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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ZDude46

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A 9 is a double edge score. On one hand we all have conformation it lives up to the hype and is worth 60 dollars. On the other Kevin (unintentionally) has just opened the flood gates for every fanboy to complain their fav game got less.

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pakhair

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@ZDude46 No 9 is brilliant but considering the hype for the game and considering Ken's and Bioshock's name. 9 will be great but not exceeding expectations as a lot have imagined.


And upon seeing Destructoid, Joystiq, Game Informer and IGN review. I beg to differ with tons of his points but surelu I can not be certain till I play

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cuddlyfuzzle

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@ZDude46 oh no! people complaining about points of view is simply insane.

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ZDude46

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Edited By ZDude46

@cuddlyfuzzle @ZDude46 That's not what I meant. It's just that a Bioshock Infinite reveiw is not the place to say how RE6 was cheated. Reveiws are opinions, If you like the game the opinion shouldn't matter.

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Dudersaper

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From the whole franchise I've only enjoyed System Shock 2, but this one looks promising, will definetly be getting it.


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Alecmrhand

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Edited By Alecmrhand

Good review Kevin. Your stamp of approval gives me the final ok to drop the cash on this one. Ive wanted to support this game.

Am I going to cry at the end?

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moc5

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Edited By moc5

@Alecmrhand Well now that's the thing. When a game reviewer has a reputation for being honest, then Gamers can go back to trusting reviews again.

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Liquid_

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@moc5 @Alecmrhand he gave re6 a 4.5, still bought it, because I think for myself

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Daian

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@flyingdutchdog3 trust me my friend, your "I'm better than you because I think differently than the masses which are total sheep" doesn't make you look better.

I could not give a damn about it getting one score or another, I did my homework about the game, I don't just look at a number and go by it.

You two can go enjoy your "holier than thou" bromance because I just don't care anymore.

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Liquid_

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@bvmedeiros @Liquid_ @evilweav @moc5 @Alecmrhand good for you, i have my own opinion and enjoy it, all i see written from you is everything everyone ever wrote ever

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flyingdutchdog3

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@Daian Just give it up already ... Liquid_ has a right to like whatever game he plays. His logic is sound while yours is just pathetic like most of the sheep on this board. If RE6 received a 9 you'd be playing it and saying what a great game it is .... THINK FOR YOURSELF is what Liquid_ is trying to get across to your sheep-like mentality.

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bvmedeiros

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@Liquid_ @evilweav @moc5 @Alecmrhand
Dude, RE6 was a bad game, just get over it. Every Silent Hill that came out this generation was freaking terrible, and received well deserved bad reviews. I still played them, and still got my enjoyment from it, because I'm a fan. That doesn't make the games any better. Same is true for RE6. It's a bad game, doesn't mean it can't be enjoyed. Just beware of it before spending 60 bucks on a day 1 purchase.

I'm not such a huuuge fan of RE (action game since RE4), thus I'll wait til the price drops. I'm glad for the reviewers warning me that the game disappointed in many ways. I'll still enjoy it, but my expectations are way lower.

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ceromaster

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Edited By ceromaster

@Daian @Liquid_

Buying a game based off what someone else says warrants the same effect...

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Liquid_

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@Daian @Liquid_ the last thing on my mind is to look bad to people on the internet, lol sorry its the first thing on your mind
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Alexk91

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Edited By Alexk91

@Daian @Liquid_ And people also have a tendency to think for themselves. I bought Re6, because I play a lot of games, despite knowing the game got poor scores. I'm not looking to justify my purchase, because I don't have to. A poor score serves as a guideline for the consumer, we can acknowledge it, and still come up with our own opinions.

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cuddlyfuzzle

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@evilweav why write objectively when you don't know the meaning?

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Daian

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@Liquid_ people have a tendency to deny a bad purchase in an attempt to justify their initial choice and not look bad.

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Liquid_

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Edited By Liquid_

@Daian @Liquid_ my logic isn't objectively based, its based off the perspective of one person

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Daian

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@Liquid_ the problem with your reasoning is that RE6 was terrible according to most people not just one review.

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Liquid_

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Edited By Liquid_

@evilweav @Liquid_ @moc5 @Alecmrhand

i enjoyed it, hence a different perspective

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evilweav

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Edited By evilweav

@Liquid_ @moc5 @Alecmrhand The key difference here is that RE6 was objectively sh*t.

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Liquid_

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@Daian @Liquid_ reviews simply look at one person's perspective, i dont think you understand that

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Daian

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@Liquid_ you are missing the point of reviews. If they warn you not to play with fire because you'll get burned, then doing it anyway "because you think for yourself" will only make you look dumb.

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moc5

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@Liquid_ @Dudersaper @moc5 @Alecmrhand I doubt many people do that.

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Liquid_

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Edited By Liquid_

@Dudersaper @Liquid_ @moc5 @Alecmrhand

dont get me wrong, this game looks fantastic and I have wanted to buy it since day one, just annoys me that people only buy games impulsively when one reviewer says to do so

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Dudersaper

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@Liquid_ @moc5 @Alecmrhand No need to let the reviewer think for you, just let him help you decide to get a game or not.

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Liquid_

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@Alecmrhand thats pathetic, one person? really?

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Simplythebest12

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Edited By Simplythebest12

Eeeek ugly cartoony graphics :( Fortunately the rest of the game is good

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jessie82

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@Simplythebest12 dont play borderlands then

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Teebown24

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Edited By Teebown24

@jessie82 @Simplythebest12 perfect example. dont judge a game based on art style or you'll miss out

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cuddlyfuzzle

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@Simplythebest12 have you watched metro last light gameplay?

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moc5

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@Simplythebest12 I think they do that to appeal to children even though it has adult themes, I know.

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Sardinar

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@moc5 @Simplythebest12 Cell-shaded graphics look/run better on aging console technology. If they tried to emulate a hyper-realistic style, console gamers would've had to deal with a shitton of texture/object pop in, blurriness and low resolution.

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moc5

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Edited By moc5

How long is this game supposed to be?

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Liquid_

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@moc5 holding w, 6-7 hours

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cuddlyfuzzle

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@Liquid_ @moc5 5 years and 7hours gp. hilarious! or is it?

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ZDude46

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Edited By ZDude46

@moc5 10-15 hours, mabey a little more than that.

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cuddlyfuzzle

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@moc5 play it and report back.

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cuddlyfuzzle

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Edited By cuddlyfuzzle

good choice, the carbine. Ive always liked shooting it.

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TheKitesNest

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Midnight luanch tonight......in there!

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EvilShabazz

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Unlike certain other recent releases, this one has been reviewed well PRIOR to being available in stores. Must be they have enough confidence in the product not to have to deceive their customers, like the makers of Aliens:CM or Walking Dead: SI.

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Phrosnite

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Well, this year's GotY awards will be quite boring it seems...

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SSJMonkey

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Edited By SSJMonkey

...this whole day is just going to suck, waiting for tomorrow...

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Punkrockking430

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Thanks for the completely unnecessary plot line SPOILERS, bro...

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SSJMonkey

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Edited By SSJMonkey

@Punkrockking430 ...I kinda figured that may happen, thats why I never actually read reviews of games that I'm interested in the story.

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RAD_RADIO

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@Punkrockking430 yeah... that really was unneccessary...

"that which cannot be un-known" once heard. Damnit!

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ydnarrewop

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Well this one is going on the short list :)

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zachintyre

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If they review based on other things released till now then why a 9? This is obviously the best of the year, even IGN gave a 9.4. Why not a 9.5. Hell GI gave a 10/10.

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EctoSpartan

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Edited By EctoSpartan

@zachintyre All reviews are opinions. I assume Kevin didn't like the game as much as the other reviewers. Also, this isn't obviously the best game of the year. There are still more games to come out.

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Stebsis

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@zachintyre Then add the damn ,5 yourself, what the **** does it matter if it gets 9 or 9,5?

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