“Bioshock Infinite” is a stellar game, not only for its technical prowess but also for its surprisingly human characters.
The game follows the ordeals of Booker DeWitt in the early days of the twentieth century. He is a hired gun who is sent to the floating city of Columbia—an American utopia, they worship George Washington like a god and hold conservative beliefs to the nth degree. He is instructed, simply and cryptically, “Bring us the girl, and wipe away the debt.”
The first hour or two of the game is spent getting to know Columbia, its denizens, its beliefs, its power construct, its twisted leadership, and only then do you meet “the girl,” whose name is Elizabeth. She is a special person, with the ability to open rips in time; she does so in one memorable moment, revealing the Eiffel tower in the 1980s, showing “Return of the Jedi” (here titled “Revenge of the Jedi,” thus presenting an alternate universe). It is now Booker’s job to protect Elizabeth, to help her escape from Columbia, and to avoid the Songbird—Elizabeth’s sworn, and terrifying, protector.
The most notable thing about the game is its environment. Columbia is a sight to behold: floating buildings, suspended in air by giant balloons. Rails, by which people travel through harnesses on their arms, connect building to building. Carnivals and beaches float in air; giant statues hang suspended among the clouds. The people of this city are just as varied, with almost every person being unique, with their own voice and character. You have to work hard to see the same thing twice.
The story is also incredibly deep. Much like the first “Bioshock,” which was a breath of fresh air when it was first released, this one makes you think about its plot; when you do think, you are left compelled. It is the truest sort of book plot, with depth and character…
And speaking of characters: these people don’t feel one-dimensional. Booker DeWitt, while the typified anti-hero, is amazingly felt, and the player (for one of the first times in a first-person shooter) feels sympathy and compassion for the lead. And Elizabeth is one of the best female characters ever made—she is fully-realized, not just in beauty but in emotion. When she runs through the streets of Columbia and over the beach for the first time, it feels genuine, and I couldn’t help but smile at seeing her thrilled like that—even though she was nothing more than a collection of polygons.
The gameplay is just like the first “Bioshock,” which is another one of saying masterful. The combat system is streamlined, and actually works better than its spiritual predecessor. There are special powers, known as Salts, that are collected throughout the game. These are Columbia’s version of Adam, and Booker can launch an attack of crows, a giant fireball, or levitate his foes in combat. Also, Elizabeth (who, amazingly, is a competent AI-controlled ally) can open tears in time and give you other weapons, places to hide, or other important things during the game.
I could go on raving about “Bioshock Infinite,” but I’ll simply leave off the review with these simple words: play it. It is totally worth the money, and the time, and the effort; once you’re done, you will feel like a piece of life has been added to you, instead of a chunk of time wasted.
Like the first installment in the series, this is a breath of very fresh air.
















Comments