Tag: Rapture

  • 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

  • Bioshock Infinite: Burial At Sea Trailer

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

    After a long wait the first piece of single player DLC for Bioshock Infinite, Burial at Sea, is available today. You return to Rapture shortly before the city’s fall as an alternate Booker who seeks help from Elizabeth to find a little girl. Check out the launch trailer for the DLC below and keep a look out for our review.

    Burial at Sea is $15 or free for Season Pass members.

  • Bioshock Infinite: Burial At Sea Returns To Rapture In November

    Photo courtesy ggwallpaper.com
    Photo courtesy ggwallpaper.com

    Bioshock Infinite released back in March and it has been a good wait for the promised single-player DLC, Burial at Sea. We now know that Episode 1 of Booker and Elizabeth’s Excellent Rapture Adventure will release on November 12th. Episode 1 will have you taking over Booker the night before Rapture’s fall while Episode 2 will let you control Elizabeth in the underwater city.

    Burial at Sea will cost $14.99 and is free for Season Pass owners.

    On a side note: Really? Three days before the PS4 launch? Now I have to use what I lack the most: time management.

  • 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?

    Burial_at_Sea_-_Episode_One_KeyArt

  • 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.

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    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.

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    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.

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    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.

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    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]

  • Trey’s Five Reasons: Bioshock Infinite

    *QUICK NOTE*

    See that author line below the title? Don’t believe that! Sometimes here at Nerd Rating we get backed up so I am doing our buddy Trey Sterling a solid and posting his five reasons to get Bioshock Infinite. Thus the title…pay attention!

    On with the fun.

    Photo courtesy thegamingliberty.com
    Photo courtesy thegamingliberty.com

    One week from today, gamers will finally get their hands on BioShock: Infinite, Ken Levine’s long-awaited true successor to 2007’s BioShock. After a publisher mandated numerical sequel – which lacked Levine’s input and tacked on multiplayer – and several delays, we will get to experience the next step in BioShock’s evolution as envisioned by the team at Irrational.

    To be perfectly honest, only Metro: Last Light has captivated my anticipation more over the last year or so. We’re going to try a new feature out where we give five high points to our excitement over big releases, and Infinite seemed the perfect guinea pig.*

    1. The Story
    From the opening plane crash and the “Welcome to Rapture” reveal of the city, the original BioShock asked us if we would kindly step into silent protagonist Jack’s shoes and guide him through that underwater Hell. Infinite changes things up a little by giving us Booker, in that he speaks and has a seemingly well-crafted personality; it also presents us with an almost-constant companion in the form of Elizabeth, as opposed to Rapture’s lonely corridors. “Bring us the girl, and wipe away the debt” is about as far as I’ve allowed myself into this new tale, simply because I don’t want to spoil any surprises Columbia might hold.

    2. Skyrails
    If you’ve seen any trailers for Infinite, you have presumably seen Booker using these to move about; if not, why are you reading a feature about a game you haven’t seen any trailers for?! Go fix it and come back!

    I am genuinely thrilled at the idea of using these roller-coaster style tracks to move between Columbia’s floating buildings, but it is also one of the areas the game could derail (intended) my expectations by not being as free-form as we’ve all been led to believe.

    3. Time “Tears”
    This is maybe the gameplay feature I know the least about, and I’ve been intentionally keeping it that way. What I do know is this: One of Elizabeth’s abilities let’s her tear holes in space-time, allowing her to transport the two of you – and enemies too, maybe – between different places and times. She can also use it to pull weapons out of thin air, so to speak.

    4. The Songbird
    Anyone who remembers that first BioShock teaser from years ago can attest to the sense of awe and terror inspired by seeing a Big Daddy for the first time. Games of a certain ilk thrive on having such enemies in them, enemies who present such an initial threat to the player that running is the only sensible solution. Half-Life 2’s striders, Metro’s librarians, and Fallout’s super-mutant behemoths are some prime examples. In addition to being terrifying, the Songbird has the added bonus of having unknown motivations that might, when all is said and done, make us question just who the real monster is.

    5. Open-Ended Gameplay
    It’s become commonplace these days for games in every genre to include some form of upgrade system, wither for your skills, your gear, or both. Yet few achieve the desired result of letting a player genuinely choose how they want to play; the most recent successes are probably Dishonored and Far Cry 3. The original BioShock was another example; to this day, I rarely meet people who played through it using the same weapons and plasmids I saw as indispensable. With the addition of Columbia’s open design and Elizabeth’s talents, here’s hoping Infinite stacks up.

    The Final Expectation
    When I pick up BioShock: Infinite next week, I plan on jumping into a historical thriller disguised as a shooter, with some heavy sci-fi themes to boot. I don’t expect any one fight to ever feel exactly like another, I expect to occasionally be terrified and hopelessly outmatched, and at least once I expect each character to do something that makes me loathe them even as I root for their success. Oh, and at least once I expect to use the skyrails to land on a zeppelin, set that zeppelin on fire, and then go sliding away as it crashes to the ground so very far below.

    *That’s a total lie; Tomb Raider was supposed to be my first one, but I might have… not done it. As is evidenced by the inexistence of an article entitled “Trey’s Five Reasons: Tomb Raider.”

  • Rapturepalooza Trailer

    Photo courtesy boxofficebuz.com
    Photo courtesy boxofficebuz.com

    Quick family story:

    Living in the south, most people find it hard to…how do I say this….have different opinions and beliefs. So when my mother heard about Monty Python and the Holy Grail coming to her little southern theater in 1975, she had to hurry and see it before the (her words) “baptists got it shut down”. And as much as I would like to think strides have been made down here, there are many days and conversations that I hear that makes me think George Wallace is still alive.

    Well get ready, cause here comes Rapturepalooza.

    A comedy about the Rapture starring Anna Kendrick, John Francis Daley, Rob Corddry and Craig Robinson as the Antichrist. It seems the Antichrist is a fun loving guy that likes the finer things in life like nice suits and nuking Orlando and he has the hots for Anna Kendrick. Check out the red band trailer below and take a look at how the world ends. Not with a scream, but with shooting Jesus out of the sky with a laser gun.

    To the rest of you who live in other regions….take me with you.

  • Bioshock Infinite’s New Trailer Goes 70’s Documentary

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    As someone who has watched his share of British produced 70’s documentaries (mostly of the Jack the Ripper variety) I can appreciate the style and tone of this look at Columbia’s creation and subsequent secession from the United States. It gives the odd story a creepy look and feel and just adds to the ambiance that was so prevalent in the first Bioshock.

    [amazon_link id=”B003O6E6NE” target=”_blank” container=”” container_class=”” ]Bioshock Infinite[/amazon_link] releases on March 26th.

  • Bioshock: Ultimate Rapture Pack Announced

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    To get you ready for the March 26th release of [amazon_link id=”B003O6E6NE” target=”_blank” container=”” container_class=”” ]Bioshock Infinite[/amazon_link], 2K Games are releasing the Bioshock: Ultimate Rapture Pack which will bundle the first two games (one awesome, the other meh) as well as all the DLC that was released for both games. You will also receive a Bioshock Infinite sticker pack and a digital collection of concept art and character models that did not make it into the game.

    [amazon_link id=”B009WI7V9E” target=”_blank” container=”” container_class=”” ]Bioshock: Ultimate Rapture Pack[/amazon_link] releases on January 26th for Playstation 3 and Xbox 360 and retail for $29.99

     

  • Bioshock Infinite Beast Of America Gameplay Trailer

    Now we’re playing with power.

    If you will excuse the old reference but that is what came to mind when I watched the first gameplay trailer for Bioshock Infinite titled Beast of America. We all know the art style is a vast departure from the iconic world of Rapture but you can’t deny that the gameplay is decidedly Bioshock.

    Does this new trailer made entirely of in game play give you a breath of relief that [amazon_link id=”B003O6EB70″ target=”_blank” container=”” container_class=”” ]Bioshock Infinite[/amazon_link] will make its intended February release date?

    And for those wondering the song in the trailer is “Beast” by Nico Vega.

    http://youtu.be/bLHW78X1XeE