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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push88

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They spent over $200,000,000. I will be surprised if we ever see another BioShock game.

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moc5

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Edited By moc5

@ollirg @push88 You ever hear of things to believe that cannot be believed? Such is such a belief. Leave hope to the hopeful and the serious to the factual.

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moc5

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@push88 @moc5 regardless, we are the same Gamer. On this website that is all matters.

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push88

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@moc5 @push88 Finger Eleven. I remember them. I like Finger Eleven.

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moc5

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@push88 @moc5 Until you've heard Finger Eleven's Paralyzer song, I'm not sure you get where I'm coming from.

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push88

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@moc5 : ) Well done.

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moc5

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I can see that you have hope. It helps me to hope. :)

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moc5

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@push88 @moc5 @ollirg lol

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push88

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@moc5 @ollirg @push88 It's so clear to me now.

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push88

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@ollirg @push88 Are you serious?

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benelori

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@cuddlyfuzzle @benelori

I'm madame president when I dress up accordingly:p

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moc5

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Edited By moc5

@cuddlyfuzzle @benelori Dont bring anymore pain to the boy. He's trying so hard not to be a girl.

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cuddlyfuzzle

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@benelori Only the one's of you being president of the Justin Beiber fan club. :P

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Edited By benelori

@cuddlyfuzzle @ollirg @push88

Do you believe rumors? :p

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cuddlyfuzzle

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Edited By cuddlyfuzzle

@ollirg @push88 and you believe everything executives say, right?

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Edited By push88

The story in this game is fantastic and the gameplay can be fun AT TIMES. Also, the world does look amazing but that's where it ends. The HUGE PROBLEM with BioShock Infinite is that I already played the first BioShock and they(Irrational Games) did not make good on a promise to give the fans the game they deserve. I think we got the story we deserved but not the game or more specifically the game play we thought we were going to get. If you watch earlier developer interviews with Ken Levine, he states that his biggest disappointment with the first BioShock was the fact that they were unable to use the environment effectively. I fail to see how Columbia was any different. It really didn't make a difference whether or not Columbia was in the sky, on the ground, IN the ground, or on the moon. It's nothing more than a pretty picture. The game they originally showed us had shifting buildings, a building falling out of the sky, the Vox Populi sky diving from incoming blimps. This game had NONE of that. They didn't even have buildings falling in the background. In fact you won't even die if you try to walk off the edge of a building. All that happens is the screen goes white and you reappear at the edge you walked off of.

I wanted to be running around with the floor giving way under my feet as I’m jumping to a sky line just in time to save my neck. Didn't happen. They WAISTED God knows how many resources on the Elizabeth character that was interesting for about 20 minutes. In fact, the only part of the game where she was effective was on the beach at Battle Ship Bay. After that I really didn't give a crap what she was doing and neither did the handful of other people I watched play the game. Nobody cared if she was looking in a trash can or scratching her ass. We were too busy running around, grabbing stuff and shooting dudes in the face. There's no hacking and no lock picking. Everything is done with the press of a button. To make matters worse, they took what was an INTERESTING and mysterious character called the Songbird, who was supposed to be "pursuing" us and by the way, never once did I feel like I was being chased by the Songbird, and they reduced him to a handful of cut scenes with almost no back story or explanation as to who or what it was. Elizabeth should have been cut scenes and Songbird should have gotten more love. My point is that BioShock Infinite is a colossal missed opportunity and Columbia is nothing more than Rapture during the day with a few sky rails and if I ever see Ken Levine and the rest of Irrational at a convention for a Q & A, I can't wait to call them out on it.

And let's not forget that the game runs HORRIBLY on consoles.

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fatherofsword

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Edited By fatherofsword

@push88 Funny how you call me stupid when I pointed out those problems in my comment then you come here and say the same thing that I said about the game...

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push88

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@fatherofsword @push88 I don't remember calling you stupid. Maybe I confused you with someone else. My humble disgruntled apologies.

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push88

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@fatherofsword HAHAHA No no. SKaREO is the clear idiot. Look at his comments above.

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fatherofsword

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@push88 @fatherofsword lol you called me an idiot. I don't believe you but I forgive you :P

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Psycold

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@push88 Don't blame the game for not running on consoles, blame Microsoft and Sony for that, they haven't been able to keep up with graphics for years now and they are holding everyone back.

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Edited By push88

@Psycold Yeah, I suppose that's true. I should edit that out.

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Edited By moc5

@push88 Agreed.

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Edited By push88

@moc5 @push88 Thank you.

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Badw0lf1993

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@push88 Good job assuming everyone shared your mind set about Elizabeth. She was a programming marvel. One of the highlights of the game. I havn't cared so much about a character since Mass Effect 2, and she was so god damn helpful gameplay wise as well. Of course this is my opinion and I wont assume everyone shares the same viewpoint as me. Also about your "not using the enviroment statement". Seriously? Skylines. End of that argument. I swear to god people just need to find the stupidest shit to nit pick at. We need more games like this. The gaming industry is starting to pump out shit game after shit game. Levine had a point in Gamespots recent interview with him, such pointless cynicism is going to kill this industry -_-

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Edited By push88

@Badw0lf1993 @push88Oh really sir? Skylines, end of argument? A programming marvel? Really sir? Tell me what did she do outside of Battleship Bay that was so amazing? I wandered around the levels of that game and 95% of the time she did absolutely nothing but stand around and lean against a wall or stand around and say "Hmm..." That's not an opinion sir. I played the game. That's a fact. And what of this amazing world full of NPCs that was supposed to have so much interaction? I only remember a sparse few instances of that. You can't talk to anyone. They just kind of stand around and say a few words as you walk by. I spent over $120 on this game, another $50 on a shirt, and $20 on a hat with a crooked patch to support the development of this game. I support the gaming industry sir. Do you? Did you ever hear the expression bait and switch? They showed us something, they promised us something and the final product was not even close. Go back and watch those videos again. I guarantee they waisted plenty of resources trying to get Elizabeth to behave on the screen. Also, I never said I didn't care about the character. I said I didn't care about what she was doing on the screen because most of the time it was nothing anyway. She could have and should have been handled in a more practical way. The game mechanics that were sacrificed for Elizabeth did not pay off. I acknowledged the skylines and even those weren't as dynamic as what they showed early on.

Sorry, I had to post twice. I made a bad edit.

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push88

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@Badw0lf1993 @push88 I didn't have to dig deep at all. Just play all the games once.

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@Badw0lf1993 @push88 It doesn't make me feel smart to say those things, it makes me feel bad. They spent too much money tweaking that character. She could have been just as effective if her role was simplified. Remember how you got to hack robots, machines and turrets in the other games? Gone. How about the weapons used to have 3 kinds of ammo for each gun that you use for different situations? Gone. Even the AI for the Handyman was simplified. They were supposed to grab people and objects and toss them around. They showed them charging at you like a gorilla on all fours. Now they just kind of jump around and flail there arms and electrocute the rails. Maybe they do a little more and I didn't notice but I don't think so. The audio files were more effective too. In the first 2 games you would eventually run into a lot of these strange characters that you heard on tape. In BSI that doesn't really happen at all accept for maybe 1 or 2 characters. I actually disagreed with another guy at first when he said, in so many words, that the first game is a superior experience. But now I kind of agree with him. They put a lot of TIME and MONEY into this game. Maybe less "polish", whatever that means, and more substance? I am NOT a fan of Assassin's Creed, but they pump those games out EVERY year and they seem to be very well put together. I don't know man. I guess I just expected a little more. I'm fine agreeing to disagree. I hope there will be more BioShock games in the future because I want them to get better.

P.S. If you want me to state more reasons how I support the industry and not just Irrational I will but I didn't think that was necessary to make my point.

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Badw0lf1993

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@push88 "Look at me I spent a shit ton of money buying Merchandise. I support the gaming industry" Really? You supported Irrational, not the gaming industry as a whole. I see you got excited with your witful rebudle there though so nice try. Yes I obviously did play the game. I'm a huge fan of this game. I will quote you "If you watch earlier developer interviews with Ken Levine, he states that his biggest disappointment with the first BioShock was the fact that they were unable to use the environment effectively. I fail to see how Columbia was any different. " Skylines were a core part of the environmental combat. I forgot to mention the tears as well. Not only were they part of the story but they were also strategically used IN THE ENVIRONMENT Yes the game was based in a city in the sky. I fail to see why the location should drastically alter your game experience unless it was done poorly. And it wasn't. It did feel like a living breathing city and *SPOILERS I GUESS*


you get to expereince the fall of this city. And you know what, it was done EXTREMELY WELL.

*End of Spoiler*


The point was that it was DONE WELL. If it was done on the moon or wherever I have faith they would of done it well. That's what it comes down too.

Also what in the flying **** did you want her to do while you weren't in combat? Do cartwheels, recite fucking Shakespears Macbeth to you while discovering the cure for cancer? Yes she laid against some walls (which I fail to see is such a bad thing?). But if you REALLY paid attention as much as you claim she did many more things then that. Im on my second play through now and I notice she reacts DIFFERENTLY. She doesn't follow a basic script and I notice she reacts differently to the same objects she views. Does she have Hals intelligence No of course not. My point is that compared to any game I have experienced so far she was the most intuitive and interesting AI I have ever seen. Also you decided to ignore her usefulness in combat which was also a big part of her AI so nice one.

I'm sorry to here that these problems you so desperately had to bring up bother you. You must have a hard time enjoying games. I have seen games promise WAY more shit then this game has and fell on tis face for it. You have to realise the gaming industry in the end is a business Shit will be said that doesn't get in. I find you are greatly over exaggerating the things this game promised. What I expected was a sensational, well crafted story, that would treat me like an adult, two fantastic and interesting characters and give me a very fun shooter experience. Stop trying to find a reason to dislike this game or nit pick at it just because it makes you feel smart to not agree with the majority. I don't expect you to like this game. It might not be for you (dont tell me you did you clearly dug deep to find flaws in this game. I fail to see how you truly enjoyed it)



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push88

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Edited By push88

@moc5 @push88 I would have hated myself.

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moc5

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Edited By moc5

@push88 @moc5 I would have hated you then... lol

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push88

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@moc5 @push88 Maybe I should have been a lawyer? ... nnnaaaaahhhh

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moc5

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@push88 Only needed for those looking to pick apart the truth. A lawyer would have done the same thing, what is everyone elses excuse? yawn and sigh and 'middle finger' eleven. :)

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cuddlyfuzzle

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@push88 You should have interviewed Levine. That, I would have watched.

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@cuddlyfuzzle @push88 Cuddlefuzz, do you know what you just said?

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@cuddlyfuzzle @push88 Ya know. I feel really bad saying these things. I love BioShock and I waited 2 VERY long years for this new game to come out. I just think it needs to be addressed.

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push88

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@cuddlyfuzzle @push88 HAHAHA

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Brakkyn

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I wasn't as impressed with this game as I thought I would be, or hoped I would be. I won't say any more because I'd rather not feed the fires of a flame war. Those are my my two Silver Eagles.

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Tyroshubi

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Btw flamers like you are who this game is perfect for, generic people.

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SKaREO

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@Tyroshubi @Badw0lf1993 Tyro is right. This is just another generic hallway shooter with a general hatred for White Christian Americans. If you buy and play this, you're a dirty hook-nosed Jew that should have got roasted in the Holocaust.

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Tyroshubi

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Edited By Tyroshubi

@Badw0lf1993 @Tyroshubi the only thing that makes it different from a game like cod for example is the environment and the fact that you can use a fireball every so often. Cod is a game for generic people, or medal of honor or any other regular shooter you wanna throw in there.

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Badw0lf1993

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@Tyroshubi I fail to see how this game is for "generic people" of course if you don't like it you don't like it and thats totally your opinion. To be fair (imo) there are way to many ACTUAL generic games being made. This is a fantastic game imo and I hope the industry produces more games of this quality.

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Tyroshubi

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@PSBEATSALLDEAL never played it

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RohanHasSkillz

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Has the story got any links to Bioshock 1 or 2?

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push88

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@RohanHasSkillz Yes. But it has nothing to do with the ending or the basic premise.

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LukeWesty

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Medal Of Dishonored

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Sgthombre

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Edited By Sgthombre

@LukeWesty You do realize that Dishonored borrowed heavily from BioShock and Thief, two games Ken Levine work on.

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JamDev

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I think a 9.0 is about right. Interesting story, fantastic art design, intriguing game world and solid shooter mechanics.

What held the game back from being the masterpiece a lot of reviews have portrayed is that the parts didn't feel like they fitted together. The game and the game world never really connected, it felt like a decent FPS tacked on to an artistic vision rather than the gameplay complementing the narrative and vice versa.

I know the developers choices were limited due to the history of the franchise, but I would have much preferred the story and environment to have been explored through a different gameplay mechanic, the conventional shooter under the surface didn't really do it justice.

An RPG set in Columbia could have been amazing, being able to interact with the people and the world on a deeper level rather than just have them as set dressing. Something more along the lines of the Mass Effect series, or even going back to System Shock 2 which was at heart an RPG with FPS elements rather than a straight FPS in a fantastic setting.

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