Tuesday, April 2, 2013

Game Review - Bioshock Infinite

What to say about Bioshock Infinite...

You play as Booker DeWitt who, at the beginning of the game, you know nothing about, he's just some guy living in 1912 who is for one reason or another, sitting in a boat with a man and a woman, traveling through the ocean off the coast of Maine.

At some point a little later on, I will release a spoiler version of the review, but right now we'll stick to non-story information, or information available in the trailers.

As is consistent with Bioshock and Bioshock 2, Infinite features a powers system, previously referred to as "plasmids", now called "vigors". These work exactly the same as in the previous games, allowing Booker to cast interesting powers such as fire balls, water blasts, and my favourite: crows (yes you can cast a murder of crows from your hand), along with a few others. In addition to the vigors, the player can find different pieces of gear that affect gameplay. So the character's wardrobe could quite possibly win the game for you. As for weapons in the game, there are quite a few to stumble across throughout the levels including a sniper rifle, an RPG, a machine gun, a shotgun and several more. Of course each of these weapons can be put to good use in a variety of different situations, however the real rub comes in the fact that your character can only carry two weapons at once, so you have to choose carefully when selecting your arsenal for an up and coming firefight.
Another interesting gameplay element is the use of the transit system. In the lore of the game, people move about the city by tram cars that hang on rails that cover many of the areas of it. In the game, the player (and some NPC's) uses a hook-type apparatus to traverse the rails alone, hanging from them and able to change speed and direction at will. With this type of transportation implement in place (that doubles as a melee weapon), there are of course air assassinations which are superb if you ask me. There aren't many things more awesome that riding what is essentially a zip line, jumping off onto a building and punching a guy 50 feet away. The last thing I'll touch on is the control scheme. The controls for this game (I played it on Xbox 360 so the controls will reflect that) are a little bit strange to be perfectly honest, yet still streamlined with the standard right trigger to shoot and left trigger to use vigors being among the only really common controls. The A button remains as "jump" as it has in many-a-game as well. In the traditional Halo style, the right thumb stick (click) is mapped to zoom by default, with the left stick (click) set to sprint, and the left and right bumpers are set to switching vigors and weapons respectively. As for the rest of the lettered buttons, X is set to the general "use" or "pick up" function, the B button to changing rail directions, and Y to the melee attack. The start button still pauses the game.

There isn't much more I can say about the game that doesn't involve story elements and therefore spoilers so I'm bringing this version of the review to a close. I'm hoping to do my reviews like this from now on, probably for games and movies alike: technical, non-spoiler version, followed by the story focused spoiler edition.

Anyway, until next time lads (and lassies).

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