![]() ![]() There is some additional customization in the form of bonus-giving clothing you can wear, but none of these were exciting enough to replay the game for the sake of trying different combinations. I like the implementation of the powers better in this one than in previous games, though once again the number of options are pared down. There are more weapons than in either previous Bioshock, but they’re bland pistol/shotgun/machinegun/grenade-launcher types, and none have interesting alternate ammunition that can lay traps or electrocute goons or whatnot. This narrowness extends to other fields as well. Even the various areas sort of ran together and ended up feeling a bit samey - while a few still stand out in my mind, Infinite doesn’t have any equivalent of Fort Frolic from the first game, or Ryan Amusements from the second. There just isn’t anything there that I didn’t catch on my first playthrough. Given how gorgeous Columbia is, this is a real shame, because I cannot see myself replaying this game the way I replayed Bioshock 1 or 2. Except for a very few areas (I think only one quite near the end), your goal will always be to travel from point A to point B, and while there will be a couple rooms off to each side for you to pick over, you’ll never have much reason (or ability, since this sky-castle is full of corridors) to go off the beaten path. There’s less of everything on display here, not the least of which is a greatly reduced amount of side-territory to uncover. ![]() And that’s the thing I like least about it. Even at their most linear, they were brimming with side areas to explore, and had plenty of interesting weapons (and ammunition types to put into those weapons) and powers to fuel the desire to continue exploring every dangerous nook and cranny possible. That’s not a bad thing actually, it was the relative freedom of exploration that I liked so much about the original two games. At least in terms of gameplay, you’ll spend more time checking to see if desks contain some silver dollars or cups of coffee than you will fighting. And the fate of the city is every bit as central as the story being told through the game’s characters - often more so.Īt their core, the Bioshock games are really about rummaging through people’s personal effects to find their stashed cash, bullets, and gin. Buildings bob when docked and swoop into view the rest of the time, and it’s never short on sights. Still, Columbia is the real protagonist here, fully realized and beautiful. Every time I left the airy outdoors for some dreary drawing room or smoky gentleman’s club or stuffy museum, Columbia may as well have been anywhere. I do wish it had taken more advantage of the setting, because as good as it is when journeying through areas where the game space provides open areas, vertical combat, and some chances to explore a bit, many of the game’s weaker moments are disappointingly linear. The best parts of the game take place during moments when you can tell you’re in a flying living space, complete with mad skyline transit, docking buildings, and airships full of enemies. Of course Columbia, Bioshock Infinite’s sky-city, is stunning. And it sounded to me like Irrational Games was really digging to the bottom of the concept art slush pile of anachronistic dystopias in search of something that would wow audiences even more than Rapture. ![]() “Did you hear it takes place in a floating city in the sky instead of underwater? And that it’s set before the original Bioshocks?” he asked. Usually it’s the annual installment of Assassin’s Creed that gets his pulse up, but this time it was Bioshock Infinite. Columbia Sure Is Well-Lit Compared to RaptureĪ little over a year ago I was having a conversation with a friend, one of those guys who’s always excited about the Next Big Thing. And not a lot of franchises have the freedom to do that.Columbia is every bit as fascinating as Rapture was.ġ. He said: “The franchise is not just about Rapture. Talking to 1up, Irrational head Ken Levine likened BioShock Infinite to the type of series that could go different places, sort of like Final Fantasy. They will still have to avoid Big Daddy-like enemies, though they’re described this time as “a metallic beast with an exposed, beating heart contained in a glass chamber in its chest and a face straight from turn-of-the-century ‘strongman’ posters.”Īs you can see in the game’s CG trailer, Elizabeth and Booker will have powers that are not unlike plasmids, though Irrational hasn’t made a direct connection between BioShock and Infinite other than their names. Players will have more freedom than they did in BioShock‘s Rapture, able to move around and explore the city of Columbia rather than being stuck within an underwater environment. Players take on the role of Booker DeWitt, an agent sent to Columbia to rescue a powerful girl named Elizabeth being held prisoner. ![]()
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