't die. *** SPOILER ***

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Jooj

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@luizferrarezzi @Jooj @Kaz32 **** SPOILER****

So we have many worlds, I realise that. His explanation is bad. So see the type 3 "multiverse" (<--- bad word as universe is the correct word. Just a universe with many "worlds/possibilities/eventualities", terminology that Bioshock infinite thankfully gets right http://en.wikipedia.org/wiki/Many-worlds_interpretation ). "Many worlds" is foreshadowed by mention of quantum mechanics and when lucete makes some comment that comstock sees prophecy where she sees probability.

Note that in that video you start with one point in Many Worlds and all "future" worlds stem from one present. This is a simplification but one ... you destroy the start point and all the rest are destroyed.

**** SPOILER****

However ... just like there are multiple routes you can take to a physical place, multiple sequences of events can lead to identical worlds ... and in quantum mechanics that would mean they lead to the same worlds. So there are multiple possible pasts to any present as well as multiple futures. Gotta get them all to eradicate any one set of or subset of worlds from the overall picture. Gotta destroy all worlds that lead to Columbia and all Dewitts that lead to Comstock.

**** SPOILER****

Type 1 and 2 "branes" or "black holes" would not necessarily bare any relation to each other.

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luizferrarezzi

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Edited By luizferrarezzi

@Jooj @luizferrarezzi @Kaz32 http://www.youtube.com/watch?v=Ywn2Lz5zmYg I'm done here.

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Kaz32

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@luizferrarezzi

Not weak. it could have been greatly emotional if its executed properly, but the last minutes of the ending is really making it like its out of a horror movie. Too bad, I was expecting a family moment like in Bioshock 2. Instead It scared the crap out of me.

Bright side is Booker in the end is in a universe where everything is happy, so theres a bright side to it.

Question is how the hell is Comstock so racist? his alternate self seems like a decent enough guy.

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Alt-appy

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After few hours in the game i found i felt a bit bored at certain places but i still forced myself to keep playing thinking it might get better but it didn't :s Had very high expectations from this game and Kevin gave it a 9, I was so pumped by the score and all the hype that i got it on day 1 played 8 hours non-stop and another 7 hours and now after completing it i see that this game isn't that great.(my fault)Good review though.

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Jooj

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Edited By Jooj

@Alt-appy TBH I think kevin's review spoiled it - he has a bad habit of giving enough of a spoiler away to give the whole game away so that there is no surprise in the end. Unless you are not expecting it, it will be no surprise at all. Even if you don't know what the ending is you will be looking for clues, and they are there, all over he place. Though I thought DS3 was a lesser game I think that some of my disappointment with that was because Kevin gave away the ending in the review ... and it just seemed like so much waiting for the inevitable or joining the dots all the way through. I am going to stop watching gamespot reviews.

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Kingplayer1080

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@Alt-appy I couldn't tell you the amount of times I felt the same way in the first one, pointless areas that make the game feel stretched and areas that were just ugly and dreary that made the game a chore to just keep continuing. But I don't think that takes away from the overall game like it did with this one.

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BulKathos22

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Bioshock Infinite failed to provide the experience that Bioshock I and Bioshock II gave to the players. Yes, it's a very very good game but I would prefer a sequel to Rapture and not to a cartoon flying city ... hope the next Bioshock will be done in the right way, it's a 7/10 for me.

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Kingplayer1080

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@BulKathos22 IMO it was done the right way; story was deep, sound and graphics was better, upgrade system is better, enemies are better, atmosphere and setting is nice and engaging like the first one. The lack of real choices and consequences are the things this game is missing more than anything but this game did more than match the first one, it elevated it to a new peak that makes adding a another sequel even harder to top.

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luizferrarezzi

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@Kingplayer1080 @BulKathos22 the story isnt deep just tries to be in a pretentious way. and the upgrades and enemies arent better than the first and didnt match the first one. I agree with the rest.

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Kingplayer1080

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Edited By Kingplayer1080

@luizferrarezzi I don't think this story pretends to be deep in anyway, it may not have an antagonist constantly trying to wear you down like the first one but it makes you question what is going to happen every step of the way. Whether the conclusion and twist makes you satisfied or not, to me it's not shallow.

The enemies and bosses are more varied and smarter in Infinite than the first one. It's easier to develop a formula to defeat hordes of them in Bioshock 1 than in Infinite and Big Daddies are the only enemies remotely challenging. However I have to say songbird was incredibly underdeveloped in the game and could have made a truly memorable boss battle.

Upgrades in Bioshock 1 was more aesthetically pleasing than actually useful, especially with alternative ammo. Infinite makes upgrading more of a necessity because you can't carry an arsenal of weapons with lots of ammo for each one.

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cuddlyfuzzle

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@BulKathos22 I hope no one does another one. Personally, I'm fed up with sequels so much because fans will always compare the games to earlier versions, as in this instance. Developer's will be forever known as the second dairy industry!

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Kelleraug

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Is anyone else wondering why the video review outlines so many key story events?

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Kryptonbornson

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@Kelleraug He does that so you'll believe he actually played the game before he reviewed it.

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Jooj

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Edited By Jooj

@Kelleraug Indeed. It has been happening a lot recently with gamespot and this particular reviewer. Fortunately i didn't watch this review before playing the game otherwise it would have been ruined.

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Edited By borgledeemuh

Infinite is a fun game, but it's not the unforgettable experience that Bioshock and Bioshock 2 were. Many intricacies from those are missing.

When I speak of intricacies, I think things like hacking, and all that came with it -- permanently turning turrets to your advantage, the hacking mini-games, the autohacks you desperately sought to collect, upgrades that made hacking easier, and the ability to freeze/shock hacking targets to make them easier. All gone here.

I also miss the imaginative plasmid delivery systems. Vigors are rather boringly designed. They're so much less colorful, and we fire them in such an average generic superhero way -- point your hand and a magical effect happens. A far cry from the colorful and playfully squishy paint balls you threw for certain plasmids in the original games.

There's also a good amount of atmosphere missing. I'd say it's roughly halved from the previous games. Ironic since the game takes place um... in the atmosphere.

That would all be well and good -- I mean, I wasn't expecting the exact same game as previous titles -- but nothing was offered to replace those great aspects; except for the skylines, which are not really used as much of anything but a fun distraction (and they are fun, sometimes, but still, just a distraction). We have Elizabeth, but she doesn't provide much depth beyond being an occasional powerup delivery system.

The story is pretty imaginative and might haunt you, but the gameplay seems sort of forgettable.

Then again, the original Bioshocks set such an impossible standard, I'm not sure if us fans are capable of judging fairly.
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ViktorB968

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Would you expect an hacking system in a game that is setted during 1912?

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Kingplayer1080

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@borgledeemuh I definantly agree with you on the hacking but I think Vigors have more creativity and depth then Plasmids which to me are overpowered in a lot of ways

The atmosphere is there but the bombard of enemies everywhere pulls you away from it quickly, plus it's easy to overlook a bright and happier atmosphere than a dark and depressing one like Rapture.

The gameplay in Bioshock is unforgettable but I personally didn't want them to clone it like they did Bioshock 2 and just add simple tweaks, to me that's not a sequel. I think your last statement sums it up a lot of criticism that this game is getting from the community and I think nostalgia is taking place of fair judgement.

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scyankee56

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@borgledeemuh So your upset because you cant Hack Really lol. what are you 10 lol

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borgledeemuh

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@scyankee56 Hacking is one aspect I pointed out as an example of nuanced and memorable gameplay design I feel is missing from this game as compared to the previous ones.

But no, this does not upset me. Just stating my opinion. I hope that didn't upset you.

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Edited By Auth

I'm just so have it lived up the hype. I usually always wait for steam sales. I might have to by this one for full price. I loved the first one. Glad to see the sound efx is on point. I kinda new it would be, since the first time I heard that claw thing in action.

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cuddlyfuzzle

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@Auth 'I'm just so have it lived up the hype.' That makes no sense whatsoever.

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Auth

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@cuddlyfuzzle @Auth "glad" I omitted glad. But I said that based off of what I read from Kevin's review. I brought and played it and wrote a review. I tried to be objective as possible. And anyone that like the first bioshock should read

http://www.gamespot.com/bioshock-infinite/user-reviews/809580/platform/pc/

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Auth

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Edited By Auth

@cuddlyfuzzle @Auth True they are a POV. I should have said unbiased. I'm just starting to think reviewers play nice with devs too much to give an "objective"review of their own feelings. Thanks for the feedback

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cuddlyfuzzle

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@Auth by nature, reviews can never be objective because it's a pov. TY. good review, i enjoyed reading it.

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ramyland

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...ha...ha...ha:)...thisis afunnycomment thatyou did!!! ....i neverthoughtbeforethatmy styleof writing withpunctuation may seem strange to some ...it is a habitIgot it(seenotherwise in my reviews !)... probablywants tosignify that ourideasand thoughtsaboutanytopicdo not havean end, andmay continueindefinitely...!!!...

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push88

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Edited By push88

@SKaREO It's funny, you remind me of someone but I can't quite put my finger on it. Have you ever been baptised?

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@SKaREO Keep talking, you've got my attention.

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push88

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@SKaREO Ummm... I'm gonna go out on a limb and say that those kinds of comments don't belong here sir. ...and you are better than him how exactly?

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Sgthombre

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@ramyland @PSBEATSALLDEAL @LukeWesty ...why.... do... you... use... so... many... ellipses... when.... a.... period... would... suffice...

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SKaREO

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This game is Marxist/Leninist garbage. It hates just about everything White, Christian and American in the world. What a complete joke. 2/10 for this propagandist trash.

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golakers08

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@SKaREO ...Did you even READ about the damn game?

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benelori

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@SKaREO

Amazing...

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moc5

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@SKaREO Look, if you want to have an opinion then you have to have information. Information leads to truth. What you have is speculation built upon a framework of fabrication whose load bearing weight rests upon a lie.

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push88

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@SKaREO I don't believe you played the game either.

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push88

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@SKaREO No one is allowed to question anything right?

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falcoxfm

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ok, i believe on you kevin and all users, but.... it still doesn't convence me.

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jcjamero

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perfect game just awesome..thanks kevin

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DomZeal

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Edited By DomZeal

Why the game failed to get a 10.0 is because of the Bioshock in its name.

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moc5

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This score reminds me of Finger Eleven's Paralyzers. If you are gifted enough to see right through me on my way to you then you'll get it. :)

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commander1122

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no doubt that game of the year @@

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Arsyad00

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its juz another doraemon`s time machine story :l

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Sgthombre

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@Arsyad00 Says the dude who gave RE6 10/10. You are not allowed to comment on the merits of story.

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fatherofsword

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@Sgthombre @Arsyad00 He gave Street Cleaning Simulator a 10/10 too, maybe he's just joking?! XD

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push88

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@Sgthombre Lol

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JimRaynor_2001

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Love it!!! Such a masterpiece!!! And the popular Christian hymn "Will the Circle Be Unbroken?" from Bioshock Infinite is so great! So as the one of Elizabeth version!

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TiberiusJones

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Edited By TiberiusJones

@ollirg @i_like_pie223 @RohanHasSkillz

*POSSIBLE SPOILER*

Pretty much spot on. Narrative-wise, the first two games shouldn't have been central to this game anyway...the whole point really was the build-up to the reveal that Columbia and Rapture were just two of an infinite number of possibilities and twists on "reality".

I thought the writing was fantastic. The proof in the pudding for me is the fact that I kept thinking about the story, it's progression and its ending long after I watched the final credits roll and played the "bonus" scene afterwards. And BTW, the girl and guy (if you watched it, did you catch that his name was Booker?) singing (practicing in studio) "Will The Circle Be Unbroken" at the end of the credits were awesome!!

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push88

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@ollirg @i_like_pie223 @RohanHasSkillz I hear what your saying but I believe they meant a link to the narrative not similarities to the narrative. The link is that a tear opens and reveals Rapture to Fink the inventor who observes the biologists who created the Big Daddies and the plasmids. This is why Songbird looks like a Big Daddy and the Vigors are like plasmids. He stole the technology.

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