BioShock Infinite review: ambitions fulfilled
With BioShock Infinite, developer Irrational Games has the daunting task of creating an experience that is as engaging as its genre-defining predecessor, BioShock. Through its fleshed-out characters, believable performances, and thought-provoking themes, Ken Levine and company have created an emotional roller coaster ride that's not unlike grabbing onto a Skyline.
Vigorous!
This BioShock Infinite review was based on a pre-release PC version of the game on Steam provided by the publisher. The game was tested on a system featuring an Intel i7 2600 3.4 GHz quad core CPU, 64-bit Windows 7 OS, 16 GB RAM, and an nVidia GeForce GTX 660. All graphics options were set to "ultra." The game will also be available on Xbox 360 and PlayStation 3.
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Alice O'Connor posted a new article, BioShock Infinite review: ambitions fulfilled.
With BioShock Infinite, developer Irrational Games has the daunting task of creating an experience that is as engaging as its genre-defining predecessor, BioShock. Through its fleshed-out characters, believable performances, and thought-provoking themes, Ken Levine and company have created an emotional roller coaster ride that's not unlike grabbing onto a Skyline.-
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Although I still thought Bioshock 1 was good overall, I was very disappointed how shallow it was in terms of RPG character development.
I came in expecting something like Deus Ex, the game was ridiculously easy even on highest difficulty, and not using Vita Chambers. You can pretty much wipe the floor with anything you want to use, unspecialized. I never really found a reason to play it again, and I passed on Bioshock 2 entirely.
I doubt the core game changed much on this one, but 1999 mode gives hope. Either way, I can wait until this goes on sale.
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Great review, it still feels like a shooter first and foremost but the Vigors (plasmids) add some much needed flavour to the mix. The story is it's strongest point and does a good job of making the player feel like a part of the games universe. I really miss the puzzle mini games though if I'm honest, they were a nice break from all the shooting. Oh and although the Vigors are a lot of fun, you could easily shoot your way through all of the enemies without using them, in fact, a lot of the time I forget they are there and mostly use them just to conserve ammunition. I've yet to finish the game, I'm mostly taking my time and exploring all the nooks and crannies finding upgrades and voxophones.
The opening though.. Wow.. I Just wish it went on for a little while longer so I could soak in more of it's strange euphoric atmosphere, but in a way it makes it that much better.-
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Sounds like a good idea, I felt that the opening was a great set up for the characters but did youmiss exploring without any kind of immenent threat? I wish it was a free roam game because the setting is mind blowing. But it works because the character is a threat, like a form of antichrist. Without spoiling, can you tell whether or not everything becomes absolutely clear by the end?
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Bioshock didn't really define the genre (Ultima Underworld? System Shock? Half-life?), but I'd say it was one of the first to bring many modern game elements to the FPS/CRPG world, like using checkpoints/not dying instead of millions of save games, and it was generally polished beyond most RPGs (though this is largely due to the fact that it's a much, much simpler game than an RPG in most ways).
Anyway, not dissing Bioshock and all, it was a great game, and I suppose it helped defined the genre, even though it didn't do anything that hadn't been done before it in one way or anything. The sum is greater than the parts... Bioshock combined FPS/CRPG elements in a cool way, made the plasmid gameplay really fun, and has a rich world/story/art direction to tie everything together well. Bioshock was more about great execution than about innovation, and that's a-ok with me. -
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Eh, 10/10 means nothing anymore, after reviewers have diluted the review industry with a million and ten 10/10 or 100% scores for a million and ten different games.
100% used to mean an unattainable mark, pure perfection. Sometime after Half-Life 2, or maybe with Half-Life 2, that completely changed, and games started to receive perfect scores all across the industry, like they were cheap candy. Part of that was almost surely due to Bethesda payingfor /incentivizing top scores. Now, reviewers are just as sleazy and untrustworthy as used-car salsepeople. -
Is it me, or are the Shacknews reviews getting shorter and less descriptive with each iteration? Is this really all you could manage to write after having played a game that was, according to you, top notch with deep storytelling etc? I learned almost nothing from this review that I couldn't garner from a so-called "preview" or a game trailer... I think the Shack staff needs to take some creative writing classes if they're going to be reviewing games on launch day.
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**BioShockInfiniteSpoilers**
Still confused about the ending well i created a timeline showing what happens #Bioshock
http://tinyurl.com/cm5kk44
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