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Sunday 18 August 2013

Bioshock Infinite Game Review




When I finished BioShock Infinite – don’t worry, I won’t spoil anything – I was dumbfounded. I wanted to tell someone what I thought, but for a moment I had absolutely no idea. I’d experienced a kind of excited panic, then total delight, then momentary confusion, and then a rush of extraordinary sights, powerful scenes and sudden twists that left me struggling to keep up.
It’s a spectacular ending. It’s just a shame it doesn’t make a lick of sense.
Infinite is wonderful. Every single person who can play it, should play it. It’s a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place. But the plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks. That’s not uncommon in cinematic first-person shooters, but I mention it now because the game’s mysteries are such a big part of its appeal.
You’re on a flying city of magical racists in 1912, and that soon drops to being only the fifth or sixth most puzzling thing about your situation. Who are those two? Why are they talking about me? What’s with the giant cyborg bird? What does AD stand for? How does he know… why does she think… when did they… why can I shoot crows from my hands? And how do these pants help me reload?


The intro says you’re Booker DeWitt, a private investigator tasked with retrieving a girl named Elizabeth. But I played more like a crazed amnesiac looter, scouring the city for spare change and story clues. In cheerful contrast to the original BioShock’s deep-sea madhouse, the flying city of Columbia is still thriving, still beautiful, and still populated – albeit with magical racists. That means it can give you little pieces of these puzzles in more interesting ways, and hoovering them up into a wonky jigsaw is a joy.
I think it still would have been, even if a tear had opened in the fabric of spacetime and future alterno-Tom, stroking his goatee, had told me that the plot ultimately doesn’t add up. So I’m telling you in the hope that you’ll still enjoy the process of assembling that wonky jigsaw, without being quite so disappointed when the game itself cuts all the nobbly bits of the pieces so it can cram them together the way it wants to.
Really, it’s just a pleasure to have a game this substantial to explore – and one that gives you the breathing room to do so. You still spend a lot of time killing things in BioShock Infinite, but it knows when to give you space. You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place – tranquil, prosperous and happy.

Your arrival is one of gaming’s few truly perfect scenes: a chapel, floors awash with holy water, stone walls echoing with the calming harmony of a gospel choir. Stained glass dioramas flood the space with brilliant gold light, and the heat from a hundred candles creates a gentle haze. The only hint that you’re not actually in the afterlife is an occasional, very distant clanking, as some chunk of the city drifts against its restraints. It’s more than atmospheric; it’s exquisite. That kind of ridiculous artistic flair runs throughout: staggering works of sculpture, transformative use of light, perfectly judged ambience, and music that both nods to the plot and subtly changes the mood. The mileage this game gets out of the song Will The Circle Be Unbroken alone – all four times it’s used – deserves some kind of award.

Early on, the times when combat does break out are the low points. There seems to have been some internal rule against adding any exotic weapons, so Infinite’s guns stick religiously to convention: pistols, shotguns, three types of machinegun, rifles, grenade launchers and a rocket launcher. None of them let you choose an ammo type the way BioShock did, and only the revolver and shotguns are really satisfying to use. Those aren’t available in the early fights, when guns are your primary tools.
It gets better the more you drink. You acquire magical abilities by downing Vigors, which come in beautiful custom bottles relating to what they do. A lot of the early ones just let you disable and damage a group of enemies – by swarming them with crows, setting fire to them, or floating them into the air. But they get more interesting.

There are only eight Vigors, and they’re all free when you find them. You only specialise when you buy upgrades: expensive but significant perks for each, some of which introduce new rules.
I wasn’t wild about Murder of Crows until I bought the perk that creates a nest every time someone dies during the pecking process. If anyone steps on it, that nest erupts in a new flock of crows. If anyone dies during that crow storm, you get new nests! Plenty of fights involve new waves of enemies flooding into the same area, and this self-perpetuating cycle of flapping and screaming and dying is a guilty pleasure.

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