Reaches for the skies
This is the closest thing to a love affair I have ever had. I adore Bioshock right down to the scum that lines the tanks. Hell, it’s the reason why I’m dabbling in game design myself. Then this frilly little number called Bioshock Infinite struts on by, glossy and made up to take the world by storm. I’ve noticed it for years, but dared to approach any form of news on it in fear it would make my opinions stray away from the masterpiece. However, with it gracing shelves everywhere now, it’s not like I can ignore its charms anymore. And you know what, I regret nothing. As if no one knows by now, Bioshock Infinite is set in Columbia, a city that has such grand plans it’s literally reaching for the stars. Floating amongst the clouds on good intentions, its extremist and prejudice values echoing through the streets from the mouth of one man, Zachary Comstock. A voluntary cast off with no intention to return to more stable soil, it’s clear that the city has secrets it holds close to its racist heart. Not that Booker DeWitt cares about the city’s values. In a bid to clear a debt laden with alcohol, he’s given the opportunity to wash it away by uncovering and rescuing Columbia’s biggest secret, a girl named Elizabeth with the power to bring the haven down to hell. To say Bioshock Infinite has lofty ambitions is an understatement. Tackling the behemoth that is the original head on in all regards, Infinite spares no expense in every department. Columbia is nothing short of an absolute dreamboat of design. An amazing labyrinth of astonishing architecture, my first hour and a half in the floating city was spent bumbling around the place gawping like a cretin. Whilst Rapture relishes in its hermit like design, Columbia is a living, breathing propaganda machine with Comstock’s visions glaring at you from every tiny detail and each and every wall. It’s not long before the facade crumbles and the underbelly of Columbia reveals itself to you, and whilst it may not wow like the more touristy segments of the city, your ally does her best to draw you into simply through her interactions.
I’ll most certainly be returning to its seductive tones much sooner than I thought
Elizabeth’s constant chiming in extends to her ability to tear through the plains of existence. With her aid she can bring to life items that appear as mere holograms in environments. A much more spontaneous aid, such an addition forces Booker and the player to pull themselves out of sticky situations using initiative when Elizabeth can’t help him out. It’s a shame it isn’t pulled off in more ambitious fashions than ‘Make turret appear here’ or ‘Place wall for cover here’, as there’s some genuinely brilliant uses of environment altering here, but otherwise, it can occasionally feel somewhat forced. While the addition of a friend to combat the loneliness of previous instalments is new, some parallels run through its combat system to justify keeping the Bioshock name. Red Bull rivals ‘Vigors’ take the place of Plasmids, and work in the same way. At the cost of morphing his arms into hideous machinations, Booker can ignite, electrify, unleash flesh eating crows or wrap water based tendrils around enemies in a bid to rid the city of assailants in more exotic fashions. The system to equip two at a time on your left hands also means you can swiftly juggle between two Vagors to create some spiffing combos mean that whilst these look great on their own, the ambitious will easily flaunt this technique more. The imaginative range of Vigors on offer certainly outshine the weapons you get. A bevy of nice looking if somewhat generic guns rest on Booker’s right hand, and whilst they do the job to stave off assailants, they occasionally go off with more ‘Put-put’ than ‘Pow-pow’ when forced into more isolated areas. Combat really comes to life when locales open up and enemies start to vary in attack. With a multi-purpose tool known as the ‘Skyhook’ practically sewn onto his left hand, Booker can latch onto rails and spin around huge playgrounds unleashing bullet storms on Columbia citizens. The open worlds and barrier-less locales mean that a strong sense of improvisation can pull you out of a lot of sticky situations, and using Elizabeth’s Tears to such an advantage can leave you so satisfied you’ll be thinking you could have pulled yourself out of this city with your brains rather than your firepower. Nevertheless, get placed in a good arena, and combat gels together brilliantly. Get left in a linear corridor, and gunplay feels just a tad underwhelming.
of already reasonable length. Blitz your way through and the campaign lasts around about 10 hours. Those who play with a little bit of patience though, who revel in the stories that surround them and pick up the character delving voxophones will ultimately get a better and longer experience for their money. Hell, the broad and amazing world the game casts you in warrants a replay itself, and the incredibly difficult ‘1999’ mode serves to draw in those who relish in a challenge.
The Bad: Tear system feels underused, Guns don’t pack much of a punch