Customer Review

9 of 13 people found the following review helpful
5.0 out of 5 stars Game of the last 2 years, April 2, 2013
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This review is from: BioShock Infinite - Xbox 360 (Video Game)
I'm giving this game 5 stars because the gameplay was fun, the music was great, the story was a unique take on nationalism/communism/quantum physics, and the visual style was brand new. This is to emotion what Fallout 2 is to survival.

Gameplay - The "plasmids" have been improved in a big way. In Bioshock, we had lightning blast, fire blast, ice blast, wind blast, etc. This has a tentacle you can use to grab people across the map and pull them in front of you, a murder of crows that distracts enemies and nests in their corpses, a shield that grabs incoming bullets and throws them back at enemies, and 5 others, all upgradable. Tears let you summon cover, ammo, health, sentries, mechs, weapons and access points, giving you a little more freedom in choosing a combat style. The rails you use to travel across levels, as well as numerous hidden supply caches, encourage a more movement-based combat style as opposed to the camping and ducking most FPS games have us familiar with. You can mix and match different sets of clothes to get your desired effects applied, like leeching or auto-reload. There's not much in the way of bosses, since the big bad guys in this game are weaker than you, and rightfully so since you're a Pinkerton enforcer.

The music is touching. It's a mix of prototypical 60s hits, original compositions, classical music and gospel. The sound effects for the weapons, the voice acting, and the ambient noise are all carefully constructed and it shows. A lot of work went into the art direction and atmosphere. Propaganda artwork like we saw in Bioshock is prevalent and varied. Irrational was going for a 1912 feel and they nailed it.

The heavily political storyline was approached with maturity and restraint. What I thought would either be a colonial justification echo chamber or a white guilt party actually ended up portraying both sides pretty negatively. The story ended up moving away from politics and into a meditation on time and space, and this is when the story really took off. Irrational didn't go the easy route and pluck random events from their imagination. They made every jump necessary. They wanted to make us intimately aware of the weight of Booker's decision that I'm not going to spoil here. The last part of the ending didn't make a lot of sense, but it was presented beautifully.
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Showing 1-2 of 2 posts in this discussion
Initial post: Apr 3, 2013 9:37:36 AM PDT
J. S Thomas says:
nice review, BTW if you have not watched all the way to the very end of the credits after finishing the game, do so their is another tidbit scene in there that makes ya wonder about the last closing scene.......

In reply to an earlier post on Apr 3, 2013 12:41:22 PM PDT
Robert D. says:
I did, but it didn't seem to clarify anything. Just seemed like another possibility they were illustrating.
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