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Wednesday, 10 April 2013

Game Review: Bioshock Infinite (2013)


BIOSHOCK INFINITE 

Bioshock Aims For The Sky


Developer: Irrational Games
Publisher: 2K Games
Genre: FPS
Platform tested: Xbox 360


AT Bioshock Infinite’s announcement, gamers familiar with the franchise had much to be sceptical about. After a relatively disappointing second instalment (no coincidence that creator Ken Levine happened to sit that one out), there was little confidence that anything would clear the bar set by the original BioShock. It looked like a port and re-skin of Rapture, the underwater dystopia that was home to the first two games in the series. Make no mistake, though – it may be the strongest in the series to date.

STORYLINE

Perhaps the best place to start is with Bioshock Infinite’s storyline. A game promises a lot when it relies solely on a single player campaign; such is the prevalence of the online gaming market today. But boy, does it deliver. The player assumes the role of veteran Booker DeWitt, a man given a chance to ‘clear the debt’ by bringing a girl to New York to an unidentified party. Of course in true Bioshock fashion, he is not simply a pair of eyes behind a gun. He is much more than a contextual tool, as is Infinite’s whole ensemble of characters.

We, as the audience, are thrust into the narrative at a point where events are already set in motion, and it is not long before the player is thrown into the splendour that is ‘Columbia’, the city in the sky. A Self- proclaimed utopia: in reality, an ultra-nationalist, racist, oppressive dictatorship run by the egotistical ‘Father’ Zachary Comstock, who assigns himself the status of ‘Prophet’. The ‘girl’ in question is Elizabeth, who is seemingly imbued with a special ability to open ‘tears’ in space, and guarded by a giant mechanical creature dubbed ‘Songbird’.

 The equilibrium phase is integral to the setting of the events to come – and a second play-through demonstrates just fine a balancing act the developers have struck in order to tell a story. Essentially, you are enticed, without knowing too much. Nonetheless, something is amiss about the whole place, as is quickly learned. Eventually Infinite leads us to an unpredictable, revelational conclusion that few will see coming, and possibly the best narrative twist since the original’s ‘Would you kindly?’ turnaround, if not the greatest plotline in gaming history.

GAMEPLAY

So all this talk about an impeccable narrative is great, but what of the gameplay? Nothing particularly new here – which isn’t a bad thing, of course – left hand uses ‘Vigors’ rather than Plasmids, right is for old- timey guns, and upgrades come in the form of various clothing (gear) that when equipped allow certain perks and abilities. We are also given choices that affect the story slightly, allowing for more replay value. The Vigors themselves are what make the series different from your average shoot-‘em-up, and aid in various ways during battle with Columbia’s forces. Personal favourites include Bucking Bronco (which propels enemies into a state of low gravity for easy pickings), Charge (essentially a re-skinned Big Daddy drill attack), and Return to Sender (a shield which directs enemy attacks back at the enemy). Most have secondary functions, but are rarely necessary. As for the enemies, there are various archetypes equipped with alternates to your Vigors, which helps to even the odds. They will also make use of the Skylines that accommodate Columbia, which are primarily used for Booker’s transport needs, also contributing to some fantastic cinematic sequences. The most memorable enemies are by far the Big Daddy substitutes, the Patriots. Part intimidating, part satirical, these mechanical giants manifest in the form of the founding fathers, which quote their historical counterparts while riddling Booker with bullets. Strangely, they can’t help but serve as irritatingly entertaining.

Thankfully, you have something else on your side – Elizabeth. In fact, she is such a significant element of Infinite that she deserves as much focus as any of the game’s key aspects. For the first time in history, gamers actually prefer the sections in which she accompanies you. Think of the past annoyances of friendly AI – notably recent Resident Evil instalments – and just how annoying, obstructive and useless they were. Elizabeth is nothing of the sort. In fact, she is a delight in every way. She will toss you ammo, salts (to power your Vigors) or health packs when you most desperately need them. Which you will. She also contributes to some helpful, well-scripted dialogue with Booker, which ranges from humourous to story- enriching (in hindsight of the conclusive events, of course), thus enlightening the quieter moments. In addition to all this, she will use her special abilities to open tears, therefore providing a wealth of battle tactics. Unlike Resident Evil 5’s Sheva, she is integral to both story and gameplay, easily taking the mantle of the greatest AI partner a gamer could wish for. Keen observation will also pick up on a sort of Big Daddy/Little Sister mirroring between her and yourself as a player, though she is never under any threat, as the game will tell you with a notification; ‘Elizabeth will look after herself’. Well, thank God for that.

Bioshock Infinite retains the mechanics of previous instalments while fine-tuning the smaller stuff. There’s still a selection wheel for Vigors, but Infinite trades in the weapon cycling system for a Call of Duty style two-gun at a time feature, which will have you constantly debating what to swap for what. There are often at least three guns you may want to carry, but are subjected to being left to guesswork about what might come in handy in the next encounter. The player will also benefit from venturing into Columbia’s dark corners – often a rewarding experience for the kleptomaniacs among us.

A few minor hitches, though: Battles, once or twice, can seem overwhelming, and mis-spending of upgrades can result in a challenge which is just the wrong side of good sport. Put frankly, the enemies can be altogether downright irritating. Patriots are faster, stronger, and better equipped than Booker ever is, and his virtuous Vigors just don’t cut it often enough. Other criticisms of the game have said that Infinite’s objectives seem to continually divert, resulting in the player forgetting why they are doing what they are – but heck, it’s not proclaiming to be anything other than loyal to the Bioshock series, which has had players doing this since 2007.

The graphics are decent enough in the Xbox 360 version, but screenshots of PS3 and PC in particular demonstrate that Infinite is running Xbox 360’s graphics card to exhaustion. The odd loading icon appears in the corner of the screen when passing through areas, and the occasional texture pop haunts the system’s creaky hardware. The sound is, well, sound, however: a great soundtrack accompanies the player as they journey through Infinite’s story, which, as you guessed it, again serves as a vessel of narrative elements. The game also sees the return of voice recordings in the form of Voxophones, which are highly collectable and – yep – narratively beneficial.

VERDICT: Worthy of all the awards and praise, Bioshock Infinite keeps players occupied, and leaves them satisfied. The developers clearly ran a tight ship, with every detail meticulously thought over and implemented with masterful precision. Play through it once to have your mind blown. Play through again, and appreciate the inner workings that went into doing so. Only parting thought is where the series is headed next – but that is a definitively exciting one. Bar = set.

RATING: 9/10


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