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		Bioshock Infinite 
		(Reviewed on the PC - Steam Download) 
		 
 
		Back in 2007 when the 
		original Bioshock came out, it shocked us all with the bold world it 
		created. It fired the gamer’s imagination and pulled us into a world of 
		wonder, shattered dreams of beauty and horrors. Keeping within the same 
		story line Bioshock 2 looked to keep the fires going with the 
		spectacular cult following the original netted. It came with mixed 
		results but managed to keep gamers happy and introducing us to a few new 
		twists on the original theme.  
		
		
		  
		
		Now in 2013 Irrational 
		Games and 2K Games gives us an unblinking story line with Bioshock 
		Infinite that is a spectacular spectacle of beautiful scenes of wonder, 
		mixed with the ugly side of mankind. The story presents us with 
		characters full of all too human flaws... loves, hates, racism, 
		religion, blood soaked violence, and intricacies…all punch in the face 
		subject matters that are all too real in their presentation. It’s a bold 
		move that may offend some, but it’s a mirror to some of the uglier 
		reflections of some of society that human kind has had to deal with 
		since the dawn of time.  
		
		Players will even have 
		moments that test their morals but just don’t forget, it is a game. 
		These are just characters in an interactive story… so as reprehensible 
		as some of the actions may be, experiment a bit and you may be surprised 
		how the story goes. There are judgment calls throughout the game…be 
		prepared to be shocked, tough not just for the sake of shock. While the 
		pacing tends to go in ebbs, flows and crashing crescendos, it feels just 
		a tad inconsistent at times yet how it pulls it off is beyond me, it 
		still kept me interested…. Bioshock Infinite is marvelously story 
		driven. The Bioshock series has always seemed to have those high 
		adventures in mind with a good heaping helping of Jules Verne 
		influences.  
		
		
		  
		
		The game is set in 1912 
		with players playing the primary character Booker DeWitt who was once a 
		Pinkerton agent. With a lot of debts weighing heavy on him, he takes the 
		case that spring boards him into a strange roller coaster ride to the 
		clouds.  
		
		The case involves 
		finding a woman named Elizabeth from the city of Columbia. Soon DeWitt 
		finds out the magnitude of his adventure, the city itself is a floating 
		metropolis flying through the clouds thousands of feet above the earth. 
		Worse the city is full of religious fanatics and all of the citizens are 
		ruled under the paranoiac eye of Father Comstock. This is a man who 
		allegedly can see into the future, a prophet for the masses. 
		
		After a harrowing 
		arrival above and a near death experience just getting into the city, we 
		find a very unique architecture, with different sections and blocks of 
		the city floating freely from each other, and odd sky ships floating 
		about. It seems that DeWitt has arrived during some kind of celebratory 
		carnival of sorts. It is here where the game designers introduce us to 
		several of the new Vigors (These take the place of Plasmids), special 
		powers much like what we had seen in the last two of the franchise. Only 
		some of these are more devastating and maniacally suited to assist the 
		player through some tough areas. Some of these abilities are perfect for 
		tipping the scales for the player against stifling odds…IF; the players 
		use them quickly enough. It’s great that these abilities are introduced 
		so early in the story, because things start to pick up so fast that the 
		action and the danger gets pretty frantic. 
		
		
		  
		
		There is a good cross 
		mix of new abilities to be had with Vigors. One earlier on the player 
		will find comes in handy is being able to possess machines and influence 
		them to have a kinder demeanor towards the player. Or they can outright 
		fight for the player, targeting the enemies that are after the player. 
		It’s even more fun when you pull a Hitchcock on them…using a Murder of 
		Crows Vigor, you can have the crows attack them. Murder of Crows Vigor 
		as well as a few other types can be triggered by aiming and firing off 
		the Vigor at a target. You can also hold the appropriate button down and 
		set a trap on the ground for an enemy to spring and be consumed by the 
		trap. Now as stated these Vigors take the place of Plasmids other than 
		name differences many of the abilities seem to be just cosmetically 
		different than their Plasmid cousins. The swarm of crows reminds me of 
		the Bee swarm from the other game. 
		
		There are limits to 
		Vigors and if the Vigors (energy?) meter runs down the player has to 
		find more salt in the game to power the Vigors. Not too worry, each time 
		an enemy goes down the body can be searched for items such as health, 
		food, salt and ammo….. The fallen foes sometimes will even drop weapons 
		and ammo. If the search does not yield what is needed there are vending 
		machines around that have what is needed. From ammo, to health and salt 
		as long as the player has the in game funds to purchase items they are 
		all good. There are a smattering of coins to be had a player just has to 
		keep a sharp eye out is all. 
		
		
		  
		
		On the subject of 
		battles and health…in Bioshock Infinite any health found is used 
		immediately, nothing is stored in that sense. To replenish health 
		finding food or health packs is a must. Part way into the game the 
		player does get a shield ability that takes some of the brunt of 
		attacks. It’s not a hundred percent protection and does ware out. 
		Finding cover or avoiding attacks for a short time will cause the shield 
		to recharge. 
		
		Now I have to make a 
		suggestion here. To get the full on experience with this game, go ahead 
		throw caution to the wind and play it at the highest level of 
		difficulty. The action and the battles are just deliciously deadly this 
		way. There are times the enemy comes at you one or two at a time, then 
		others when a whole squad seems to show up and presses the player into a 
		deadly dance of life and death. 
		
		The battles are not for 
		the queasy because when the player is introduced to melee combat… they 
		make use of a new weapon they just acquired …it gets really bloody. 
		Decapitating bloody to be exact.  
		
		Character death is not 
		as final as one would think. An odd sequence takes place and the player 
		is looking at a view through bright light and there in front of them is 
		a door. Walking through the door places the player within the area they 
		dies in. A word of caution here, because the enemy or enemies left in 
		the area when the player died, are still in the area and will jump back 
		to the attack on first sight of the character. 
		
		
		  
		
		Now Vigors are not the 
		only way to enhance abilities. There is also Gear that enhances 
		abilities and makes random extra effects. Such as a hat that can a 
		percentage of the time cause an enemy to burst into flames upon your 
		attack. Getting a hold of different types of gear a player can mix and 
		match and go for different effects all together coming up with some 
		truly devastating attacks. 
		
		The controls, even for 
		the PC of Bioshock Infinite are easy. Nothing feels out of place or ever 
		makes you feel like its uncomfortable doing that key press for whatever 
		it does. Everything from navigating to attack and defense and using 
		special abilities is intuitively accessible.  
		
		In between the battles 
		and travels and exploration players will find Voxphones throughout the 
		city. These are just audio diaries that add some more insight to the 
		world you are now in, and the people you are dealing with. 
		
		
		  
		
		Now the game for the 
		most part has clear linear gaming play that it wants a player to go, but 
		there is a small amount of wiggle room for some exploration. The 
		exploration often nets some extra goodies for a player and once a while 
		a side quest. (At this time there are at least five). 
		
		If the player ever does 
		feel over whelmed and lost, a press of a button displays an arrow on the 
		ground showing the direction of travel for the next objective for the 
		game. 
		
		The different areas are 
		not huge areas, but there are enough interesting things in the game to 
		keep a player pleased. Even if it feels a bit limiting at times. All of 
		the graphics and nuances are absolutely brilliantly designed. Visually 
		appealing, just when you thought oh wow I am a bit bored with all the 
		underwater cities…wham the design team throws something so incredibly 
		eye popping your way. Everything is designed to brilliant details. From 
		character clothing, to the architecture of buildings and the molding’s 
		and bits of machinery and piping that seem to have something to do with 
		how the city is staying in the air. It fires the imagination and puts 
		that spark into adventure once again. 
		
		Have fun play games. 
		Edwin Millheim 
		
		
		  
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