Tag: Bioshock Infinite

  • Trey’s Game of the Year 2013

    GOTY 2013 Main

    Before I reveal my choice for Game of the Year 2013, I’d like to take a moment and discuss the concept of “GOTY” selections. Awards and accolades seem almost inherent to the human experience; no matter the context, we have this ingrained desire to elevate one thing over others like it. We hold award events for everything from costumes to dogs to homemade flying machines and beyond.

    In the entertainment world, this has taken the form of industry-wide events; from the Oscars to the Grammys to the MTV Video Music Awards, we take entertainment and try to qualify it. Some of these events are given more credibility than others, like an Oscar being “worth more” than a Golden Globe, and everyone seems to have their favorite program. Hell, the Razzies are an “award” event for the things people think sucked!

    In the gaming industry, the Spike Video Game Awards has probably become the most public event, but their winners tend to be taken with a grain of salt by the large majority of gamers, developers, and even publishers. In gaming, there’s almost a Pokémon approach to GOTY awards; since almost every major publication makes a selection, the objective “winner” seems to be the one who catches ‘em all, so to speak.

    Personally, I pay a lot of attention to the Game Developers Choice Awards, because I’m interested in what the people who make games consider to be the “best” every year. The selections from GDCA tend to highlight innovation and excellence in design more than profitability, though to describe some of the picks as “pretentious” wouldn’t be too far off base.

    Personally, I think that GOTY awards have lost a lot of potency, though it’s possible they hold weight with investors that I’m overlooking, much like winning an Oscar can help boost an actor or director in terms of studio interest. The biggest direct result of the awards in recent years has been the advent of “Game of the Year” editions that include extra content, although plenty of titles have come around to this idea without needing a GOTY moniker. Of course, companies can go a little overboard when touting these accolades on a new edition…

    GOTY 2013 Batman Cover

    2013 was an interesting year for my gaming habit; whereas recent previous years were overflowing with titles, this year seemed light on releases. The holiday console launch saw the usual field thinned a bit, as developers and publishers pushed titles back into the next few years. This was also the Year of the PC for me, and the creation of the Stargate SG-X saw a lot of my gaming time go into PC games from recent years that I wanted to experience.

    To be 100% honest, picking anything other than[amazon_link id=”B00GXHISJE” target=”_blank” container=”” container_class=”” ] Fallout 3[/amazon_link] as my “Game of the Year” for 2013 is a lie, since no other game pulled me in like returning to the Capitol Wasteland with mods and non-existent loading times. Picking a game from 2008 was deemed “questionable,” though, despite the fact that Matt Lees over at Video Gamer has picked Dark Souls as his GOTY three years running.

    All joking aside, 2013 had standout titles, and even a few unbelievably excellent pieces of gaming scattered about. For my part, I tried to pick experiences that made me think “I’m glad I play games. It’s a shame other people miss out on this stuff.” To that end, I think I’ve been rather successful.

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    Trey’s GOTY 2013: Thomas Was Alone

    First and foremost, all credit goes to Beth for convincing me to play this game. We picked it up during the Steam sale this past summer, and it might have gotten lost amongst all of the other indie gems if she hadn’t played it first and insisted – on a daily basis – that I get around to playing it.

    I’ve made a bad habit this year of falling into the “PC Master Race” mindset. As time goes by, however, I realize that the true power of a PC isn’t rendering individual hairs inside an enemy’s nose, but the accessibility to perfect little nuggets of gaming that can be played on even basic machines.

    Rather than rehash my review, I’d like to focus on the exact reason this game tops the list: Surprise factor. Everyone I have talked to about this game has been astounded at how profoundly involving it is, at how effectively the elements come together and draw you in.

    Please, please play this game. Don’t even tell me if you do; it’s not necessarily a water-cooler game. Do it because you’ll be a more content, slightly more complete person afterward.

    GOTY 2013 Swapper

    First Runner-Up: The Swapper

    I talked about The Swapper in my Halloween editorial, and my one-word reason for it is: Atmosphere. It’s amazing how threatened I constantly felt in a game where the only characters are you, your clones, and sentient rocks. There were moments when I legitimately did not want to proceed, gripped by dread of the sheer emptiness around me.

    The game is also a visual marvel, as every asset is actually a real-world set, model, or miniature blended together with stop-motion and a rendering algorithm. The result is a world that in extraordinarily detailed, even down to the minutiae, without needing a $1500 rig to run it.

    Photo courtesy digitaltrends.com
    Photo courtesy digitaltrends.com

    Second Runner-Up: [amazon_link id=”B003O6EB70″ target=”_blank” container=”” container_class=”” ]BioShock Infinite[/amazon_link]

    There it is! I’m sure anyone who even perused my gratuitously loving review of Infinite is wondering why it’s not at the top of this list. I have an answer for you: It isn’t a surprise that Infinite is unbelievably good. Its pedigree demanded nothing else. The first BioShock changed the expectations for the most recent gaming generation, and became synonymous with what Triple-A gaming is capable of.

    That being said, this game is just about flawless; it blends addictive, rewarding, challenging gameplay with storytelling that is genuinely affecting across the emotional scale. It is a masterpiece, a labor of love from Ken Levine and his team. I acquired it on PC during a recent Amazon sale, booted it up just to see how it runs, and ended up three hours into the game.

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    Honorable Mention: [amazon_link id=”B0050SWUTQ” target=”_blank” container=”” container_class=”” ]Dead Space 3[/amazon_link]

    Few games this year drew as much ire as Dead Space 3; between microtransactions, the increased action elements, and the inclusion of co-op, it was the focus of many poor reviews. For some, it stood for everything “wrong” with EA in recent years. I personally loved it, both in single player and in co-op, and feel it was wrongfully maligned. Also, Necromorphs are terrifying, period.

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    Honorable Mention: [amazon_link id=”B00E4QOEFS” target=”_blank” container=”” container_class=”” ]Saints Row IV[/amazon_link]

    Fun. Raw, unmitigated, completely explicit and immature fun. You can read Erich’s thoughts on how much fun, or you could just go play it. Preferably in co-op, which is the best reason I’ve found in years as to why friends are a good thing. Go ahead, though, don’t play it. I won’t care, because I’ll be riding a velociraptor while listening to “Walk the Dinosaur.”

  • Scott’s 2013 Game Of The Year

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    The Last of Us

    2013 was one of the strongest years ever for video games. So many games that deserve recognition for being incredible in their own right. When it comes right down to it, as I sat and looked at my list of possible picks, there was only one choice that was easy for me to make.

    The Last of Us is a game that defines a generation and it comes at the very end of the current one. Naughty Dog’s reputation as a premiere developer was already sealed with their Uncharted trilogy, Jak and Daxter and Crash Bandicoot, but with The Last of Us they married the gameplay and story so seamlessly it reimagines what is possible in video gaming. Not just very good at one and slack at the other, rather a symbiosis created and learned over 30 years of gaming.

    Led by Troy Baker and Ashley Johnson, who set a new bar for voice acting, The Last of Us is the story of Joel and Ellie and their journey across the country, which spans a year, and set against the backdrop of a post-apocalyptic outbreak twenty years prior that has left mankind hanging on by a thread. We have seen the apocalypse scenario before. In fact, we are inundated with it in pop culture with the current zombie craze which makes Naughty Dog’s ability to make it feel fresh all the better. The lines of “video game as art” are blurred further the more you play.

    It has been a long, long time since I felt so much emotional connection to characters in a game, not since the original Mass Effect in 2007. As Joel and Ellie’s relationship grows from contentious to so much more you can not help but have your own attachment to both of them, especially if you have experienced the type of loss that both of them have. I can not thank Naughty Dog enough for creating such a fully realized world and characters that will always stick with me.

    The Last of Us is a journey that reveals just how good…and horrific humanity can be in its worst hour. As a species on the brink of dying off you are focused on these two engaging people who show you that The Last of Us isn’t about the last of humanity, but rather, the last of humanity left in us.

    The best of the rest

    -Bioshock Infinite

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    Any other year. Any other year this would be sitting at the top of my list. Taking the fun Bioshock formula and add in a host of mindfucks and you have only just begun to realize what awaits you.

    -Tomb Raider

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    Welcome back, Lara Croft. It has been awhile. Where Uncharted was a spiritual successor to the original Tomb Raider this brings it full circle and the new Lara is a spiritual successor to Uncharted. Smooth controls and beautiful to look at.

    -Assassin’s Creed IV

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    I had all but given up on the Assassin’s Creed franchise then Ubisoft goes and does this. Who doesn’t want to be a pirate on the high seas? It lets you live out your Jack Sparrow fantasies and reinvigorates the series.

    -Super Mario 3D World

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    It looks like I bought a Wii U just in time. Crazy level design and co-op play that will make friends enemies. It is easily the best Mario game since Super Mario 64. Should be a system seller.

     

     

  • Review: Bioshock Infinite: Burial At Sea Part 1

    Photo courtesy stuff.co.za
    Photo courtesy stuff.co.za

    Bioshock Infinite is still in the running for my Game of the Year and the wait for Burial at Sea has been a long one. Infinite released in March and Burial at Sea did not see release until mid-November. Even for a piece of single-player DLC that is a long wait and there is no telling when we will see Part 2 surface.

    Irrational has given us an interesting premise to start with sending us back to Rapture with an alternate version of Booker and a more mature femme fatale Elizabeth. The first twenty minutes of Burial at Sea does feel like something new and wonderful for the series and not one gun shot is fired. We get to see Rapture in all its glory. The Rapture we have only heard about in audio logs. Shops are open for business, residents walk up and down the passageways and Big Daddy’s are swimming the deep working to keep Rapture in pristine condition.

    Once Booker and Elizabeth are sent down to the sunken Fontaine’s department store is when Burial at Sea becomes more familiar to Bioshock fans. This is not a bad thing but it certainly feels like territory we have been over before. Twice, actually. There are dark corridors with water leaking through, splicers running around and even a creepy baby carriage connecting us to the original game. Don’t get me wrong, it is an enjoyable experience, it just quickly becomes a case of been there, done that. They could have kept me in the brightly lit wonders of the city the entire time for what it is worth.

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    The gunplay you know is back with very few changes. Guns are mapped to your right hand and plasmids are back (not vigors, this is Rapture) including Shock Jockey, Possession and the new (yet not) Old Man Winter. With the shortened length of the DLC it feels like we are quickly forced to find the plasmids instead of relishing in them after plenty of time searching. I think it would have worked better to start you out with two of them and find the Old Man Winter. While in combat using the mix of weapons and plasmids are as fun as any other Bioshock title.

    A little piece of Columbia makes its way to Rapture with Booker’s ability to use skyhooks (called air grabbers) to maneuver around, reach new areas and give you the upper ground in firefights. Elizabeth is in her giving mood again as well tossing you eve, health and ammo when you get yourself in a pinch. She can also use her tear ability to create weapon barrels, gun turrets and even a samurai warrior to slice up splicers. The mix of Rapture and Columbia works very well.

    The long wait for Burial at Sea makes the story’s length a disappointment. You can finish in one sitting of about 90 minutes. I took around two hours taking my time to walk around and enjoy the sights of a living Rapture in the beginning. Knowing all you know from finishing Infinite takes away a little of the mystery in Booker’s reasoning and his relationship with Elizabeth. They do a good job throwing a wrench into it at the very end that does get you interested in what Part 2 has to offer when they give you control of Elizabeth for the first time.

    Where do you go after you know the story of Infinite? It seemed definitive and perfect so returning to Rapture seems a bit anti-climatic. As I said I wished we could have seen more of the Rapture we are offered at the start of Burial at Sea. We have seen the beaten down and dilapidated underwater city before. Let’s get more of a look at it during its apex. Maybe with Part 2 we can get some more of that. With Part 1 there is not a whole lot of different ideas, just a mixture of previous games into a short Bioshock cocktail.

    NERD RATING- 7.5/10

  • Amazon Offers The Best Bioshock Deal In The History Of Columbia…Or Rapture

    Photo courtesy deviantart.com
    Photo courtesy deviantart.com

    If you have not played any of the Bioshock titles for some weird reason, Amazon is offering a deal that simply can not be beat. Until September 25th, you can buy the digital download versions of Bioshock, Bioshock 2 and Bioshock Infinite for only $19.99.

    Only 20 bucks for two of the greatest games ever made and a decent sequel (that would be Bioshock 2). I really can’t think of a better offer on these games.

    You owe it to yourself to pick these up if you have not played all three. Check out the sale here.

     

  • Ken Levine Unveils Bioshock Infinite DLC

    Photo courtesy polygon.com
    Photo courtesy polygon.com

    For those impatiently waiting on [amazon_link id=”B003O6E6NE” target=”_blank” container=”” container_class=”” ]Bioshock Infinite’s[/amazon_link] Season Pass to pay off, your day is today.

    Literally.

    Ken Levine and Irrational Games revealed that the first piece of DLC for the Game of the Year candidate would be titled Clash in the Clouds and that it is available today for $5 or nothing for Season Pass holders. In it, you take control of Booker competing against waves of various enemies on four brand new challenge maps. There will be 15 waves of enemies per maps with increasing difficulty. There will be “blue ribbon challenges” which are given out for dispatching enemies in distinct ways.

    All of this wonderful, mindless killing will gain you cash which you can spend at the Columbian Archaeological Society where you can buy new Voxophones to listen to, character models to display and even new Kinectoscopes.

    But wait! I hear you exclaiming. Weren’t we promised single-player DLC when we ponied up $20 for the Season Pass?

    You would be correct and that will come in the form of Burial at Sea, a two-piece DLC that will see Booker and Elizabeth (or at least one version of them) return to Rapture on the night before the underwater city’s great fall. You will control Booker in the first part and players will finally get to control the newly gothic looking Elizabeth in the second part. Levine described Elizabeth’s DLC as more akin to “survival horror” so I am assuming that means she will not be making her way around Rapture with guns a blazing.

    No release date was given for Burial at Sea. Both will cost $15 a piece or be included in the Season Pass. So the Season Pass cost us $20 and we will be getting $35 in content. Not a bad deal.

    Are you excited to be returning to Rapture?

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  • Scott’s Review: Bioshock Infinite

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    I will just go ahead and be honest with all of you right now. As I sit down to write this review I am having trouble finding the exact words to begin to describe Bioshock Infinite. I mean that in the best possible way of course. As my brain processes all of what I experienced in the city in the clouds named Columbia, I begin to have that same sense of wonder that I was left with after I played 2007’s Bioshock with one significant difference: Bioshock Infinite took everything I loved about the original and improved it greatly while adding what is easily the best written story of this gaming generation.

    Now before we begin I want you all to know that this will be a spoiler free review, so have no fear while you are reading along. I will take the more difficult road and temper my want to just expose everything I discovered in this game because I love all of you. That is not to say that me or my fellow colleague, Trey Sterling (who will be reviewing the game also), will not have a later article discussing the complete epic mindfucks that happen in this game, but not today and not here!

    Pitch Perfect

    You begin the game as Booker DeWitt, a man that has led a life that has been quite unsavory. He has fallen in deep with the wrong people and has agreed to take on a peculiar job in order to clean his slate. You are being led out to a lighthouse in a roaring storm on a boat being rowed by two strangers. A lockbox is handed to you with a photo of a girl and other items. The message is very clear as to what your job is. Bring them the girl and wipe away the debt.

    Once you reach the lighthouse, you make your way inside and are greeted with a basin of water to wash away your sins and biblical sounding messages framed on the wall. You make your way to the top and sit in a chair when when walls begin to close around you. Sound familiar? Instead of burrowing your way down into the underwater city of Rapture, you are rocketed skyward and when you break through the clouds you are treated to your first view of the floating city of Columbia. After landing you make your way into the city via unusual means and your adventure begins.

    One of the many, many things that Bioshock Infinite does right is that you are given ample time to explore and fully take in how fully realized the city of Columbia is. Citizens live their lives as you walk among them. They have conversations while kids play in the streets. Shops occupy not just business sections, but also, some float on there own and connect with other parts of the city to give patrons a chance to peruse their stock. You can walk up and view other floating parts through telescopes placed around. It is every bit as memorable as the first time you stepped foot into Rapture only this time instead of a cold, dead society you are greeted with a warm, lively version of 1912 America. Take your time and enjoy the quiet serenity, because it does not last.

    The proceedings take a sudden and very racially charged turn and before you know it you are enemy number one floating thousands of feet above the ground with no where to go except towards your cargo. When you first begin combat it will feel very familiar to the original Bioshock with one noticeable difference being the Skyhook. The Skyhook is a spinning hook that is wearable on your left hand and is used in transporting yourself around the city on the sky rail system and also as a vicious melee weapon. You also have a pistol, your health bar and your vigor gauge (which takes the place of plasmids). You begin with a simple possession vigor which can be used to take over turrets in your favor and even other humans and have them attack others. Vigors are refilled with salts which can be acquired through bottles, vending machines and various other loot items found throughout the world of Columbia. As you begin the game, you will feel a sense of trepidation when using vigors, but have no fear, you can upgrade them as well as your health and shield (new to the Bioshock series) by finding infusions scattered throughout.

    There are eight total vigors in Bioshock Infinite and they will be familiar to fans of the series, even with the new names. My personal favorites were Murder of Crows and Shock Jockey, especially when used in conjunction with each other. Shock Jockey is, of course, an electric field you shoot out of your hands Emperor Palpatine-style and Murder of Crows sends out a Hitchcock-like swarm of birds to eviscerate your enemies. Devil’s Kiss send out a fiery ball to set men ablaze while Return To Sender catches enemy projectiles and lobs them back. I won’t go through every one of them because I want you to have the pleasure of discovering them and finding out all the unique combinations that are possible.

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     Tear Columbia A New One

    Just as the combat experience in Bioshock Infinite begins to feel like you might be in for a repeat of the previous adventures to Rapture, you are introduced to Elizabeth. She is the daughter of Columbia’s founder, Zachary Comstock, and the girl you are supposed to bring back from Columbia to wipe away your debt. She is trapped away in a monument and been carefully watched her whole life by the scientists and zealots of Columbia, but why? Why does Comstock keep his only daughter locked away from all outside interference and have literary propaganda thrown about the city promising she is the future savior of Columbia? Perhaps the fact that she can tear open the fabric of time and space to see anything she wishes in any time period. Yeah, that would do it for me too.

    When you rescue Elizabeth from her tower prison you discover she has been protected and cared for by a huge, mechanical creature called the Songbird which you should know if you bought the massive $150 collector’s edition. He will make occasional visits to screw up your journey.

    Once Elizabeth joins you in your escape from Columbia, this is when combat fully opens up and separates itself from the original Bioshock. You don’t have to worry about this being one big, long, annoying escort mission. Elizabeth can take care of herself and before the game reaches its completion she will have saved your sorry ass more times than you can count. She is always readily on hand and ready to toss you anything you happen to be lacking during the many frenetic gunfights you will encounter. You will see a prompt come on screen and Elizabeth yell at you and simply press the corresponding button and she will supply you with health, salts or ammo. I will warn you not to become overly dependent on this though because there will be times, especially during lengthy battles, where she will run out of supplies. So don’t get cocky and expect her to always come along and pull you out of the fire.

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    The biggest addition to combat in Bioshock Infinite is the fact that Elizabeth can open tiny tears in space and make available to you new ways to get the better of the people hunting you down. She can summons sentry guns, mosquitoes (floating automated machine guns), walls for instant cover, medical stations and even skyhook connections that allow you to get the higher ground in a hurry. You may consider yourself a Bioshock expert with your learned use of weapons and vigor combinations, but it is the mastery of those two things and Elizabeth’s abilities that will truly make you feel like you are a badass. You could play through this game over and over again and no two battles will ever be the same. Do you take cover behind a wall created by Elizabeth and use your vigors and weapons like a cover-based shooter? Have her create a skyhook connection and get to higher ground, rain down some Shock Jockey then take out a few guys with your sniper rifle? Have her summon a patriot and as your enemies are focused on him, sneak around and flank your enemies? My brain is literally spinning right now trying to remember just how many different variations I used and all the new ways I can try on my next playthrough.

    A quick word to the wise when it comes to upgrading your abilities: build up your shield first. The shield is new to Bioshock Infinite and is a life saver on many occasions. It will regenerate unlike your health so getting this to maximum quickly is a very good idea. I actually upgraded my health last after my shield and vigors. My shield recharges and I can find food everywhere for small boosts until I could find a vending machine for a refills. I used my vigors almost constantly so upgrading them second just made sense so I could have more uses of my powers.

    Enemies in Columbia range from meh to memorable. In Rapture you were truly freaked when you came across splicers for the first time or when you watched the Big Daddy lumber by on the other side of the glass. Columbia has a wide range of enemies, but none really jump out at you…with the exceptions of the Handyman and Boys of Silence. The easiest way to describe the Handyman is to think of the big badassery of the Big Daddy and let him run fast and jump far so he can be all up in your face before you know it. The Boys of Silence are only used in one area of Columbia, but it is more than memorable. You must remain unseen or they can call in an army of dead creatures. Believe me, after one time, you will quiet the hell down. The other members of the rogues gallery like firemen or soldiers do not give you the same feeling as the denizens of Rapture. They feel more like cannon fodder.

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    Infinite Possibilities

    This is the hardest part of my review to write. I have to convey to you how truly amazing the story is without possibly giving away anything. Bioshock Infinite could be called many things. A look back on the racial tensions that has marred this country for generations. An indictment on American culture today when it pertains to the working class and the one percent. A look at family and how the dreams of parents for their children are not always what is best for either party. Bioshock Infinite is layer after layer of storytelling and as you delve deeper into Columbia you may think you have a grasp on what is going on, but you truly have no idea. There is one event about 85% into the game where you believe a big reveal happens and you begin to think that maybe your idea about the ending was a bit muted and disappointing and you, like me, will be completely wrong. I promised a spoiler free review and dammit that is what I am going to do, but I honestly have to tell you that the last thirty minutes of Bioshock Infinite left my jaw agape and my controller nearly slipped out of my hands. I can not stress enough that you should let no one ruin the end of this game for you. This is coming from a cynical bastard that does not care about spoilers. Don’t do it.

    You should know that the skyhook system does not make this game into a huge open world adventure. Now that is so minute that it should not register when weighed against the overall incredible feeling of this game, but I feel that I need to let you know that. The skyhook is used in combat (amazingly) and it is used to funnel you betwen areas, like a fancy ass tunnel system from Batman: Arkham Asylum. You can go back and forth between areas as you want for side missions and what not, but don’t go into Infinite thinking you are going to be getting Bioshock: San Andreas. I am pretty sure if you are playing Infinite then you are familiar with the structure of the original Bioshock, but I had to put that out there for new adopters.

    I can not say enough about the experience that is Bioshock Infinite. I have tried to explain how you immediately get lost in the world of Columbia and how smooth and free-flowing the combat is, yet there is no real way to truly put into words just how deep, emotional and satisfying this game is.

    What Ken Levine and the team at Irrational have been able to craft with Bioshock Infinite is nothing short of awe inspiring. If you thought you got lost in the immersion of Rapture then you haven’t seen anything yet. It is a one of those surreal experiences of gaming bliss that only comes along a few times in a gaming generation. Bioshock, Mass Effect, Uncharted 3, all these belong in the same company. Bioshock Infinite should be held higher than all of them. It has taken everything that was good about Bioshock and made it great. That alone should tell you exactly how wonderful a game we are dealing with here. Then add to it that it also improved what made Bioshock great, adding in the greatest story of this console generation, and what you are left with is gaming history.

  • Will the Circle be Unbroken: Trey’s Review of BioShock Infinite

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    When BioShock came out in late 2007, it was an instant commercial and critical success, and raised the bar exponentially for story-driven FPS. Its influence can still be felt, with the most recent example of its progeny probably being the excellent Dishonored.  The game had a few shortcomings, of course, as anything made by humans tends to. Even the mighty Ken Levine felt compelled to include an unfortunate “final boss,” a fight which culminated in what may be the single most anti-climatic ending of modern gaming. But taken as a whole, BioShock was a singular and arresting masterpiece.

    Business being what it is, publisher 2K immediately wanted to get rolling on a sequel, something which Levine and the team at Irrational Games agreed with… at first. Issues arose when 2K wanted to rush the studio’s (admittedly lengthy) standard development process, and were further compounded when it was determined the game “needed” a multiplayer component. Irrational departed the project to work on a “true” successor, and BioShock 2 was released to middling scores; arguably the game’s most interesting feature was the laundry-list of development teams featured in the opening credits.

    Fast-forward to August of 2010, when Irrational used the tease of “Project Icarus” as the lead-in to Infinite’s reveal trailer. Eager players got our first look at Columbia, an almost complete inverse of Rapture: A city among the clouds, founded on the principles of American exceptionalism, racial purity, and religious fervor. We were also introduced to the game’s central plot: You were trying to rescue a young woman with special abilities from this city, with things apparently bigger and badder than even Big Daddies trying to stop you. Unfortunately, the initial release date of “October 012” eventually became March 26, 2013 owing to Irrational’s aforementioned penchant for taking their (sweet-ass) time.

    Alright, I promise the history lesson is done, and apologize to anyone who was already well-aware of that information. I chose to include it, however, to make a point: Very few games have ever had this much hype to try and live up to. Hell, just go give my “Five Reasons” article another glance and you’ll understand just what this game had to leave up to for my expectations, alone. I want to establish these things so that when I tell you the final product met and exceeded my desires in almost ever area, you get a feel for just how good this game must be.

    The opening lighthouse-centric portion of this game is, if anything, even more mysterious than the plane crash that launched BioShock. You’re Booker DeWitt, a former Pinkerton agent turned private eye / “independent contractor” who is being sent… somewhere in order to retrieve a young woman named Elizabeth. The game doesn’t give you much to go on, except that Booker has fallen in with some bad sorts, and he needs to “bring them the girl to wipe away the debt.”

    I won’t spoil your initial arrival in Columbia, but I will say that Infinite begins at a much more easy-going pace than its predecessor. Depending on how much time you spend looking around, there’s almost an hour worth of simply wandering around Columbia; you can listen to a barbershop quartet, watch fireworks, and play games at a carnival. (Appreciably, the carnival games are actually tutorials on some the weapons and abilities.) You’re slowly making your way toward “Monument Island,” a giant statue of a winged girl where Elizabeth is being held. Everything is going well until someone notices the letters “A.D.” scarring the back of your hand.

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    You see, Columbia is ruled over by Zachary Comstock, also known to the residents as “The Prophet.” Comstock claims he was given a vision from an angel, and Columbia was the result. Apparently Elizabeth is his daughter, born under miraculous circumstances to his now-deceased wife, who was supposedly murdered by the “Vox Populi” labor rebellion. Elizabeth is now known as the “Lamb of Columbia,” though the Prophet has seen that a “false shepherd” will try and lead her astray.

    A false shepherd who happens to have the mark of “A.D.” on the back of his hand.

    From there, the idyllic sight-seeing turn into a full-fledged fight for survival, as the Prophet employs ever-increasing measures to try and stop you. Your first two acquisitions are a sky-hook and an ability-enhancing “vigor” (plasmids from the first game) that allows you to posses enemies. The sky-hook serves as both your melee weapon and gives you the ability to use freight hooks and sky-rails to move about the environment. As such, the player understands from these very first fights that combat in Infinite is about mobility, using your environment, and creating ways to keep focus off Booker when possible.

    It’s here that I want to avoid talking too much more about the story, except to say that Booker does eventually reach Elizabeth, and from there they get swept up into the larger conflicts of the city. There’s the aforementioned Comstock and his other “Founders” Cornelius Slate and Jeremiah Fink, who are the heads of the city’s security forces and manufacturing, respectively; Daisy Fitzroy, the former servant and Vox leader accused of killing Lady Comstock; Robert and Rosalind Lutece, a pair of twins who appear to be involved in Booker’s mission and have connections to Comstock; and finally, the Songbird, the mechanical being assigned the task of both caring for Elizabeth and keeping her under confinement.

    Elizabeth is probably the main reason I looked forward to each play session. It is evident from the first time Booker sees her – under circumstances where she can’t see him – that we are intended to love her, though not necessarily in a romantic or sexualized way. Her captivity has made her both naïve and world-weary. The first thing she does upon escape is to join a group of people dancing on a pier, and it seems she could do that indefinitely and still be happy; at the same time, her desire to escape has made her an expert in lock-picking and cryptology.

    bioshock-infinite-elizabeth1

    While held captive physically, she has been afforded every opportunity when it comes to education: We see her painting, dancing, and singing; she seems to be exceptionally well-versed in the arts and the sciences; there is reason to believe she is multi-lingual; and even though she can’t leave her tower, she can see outside and beyond it through her use of “tears.” In a nutshell, tears are windows into other points in time and space, such as Paris in 1983, or a Kansas farm in the middle of a tornado. This ability has been studied and exploited over the years; for instance, Fink uses it to discover new items for his factory and has his brother produce songs based on music he hears through the tears.

    Comstock has been using a device to limit these powers, but once freed of her tower, Elizabeth slowly grows stronger in ways that become exceptionally useful. Initially, she is able to bring small changes in from other versions of Columbia, such as a box of med kits or an automated gun turret. Balancing which tear to have opened during combat becomes a huge focus at this point, and is one of the most refreshing things about the game. Elizabeth herself doesn’t participate in facts, but also doesn’t have to be “escorted” through them; she does, however, keep an eye on your health, salts (used for vigors), ammo and cash. If any of these take a big hit, she will try her best to provide you with more so you can keep going.

    As the story progresses, her use of tears gradually advances to where she – and you, by proxy – can sometimes move between different versions of Columbia. This is every bit as potentially disastrous as it sounds, especially considering that the tears are what Elizabeth refers to as “some sort of wish fulfillment.” Thus, when in high states of emotion, she opens tears to realities that reflect that. For instance, after something truly horrific happens to someone connected to the Vox, she states she wants “a real revolution, just like in Les Mis.” She opens a tear to a Columbia where the Vox have been much more successful and better-equipped, but are also exceedingly more violent. In these rare moments, you feel a slight understanding for her containment; it might not be a good idea to let an impressionable teenager freely make use of her ability to reshape existence.

    Of course, Booker wouldn’t be necessary if Elizabeth could do everything on her own, and brings his own skills to the table. A veteran soldier, he is easily able to utilize the various weapons used by both sides of the conflict: Pistols, machines guns, rifles, and even the occasional explosive are all at your disposal. These can also be upgraded the same way the guns in the first game could be, although there are a few notable differences. This time around, you can only have two weapons equipped at a time, forcing you to think about what’s best in a given situation; ammo is more plentiful, but that’s because the tone has shifted to a more-action oriented approach; and alas, this abundance of ammo comes at the removal of the different types of ammo available in BioShock.

    bioshock-infinite-screen-1

    Your other primary means of attack are vigors, of which there are eight scattered throughout the game. These range from familiar fire and shock attacks, to new abilities like launching enemies up into the air, to the powerful – but draining – ability to possess enemies. All vigors have a built in secondary / trap version, and can again be upgraded at vending machines. The final piece in the combat puzzle is the inclusion of gear: Booker has a slot for a hat, shirt, pants, and shoes. Scattered throughout the game, these articles range from making your clips bigger to giving your melee attack an elemental charge. I found that I kept the same few pieces equipped for the early parts of the game, but the later battles almost require you to suit up for specific circumstances.

    Though Infinite does feature some corridor-based brawling, most of the excitement takes place in the open areas around Columbia’s buildings. These arenas are usually feature at least two vertical levels, and find you riding sky-rails between sections that may not even be physically connected. I already mentioned how managing which tear you have opened is vital, and this only becomes more prominent as the battlefields get bigger. I will freely admit that I tried several times to get through a fight – including the game’s final, unbelievably frenetic setpiece – by holing up next to an ammo spawn or automated turret, only to find myself cornered.

    The game is designed to keep you moving, and certain design features highlight that: Booker can move freely on /off or between sky-rails without taking fall damage, no matter how far the jump; special, devastating attacks can be performed against enemies on the ground and on the rails with you; tears to health and ammo crates that seem randomly placed on the ground suddenly make perfect sense when seen from the perspective of the rails. The dynamic nature of these fights puts me best in mind of the large exteriors of Halo: Combat Evolved in terms of how three-dimensionally the fights require you to think.

    BioShock-Infinite-screen-2

    The only real complaints I have come from what seem like holes (or tears, if you’d like) in the world-crafting. Plasmids made sense in Rapture and alongside ADAM / EVE added key elements to the story of the city’s fall. But within the racial-purity-driven halls of Columbia, Gatorade bottles full of demigod powers seem a little out-of-place. I also found absolutely no explanation of “salts” and how they fuel vigors, whether they are natural or synthetic, etc. Admittedly, there are several of the excellent audio and video logs that I didn’t find, so it’s possible one of them addresses salts.

    My good friend Erich Wildgrube (JS Wolfwood from the “Blackout” blog days) has an interesting theory that some game elements support: Originally, vigors were going to be limited in use based on finding bottled versions scattered through the game. This is still evident in an early area where a vending machine is selling a four-pack of the “Bucking Bronco” vigor. The price tag is well beyond any amount you could have amassed so far, so most people assumed it was a simple nod to a former iteration of the game.

    As you progress through the game, however, you come across numerous areas – especially in Fink’s factories – where there are busted-open crates filled with bottles of a certain vigor. When Booker picks these up, all they do is provide a refill of salts, but the existence of these crates seems to indicate the need for large quantities of particular vigors.

    We also only ever see two enemy types using vigors: the “firemen” who attack with Devil’s Kiss, and the “reapers” who use a variation of Murder of Crows. In many ways, their use of the vigors seems to have altered their very nature, much like the way plasmids altered the splicers of Rapture. Think about the terrible things that happen to Booker’s hands each time he picks up a new one; perhaps prolonged exposure could lead to permanent damage for the citizens of Columbia.

    Is it possible, then, that Booker’s ability to absorb vigors for repeated use is tied to some of the more… interesting aspects concerning his presence in Columbia? It would explain why vigors weren’t seen as too big a threat to the Founders’ rule; the supply would have been carefully controlled, and the presumably horrific results of overuse are a deterrent in their own right.  I’ve come around to this way of thinking, although it still doesn’t give a reason for why there would also be bottles of salts lying around and available for purchase in vending machines.

    The game also seems unsure about what exactly to do with tears, both from a story perspective and as a gameplay mechanic. Certain combat zones are rife with little doorways to all sorts of goodies, while others within the same area of the city have none at all to utilize. The same is true of big, reality-shifting gateways; there’s a section where you pass through several over them over the course of about 90 minutes, but then they don’t really become prominent again until the very end of the game.

    I’ve already mentioned that I understand how Comstock would feel the need to limit Elizabeth’s powers, and I can also understand it from a developer standpoint. Too much messing about with alternate reality tears would make the story more convoluted than it already (slightly) is, and too many combat-enhancing tears would make them less exciting and eliminate much of the challenge. Still, it feels like the game presents us with only half an explanation regarding when they can and can’t be utilized, which only serves to highlight the questions that remain unanswered.

    All of these things didn’t really come to mind until after I had finished the game, though, and begun discussing it with other players. While I was in the thick of it, leaping from skylines to airships, launching my enemies into the air and then summoning a mechanical George Washington to pick them off, all I felt was raw elation. When the game took Elizabeth from me, I was angry; when she ran away because of things I had done, I was heartbroken. I was never compelled by thoughts of “the end,” but rather by a desire to spend more time with these two.

    bioshock-infinite-columbia

    And as the credits rolled, after an ending that was simultaneously a mind-frak and exactly what the game had been leading you toward, I felt resolution coupled with a profound sense of loss. I feel no shame in admitting that I eventually loved Booker every bit as much as Elizabeth and saying goodbye to them will stay with me for a long time to come.

    [amazon_link id=”B003O6EB70″ target=”_blank” container=”” container_class=”” ]I played BioShock Infinite on the Xbox 360. It is also available on PS3 and PC.[/amazon_link]

  • Life Lesson: Never Question A Gaming Girl. Want An Example?

    Photo courtesy forbes.com
    Photo courtesy forbes.com

    This post is two-fold. First, for all the real gaming girls out there I will say that I respect the ever-loving hell out of you. This society may be run by nerds now, but I am sure some of you get plenty of flak from other groups of women sometimes for what you love to do. Nothing beats having a good video game conversation with a lady that knows her shit.

    Second, this goes out to the guys who walk around and make fun of women who have video game themed t-shirts or other apparel and you question if they are just wearing it to be “cool” in today’s nerd world. Be careful what you speak out of your mouth.

    Rae Johnston is the lifestyle editor at Techlife.net and someone made the mistake of questioning her gaming knowledge one fateful day while waiting for coffee.

    3325218_o

  • Win A Free Strategy Guide For Bioshock Infinite!!!

    Infinite_series_guide

    We here at Nerd Rating are in love with Bioshock Infinite. We will be doing a dual review for the game like we did for Tomb Raider last month. We are enjoying the game so much that we want one of our lucky readers to be able to get everything out of this amazing work that they possibly can.

    “How can you do that!?”, I hear you screaming at your computer screen as people in Starbucks look at you like a mental patient.

    It is as simple as answering five questions. Just read the five questions below and message us your answers to either our Facebook page or direct message our Twitter and be entered to win. That’s it!!

    Ready? Set? Skyhook!

    1. In what year does BioShock Infinite take place?
    2. What is the name given to the game’s super-powerlike abilities?
    3. Handymen have one weak spot; what is it?
    4. Name three characters other than Booker or Elizabeth.
    5. What was #4 on our “Five Reasons” to be excited about Bioshock Infinite?

    Good luck everyone!!

  • All Bioshock Infinite Alternate Covers Available To Print

    Photo courtesy digitaltrends.com
    Photo courtesy digitaltrends.com

    Irrational has released all of the alternate covers for [amazon_link id=”B003O6E6NE” target=”_blank” container=”” container_class=”” ]Bioshock Infinite[/amazon_link] that were up for fan vote before the game released. All of the covers can be accessed on the Bioshock Infinite website and have copies available for print for the PS3, 360 and PC versions of the game.

    Our dual review for Bioshock Infinite from Trey Sterling and I will be up soon.