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BioShock Infinite - Xbox 360

BioShock Infinite takes the BioShock franchise to skies with the city of Columbia as Booker DeWitt searches for the mysterious Elizabeth and uncovers some surprising truths in the process.
  • Release date: 2013
  • Genre: First Person Shooter
  • Developer: Irrational Games
  • Publisher: 2K Games
  • Rating: Mature 17+ (M)
  • Players: 1-Player
  • SpaceVault page Created by: CGR
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pseudo-intellectual bullshit

The only thing outstanding about this game is its setting. A white-man's utopia in the clouds where you kill these republican types like fodder. Artistically, Columbia is truly a sight to behold. But technically, it resembles a mid-2000s PC FPS. A screwy-as story that only a minority could follow tops off gameplay that seems to borrow from the likes of Mass Effect & Half Life. Don't misunderstand, it's a good game, but not quite so deserved of all its apparent acclaim as some would have believe.

best game in the series, one of the best games last generation

Everyone always says that this doesn't live up to the original. I have never played the original and I'm sure it is an incredible game but this is a great game and you shouldn't skip over it

So radiant and colorful, yet so insane and corrupted. They went off high when creating Columbia, the setting is incredibly detailed, an the music is great.

This game to me changed the way a fps could tell a story and actually have you care for the damsel in distress(so to speak).hooray for irrational!

A very interesting Bioshock game, and Elizabeth is the first AI I ever actul cared about. In half life 2 the friendlies always get in the way, but at least Elizabeth is helpful

Definitely a new type of BioShock. The game play is immensely dumbed down compared to the other games in the series, as are the roleplaying elements. However, what really makes this game is the atmosphere and characters. Columbia is on par with Rapture in the EARLY portions of the game, but soon becomes a dark corridor shooter when it should be open and colorful. Brilliant ending though.

Although this is no longer in rapture i thought this was still good, i loved the characters and story but the ending is just confusing and it's a giant shooting gallery.

This game is terrible. The gameplay is confusing and after 2 days of playing it I just gave up and sold it. It's awesome how you get a hand chainsaw thing but that's the only good thing about it

The story alone makes this game for me. A masterpiece, but the 1999 mode seemed a bit "haha we made a short game now you have to replay to validate spending $60"

An insulting game to the BioShock series. It takes extreme steps back in every direction. Gameplay is horribly dumbed down. Nothing but shooting gallery after shooting gallery with Vigors that all do the same thing. Nonsensical characters in a poor plot that isn't smart, but full of gaping plot holes.

I agree its watered down, the same can be said about Skyrim based on Morrowind, but we hae to accept that 13yr old boys buy games mostly and so poop comes through, but this isn't a poop game. Despite being watered down, it's still outstanding.
It wasn't as great as the rapture games. But overall ill give it the benefit of the doubt. It feels different i agree, but in no way is this game bad. I just don't understand the anger of even considering this game bad. Perfect?No!. Really good game? Absolutely! Give it a try i say.

Bioshock Infinite is not the ground breaking game that the original was. It is much more linear than Bioshock and has a COMPLETELY different feel to it. It does retain some role-playing aspects that the original had like decision making. However, none of your decisions matter or change the ending of the game. This game is a one time play. Still, it is fun while it lasts and had some interesting features. Do not expect to be blown away by this game but you will still enjoy the game.

Dr. Quest
Unlike its predecessor, Bioshock Infinite fails to continually capture the magic of its world after the opening section in Columbia, which is so organic your feel a part of the world. But, it quickly devolves into a shooter albeit a WELL MADE ONE (I can't stress that enough). Sure, the ending left me stupefied, but it's a bit contrived in retrospect. An extremely good game worth your $10 dollars at the bargain bin. No doubt!It just fails to transcend into an art form, something truly special.

Dr. Quest
Unlike its predecessor, Bioshock Infinite fails to continually capture the magic of its world. The opening section in Columbia is something out of a storybook, but it quickly devolves into a shooter albeit a WELL MADE ONE (I can't stress that enough). Sure, the ending left me stupefied, but it's a bit contrived in retrospect. It's an extremely good game, but it fails to transcend into an art form or something truly special. Worth your $10 dollars at the bargain bin though. No doubt!

All in all this game isn't GREAT or PERFECT by any stretch but it's good, really good. The story however is rather linear, there are no multiple paths (even if it's hinted at) and once you've played the game once, there's not really much reason to replay it, unless you really like playing around with different Booker builds and Vigors and stuff.


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BIOSHOCK INFINITE Creating Elizabeth Video
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BIOSHOCK INFINITE False Shepherd Trailer
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BIOSHOCK INFINITE Lamb of Columbia Trailer
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BIOSHOCK INFINITE City in the Sky Gameplay Trailer
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BIOSHOCK INFINITE Lighthouse Gameplay Trailer
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CGR Trailers- BIOSHOCK INFINITE The People Behind Booker and Elizabeth Part 1 Video
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BioShock Infinite E3 2011 Teaser Trailer
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BioShock Infinite "Gamescom Demo Gameplay Footage"
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BioShock Infinite "Gamescom 2010 Demo Gameplay Footage"
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BioShock Infinite for "Teaser Trailer" PC, PS3 and Xbox 360
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BioShock Infinite "Debut Trailer"
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BIOSHOCK INFIINTE Clash in the Clouds Trailer
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Review by Matt Paprocki

It starts on a boat. A bickering couple debates the merits of rowing as they float across a tempestuous sea. In the back sits brown haired, green eyed Civil War veteran Booker DeWitt, nervously anticipating the destination. Mr. DeWitt has debt to pay, an investigator by trade now searching for a nameless girl in exchange for his freedom.

His destination is an unassuming lighthouse. At its peak is an antiquated pod, rocketing DeWitt unknowingly into the sky, above the storm and into paradise. Columbia rests on 15,000 feet of air, suspended by physical anomalies that in this alternate 1912 eclipse the advances of our own society.

Some of America resides here. The population settles under bountiful sun and waving red, white & blue flags, their children playing on safe streets while business works on an honor system. DeWitt’s awe is only matched by the populace’s affection for their founder, a prophet named Father Comstock. This is an idyllic land of riches on the surface, the skyline a defining blue, and clouds brilliant white. Looking no further, Columbia is perfection, an economy of booming luxury and lavish celebratory parades. Everything shines.

Then the illusion shatters.

DeWitt is faced with a choice after winning a lottery, an inconceivable prize that lies at the heart of what Columbia’s mystery is, or rather, what it is built upon. DeWitt slams a hook into a guard, ripping open the man’s face, and throwing his body like a broken action figure. No one will question the violence given the circumstances.

Deep in rotting shanty towns, a rebellion is brewing. The Vox Populi stand up for all that Columbia has done wrong. Their world sees no sun, incarcerated by a leviathan of capitalism and starving under the weight of oppression. Even the mice have died in their sewers at the feet of homeless beggars.

Enter Elizabeth, a girl who experiences the same pathway as DeWitt, enamored by what Columbia offers after she escapes from decades long institutionalization. But, in the basement of a bar a little boy scatters, starving under the stairs, a suffering monument to the cost of prosperity above. DeWitt grabs a guitar and Elizabeth sings a hopeful song while feeding the child, her world now shattered too. For BioShock Inifinite, that moment is a prelude to the war, a tender shared moment before the chaos consumes all.

Together, Dewitt and Elizabeth form a bond of necessity. Each is jarred by death, mournful at something they see as their fault. They both have the same goal, to rescind the rule of Comstock and his industry behemoths, even if DeWitt keeps his ultimate intentions to himself. Their pathways to the resolution are divergent.

Columbia is passion, genuine devotion to what video games as a medium can be. It is somewhere this industry has never been, built on a foundation of publisher support and developer tenacity. This city lives for more than its location. Columbia breathes with activity, foreground or background. Exploration is a marvel as Infinite keeps giving. Its best moments never involve a gun.

DeWitt’s first kill is capped with a discordant screech, a horrifying break into misconception that will never again carry the same dramatic weight. The kills begin to spill over. Columbia begins to crumble, and Infinite becomes numb. Detachment occurs, breaking what could have been interactive fiction’s crowning achievement – our Citizen Kane if you request a broad stroke – and turns it into another in a line of slaughter fests that lose all meaning.

Infinite’s final hours are not about metaphorical repercussions; they are about killing. Masses of bodies pile on one another as the title stretches its logical base past the tearing point. What was once daring commentary on secession, civil rights, belief, and commerce is diluted. Infinite feels scared to avoid compliance with audience expectations of gunplay. All of its weapons cloud the imagery, not help it, and the influx of war in such abundance suffocates the methods that brought Columbia to life in the first place.

Fighting has a need. Seeing what this floating continent has become demands action and insurgency. Infinite refuses to hold back. The clash of mindsets is instantaneous, and then compounded by flighty, often confusing breaks into science fiction that is ill-fitted to this alternate America. Irrational Games takes this series somewhere new, without taking the risks to solidify it as such. Infinite is expected to sustain on loosely resolved allegory that exists more as an aside, not the direct focus.

Juxtaposition between beauty and disorder is grand. Used sparsely, it can repeatedly have the effect of first blood: DeWitt’s agonizing internal realization of what he must do. Then, he becomes a murderer of preposterous scale, burning guards to dust with Vigor powers that latch onto the human body. In BioShock’s new home, these are the cousins of Plasmids, although treated so casually, their purpose for inclusion is haunting. It is a shame then that neither DeWitt nor Elizabeth experience for themselves why Columbia would need them at all.

There are mountains of potential surface level discussions to have about BioShock Infinite. Shooting rifles and machine guns is a marked improvement, and the addition of play on ziplines is able to add an aerial grace unavailable to the underwater scenario. Intertwined combat systems play nicely with one another, sparking a balance that opens up battlefields to more than duck and cover ploys. Columbia is given its own menace on scale with the Big Daddy, a machine with a glowing heart meant to serve the people. If it served them at all, it was not for morale tasks.

All of that is enjoyable short term, but Infinite never reaches for boundaries. With the freedom of development afforded to Irrational, they were also forced to succumb to those who wish to pierce the veil. Opening acts can take hours, admiring the technical achievements, unless they are passed by. Thus, the game is run headlong into a wall, extending its stay to ravage the narrative pacing, only to reach arbitrary length. So much of Infinite is familiar, and that is devastating to the creative process.

Columbia must be indulged despite those discrepancies, so much here genius that is capable of rising above the generic stamp of video game. These characters, or rather these people, exist in an interactive world. They are living their lives until DeWitt forcibly removes them and not through play, but visceral brutality. That sends a message of growth to industry outsiders, but also clingy tradition loaded within the barrel of a gun.