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BioShock Infinite - Xbox 360
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About this item
- BioShock Infinite is not a direct sequel or prequel to previous BioShock games, taking place in an earlier period and different setting, though it features similar gameplay concepts and themes
- BioShock Infinite is a first person shooter with role-playing game elements
- Development of open spaces created new gameplay options for the player, such as deciding between long-ranged attacks or finding a means to move in for short-range or melee combat
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Product information
| ASIN | B003O6EB70 |
|---|---|
| Release date | March 26, 2013 |
| Customer Reviews |
4.5 out of 5 stars |
| Best Sellers Rank | #12,937 in Video Games (See Top 100 in Video Games) #126 in Xbox 360 Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 6.5 x 13.4 x 0.5 inches; 2.4 Ounces |
| Binding | Video Game |
| Rated | Mature |
| Item model number | 39947 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 2.4 ounces |
| Manufacturer | Take 2 |
| Date First Available | October 8, 2010 |
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Product Description
Product Description
Indebted to the wrong people, and with his life on the line, hired gun Booker DeWitt has only one opportunity to wipe his slate clean. He must rescue Elizabeth, a mysterious girl imprisoned since childhood and locked up in the flying city of Columbia. Forced to trust one another, Booker and Elizabeth form a powerful bond during their daring escape. Together, they learn to harness an expanding arsenal of weapons and abilities, as they fight on zeppelins in the clouds, along high-speed Sky-Lines, and down in the streets of Columbia, all while surviving the threats of the air-city and uncovering its dark secret. WINNER OF OVER 80 AWARDS
Amazon.com
BioShock Infinite is a first-person shooter like you’ve never seen. Set in 1912, players assume the role of former Pinkerton agent Booker DeWitt, sent to the flying city of Columbia on a rescue mission. His target? Elizabeth, imprisoned since childhood. During their daring escape, Booker and Elizabeth form a powerful bond -- one that lets Booker augment his own abilities with her world-altering control over the environment. Together, they fight from high-speed Sky-Lines, in the streets and houses of Columbia, on giant zeppelins, and in the clouds, all while learning to harness an expanding arsenal of weapons and abilities, and immersing players in a story that is not only steeped in profound thrills and surprises, but also invests its characters with deep emotional bonds.
A brand-new BioShock adventure set in the mobile sky city of Columbia.View larger
Features
- Immersive Story: From BioShock creators Irrational Games comes an all-new chapter of the BioShock story. The year is 1912 and you’re Booker DeWitt, a former Pinkerton agent with his life on the line. His mission: rescue the mysterious Elizabeth from the sky-city Columbia or never leave it alive. But why is everyone so afraid of a young girl?
- A City in the Sky: The BioShock franchise leaves the depths of the ocean to soar among the clouds in the flying city of Columbia. A technological marvel, it’s a beautiful and vibrant world that has a very dark secret – a secret that not only threatens the existence of Columbia but could change Booker forever.
- Sky-Lines: Using his Sky-Hook, Booker is able to dish out severe hands-on punishment and traverse the city’s hook points and Sky-Lines, turning them into weaponized roller coasters.
- Tears: Your traveling companion Elizabeth is more than just a pretty face – she has the power to open Tears in time and space. Booker can use these Tears to shape the battlefield and turn the tide in combat by pulling cover, weapons, turrets, and other resources out of thin air.
- Vigors: What would a BioShock game be without a variety of devastating powers surging through your body to be unleashed against all that oppose you? From throwing explosive fireballs and lightning to unleashing a murder of crows upon your victims, Vigors let you tailor your play style for maximum effect.
- New Combat Experience: With deadly weapons in one hand and powerful Vigors in the other, you will fight your way through the floating city of Columbia to freedom. All the while you’ll be capturing zeppelins to destroy all onboard, riding Sky-Lines to launch devastating aerial attacks, and opening world-changing Tears to gain the advantage. You’ve never seen combat like this. Weapons, Tears, Vigors, Sky-Lines – every system in the game can be combined for devastating effect.
- 1999 Mode: The player can unlock a secret version of the game called “1999 Mode” that gives experienced players a taste of the kind of design and balance that hardcore gamers enjoyed back in the 20th century.
Additional Screenshots
Save Elizabeth & use her powers.View larger Avoid pursuing 'Songbird'.
View larger Utilize the Skyline rail system.
View larger All-new mechanized enemies.
View larger
Videos
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Bioshock Infinite - Gameplay
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BioShock Infinite - Motorized Patriot Featurette
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BioShock Infinite
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BioShock Infinite - Siren Featurette
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BioShock Infinite - Boys of Silence Featurette
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BIOSHOCK INFINITE - BOOKER COMBAT TRAILER
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BioShock Infinite - Handyman Featurette
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Bioshock Infinite - City in the Sky
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Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonReviewed in the United States on April 2, 2013
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+ Phenomenal story
+ Fantastically realized new "Bioshockian" world
+ Deep Characters
+ Tight, polished gameplay and absurdly fun (if limited) skyline combat
+ Gorgeous, creative visuals and incredible art style
+ Finally a game that knows how to end its story with style and substance
+ Paced just right
Cons:
- Low Res textures are a bummer
- Elizabeth can feel "artificial" at times
- Some frame rate loss (surprisingly not as much as I was expecting)
- That it ends, and the fact that we have to wait a good long time until the next Bioshock mind trip
I start with a conclusion.
As I sit here, writing this review, my head is spinning from the ending. It will leave you enthralled, enthused, emotional, and shaking. Bioshock Infinite, despite its lofty expectations and undeniably "sky high" promises from creative powerhouse Irrational Games (formerly known as 2K Boston), is an incredible achievement in interactive entertainment. From the incredible art style to the story, the well written script to Columbia itself, Bioshock Infinite is more than just a game on disc; it's an incredibly and thoughtfully created world quite unlike most games of today, and it's just waiting to be explored. Being a Bioshock mega fan (I've gotten my brass balls twice and just completed my 5th run), I also was worried that it just wouldn't deliver. But by the time the credits roll, my jaw hit the floor.
First and foremost, Bioshock Infinite must be applauded for its incredible story. From mysterious start to its whirlwind finale, Bioshock will "enrapture" you right away with its unique themes and stellar characters. From the zealot and main antagonist Zachary Hale Comstock to revolutionist Daisy Fitzroy, the old war dog Slate to the Lutece siblings and Alexander Fink, the story has plenty of catalysts to tell a deep and engaging story which Infinite does without a hitch. At points, it may seem like too much to process, and that is why Bioshock is so great. It warrants multiple play-throughs simply to catch everything the story is telling. There are small subtleties and twists along the way, tugging at your mind. It's a story that is heavily laced with themes as well, which transcend simple dialogue and enter the realm of art. Infinite, at points, doesn't even tell a story with words but through its remarkable visuals. Not photo-realistic graphics or dramatic over the top violence, but through its striking art style. You'll feel the oppression of this seemingly tranquil haven, the disturbing discourse of its inhabitants and the feelings towards certain concepts such as racism. By the time you reach the end of your journey, everything and I mean EVERYTHING hits the fan. (A side note: I am a Christian, and for those worrying the religious content is attacking and taking cheap punches, see through it that you reach the end. If anything it's a profound and important ending.)
And speaking of visuals, Columbia is nothing short of a looker. The world feels alive, from the propaganda-covered buildings to the way Elizabeth reacts to certain discoveries while you both slowly crawl around Columbia's cityscape. It's a game that doesn't hold your hand, freely allowing you to explore this fascinating and fantastical world at your own pace. There's plenty off the beaten path, but it never forces the player to find it. You have to be invested, curious, and interested. Playing Bioshock just to get to the next shootout is not playing Bioshock Infinite at all. Sure, you can blast through Infinite in less than 10 hours but that would be a horrendous mistake. Similar to the original Bioshock, Infinite places a major emphasis on world building and exploration as much as its story and gameplay. Voxophones lay hidden throughout Columbia, providing little snippets of lore and exposition from main characters, while propaganda and period art brings the world to life. Columbia feels a little more linear as compared to the original, but it no doubt pays off when trying to tell an engaging story. When it comes to creating a fascinating and ingenious world, Bioshock still is the reigning champion.
It wouldn't be a masterpiece without some innovations in the gameplay department, which Bioshock brings in spades. The classic Power/Weapon combo is back, but this time ups the pace of play and intensity up to 11. From your first "shocking" introduction into the brutal combat all the way up to the later battles, Bioshock's combat never dulls and is fairly challenging to boot. That being said, the combat deviates from the "think preemptively and plan" style that was so very entertaining in the original. I do miss the mechanics of that, but the trade off is a much tighter and intense combat system that finds a good balance of trap setting and all out gunfighting. The big addition is undoubtedly the skylines and skyline combat. Spectacular, visceral, and absurdly fun, the skyhook battles are some of the coolest and most entertaining moments of Bioshock Infinite, and the miracle here is that it actually works. Many were the promises of these epic and wildly fast paced battles in previous interviews and demos, and when something like this is actually made reality and it just plain works, it's an achievement in itself. Enemies will fly in on barges, utilize skylines to get the advantage on you, and you must zoom around on these rollercoaster-like rails and dispatch of your foes in some of the most memorable fights in the game. The AI is smart and deadly too, so watch out. It really is too bad that there weren't more of these moments. Hopefully DLC will add some new battle scenarios or areas that didn't fit into the game's narrative but will no doubt fit into a challenge arena type zone.
So, Infinite's story strikes the profound notes it promised, its world is incredibly well realized and stands along side of FPS greats such as City 17 and Rapture, and its gameplay is fresh and invigorating. What else is there to talk about?
Well, how about Gary Schyman's incredible original score? Just like Bioshock, Infinite's score is just as creepy, brooding and anarchist as the original but is gladly more present, featuring a combination of folk tunes and light orchestrated ambience to truly bring Columbia to life, but not without hinting at its darker secretes lying within. Contrasting the almost ethereal exploration music, Schyman's score becomes belligerent and terrifying during battles. It also adapts depending on the action on screen as well. The sound design is also incredibly fantastic, boasting and incredible array of sound effects that really bring Columbia alive with mechanic growls from megaphones alerting enemies to your presence to the "chick chick chick" as you slowly climb to the roller coaster-like skylines. Spot on audio editing rounds out the auditory experience. Voice acting peerless across the board, with a seemingly "dude-bro" performance from Troy Baker (as Booker DeWitt) at first but transforms into something unique by the end. Courtney Baker is also fantastic as Elizabeth, inflecting emotion and intensity in a performance that needed to be 100% spot on.
And speaking of Elizabeth, you won't look at an FPS NPC the same way again after having journeyed through Columbia. Living and breathing in this incredible world, Elizabeth reacts to the surroundings, is pivotal to the story and gameplay, and truly becomes a companion. Her animations are so well done that she really feels like a living character instead of a hollow and soulless character, and along with the brilliant performance from Baker, Elizabeth is the culmination of many years of work and creation, and it shows. Her unique AI does tears at the seams only slightly, but despite that tiny shortcoming Elizabeth will no doubt be a character remembered for decades to come.
Despite all of the praise, I have some gripes. Small ones to be sure, but things that shouldn't be looked over, no matter how glazed over you become while playing through Infinite. Flat textures rears its ugly head throughout the game on consoles, and while vistas and detail is profound, the same can't be said as you approach an object or sign super close. As mentioned before, Elizabeth does have a few hiccups here and there. She sometimes moves around way too much (I assume she is attempting to focus on the player's location, and the AI engine can't decide what to do), giving her a sense of a hyper curious person. It doesn't ruin the experience, but it is a little jarring as at certain points she is incredibly life like, and others feels like a NPC deciding where to stand. Elizabeth is still absolutely impressive and lovable though. A couple (and I mean only 3, maybe 4 instnaces max) bugs also pop up, such as an enemy standing still not recognizing your presence or a weird invisible wall where one shouldn't be. Despite the length of this paragraph, the flaws of Bioshock Infinite are mere scratches on its shining golden surface, and none ruined the experience, but rather sucked me out of an otherwise completely mesmerizing experience.
IN CONCLUSION:
It's especially weird to be playing this game. When a game promises so much, even more so than most developers and publishers would hope to dream of, and comes through on all of them you just know a game is good. I have come away from my play through feeling one thing specifically: satisfaction. All the time spent waiting, watching, wondering, worrying: "Will Infinite come through?" "How can Irrational top the first one?" Well, one thing is for certain...Irrational Games now has one of the toughest acts to follow in gaming. The wait has been worth it, and I can't wait for the next adventure, wherever Ken Levine and the brilliant minds at Irrational take us next.
10/10
1.) Its story, which by the end totally and absolutely casts a largely brilliant, beautiful shadow over everything you've encountered and explored through the game.
2.) Its themes and atmosphere, which I believe will be the most debated aspects of this game.
3.) Its gameplay, which I've listed lastly for a reason.
Let's start with the STORY:
Bioshock Infinite begins much the same way that Bioshock 1 does. You enter a lighthouse and discover an incredible new city in the clouds called Columbia. The only thing your character Booker DeWitt knows is that he must find the girl to "repay a debt." Briefly after your adventure begins, you meet the girl named Elizabeth and fly around the sky lines, listen to audio logs, and try to repay your debt (not monetarily, but via "returning the girl").
But as I played, I couldn't help but notice something...
In more ways than one, Bioshock Infinite mirrors but expands on the formula of Bioshock 1's story. For some, this will be seen as a turn off. Let me be absolutely clear - DO NOT let that impact your purchase decision ONE BIT when it comes to this game. Infinite's Columbia seems to be the "tails" to the "heads" of Bioshock 1's Rapture, but this is done for many reasons.
The game's story juggles multiple themes in arguably one of the most complex, well woven narratives we've ever seen in gaming. It takes its time. It gives you morsels throughout the game, and saves the feast until the very, very end. I knew when I was approaching the end and I still felt I hadn't gotten that "Bioshock moment" - well, be patient. Listen carefully, too. Because at the end you're going to experience a true achievement in storytelling. The ending is perhaps the best I've experienced in gaming, and one of the more mind blowing endings I've seen in any creative work. Period.
A huge risk with a huge payoff shows in the form of Elizabeth, your companion for a good 85%+ of this game. She is animated to perfection, and despite spending so much time with her, I only wish that we could've had even a few more personal moments to connect with her character. But rest assured that she is a believable character, and plays masterfully into Infinite's story. My only complaint with the protagonist-Elizabeth relationship is that it would've been nice to see Booker a bit more expressive himself. Not overly so, just a little bit more. But that is a very, very minor issue.
2.) Another high point is Infinite's willingness to take on MULTIPLE THEMES. Because the game is slower paced and takes its time, the developers managed to fit more themes into this game. You come to really know Columbia and its inhabitants. Such themes include: nationalism, racism, revolution, idealism, player agency, gaming, religion (Christianity is used here, but truly is replaceable with any major religion), and interestingly enough it takes its time to explore the "revolution" side of things in a less positive light than you'd think. I give Infinite major credit for doing that in particular - too many games have given the rebels a perfect image. Infinite makes sure to muddy up both sides.
The most impressive thing is that Infinite manages to present these themes seamlessly to you, but wraps them **ALL** up in such a genius, high intensity moment that you're left wondering how these guys could've been so clever to juggle so much and resolve things so effortlessly and perfectly.
One last note here - Although this has little to do with themes, one complaint I had with Columbia is that its citizens reuse many of the same character models. While Elizabeth is fantastically made and realized, many of the NPCs are the same few models in different clothes.
3.) The reason I listed GAMEPLAY last is because it is perhaps the weakest part of this game. This is the one area where Infinite's slower pacing comes back to bite its own hand.
At the beginning of the game, you'll feel exhilarated as you fly around sky lines, get into gun battles, and explore crannies for goodies. But by a certain point, which for me well preceded the actual ending, you'll find yourself using the same few very useful power(s) (especially on Hard mode or 1999 mode). I also found that cash, despite being everywhere, is not as valuable as it appears to be. I hardly managed to upgrade many of my powers and only got a few gun upgrades despite being the type who goes through every area methodically.
Gear is also included in the game, and while it is a nice addition it is not anything innately cool or resonating. I think one of the biggest mistakes Infinite made is that it provides a beautiful world, an even better story, and yet it misses out on basic gameplay fundamentals when it really shouldn't. Not when a team is this talented. The story makes you ask, "How could they get THAT so right when it's so difficult, but mess up on the gameplay like THAT?"
Do not get me wrong. The game is fun to play. The controls are easy to learn. The sky lines are incredibly well made and very easy and fun to use. It's just the sheer lack of imagination in the combat prevents me from saying that Infinite is indisputably an all time great game. even with Elizabeth's time "tears" to get goodies in battle, and her helpful aid when strapped for ammo/health, I found that the game suffered dearly from a few too many encounters, baffling decisions (there is, in particular, a 3-part boss battle in the falling action of the game that stands out as being incredibly uncreative and the lowest point of the game), and a lack of consistency.
Remember how Bioshock 1's gun upgrades and plasmid upgrades actually showed? Your guns started to glow and look very cool. Your plasmids fired differently. Infinite's guns never change their appearance and you have a limit of two to use at any time. The vigors (plasmids) in Infinite are less cool than 1's were, and I think less numerous to boot. I pretty much stuck with Bucking Bronco and upgrade it to hold enemies for longer and it was just about all I used on hard mode since it was so useful. Instead of the fun I got from Bioshock 1 setting up traps for big daddies with my crossbow, electrocuting water, fireballing oil, etc. I had to make due with "OK" vigors.
I believe that they worked so hard on the story, sky line system, and encounters that it figured in to the creativity surrounding the vigors and guns. While the sky lines seem very complicated and advanced in programming, the guns truly aren't.
So, I just did a whole lot of complaining about the gameplay. Fear not. The game is, as my score indicates, still a 4 out of 5 in "fun" factor and most definitely a 5 out of 5 overall. The only major complaint I have with this game is that its bread and butter - the gameplay - fails to live up to the world it builds and the story that is near perfectly told. The gameplay seems to indicate a lack of self confidence - from the occasional backtracking, to padding the middle of the game in order to try and feel "substantial/long enough" for the gamer. That was totally unnecessary.
You should go in expecting a mostly fun, if padded, gameplay experience that will leave you wanting just a bit more creativity to match Infinite's absolutely sublime, brilliant, gaming-as-a-whole impacting main story. The one thing about Bioshock as a series, though, is that it seems to almost be afraid or incapable of taking that last plunge. Letting go, and being able to fully, unequivocally get to that level of greatness that it's clearly aiming for (and barely missing). I believe that the next frontier for Irrational Games is to revolutionize the gameplay, and perhaps devise a new world on par with the sheer awe we all experienced when first descending into Rapture.
OVERALL SCORE: 9.3/10
Top reviews from other countries
This is almost certainly the most beautifully crafted game I've ever played. The colors, the environments, the music, the characters, everything is flawless. And to top off the most visually pleasing title you'll play for a while, the story is next-level good.
The game-play is very similar to Bioshock 1 & 2. It's very tight and delivers a very satisfying play through every time you play.
I can't say enough good things about this game, 10/10.


























