The latest bioshock game doesn’t disappoint, but it seems to have little to do with the previous two Bioshocks. “Bring us the girl and wipe away the debt” is your objective in this game, trying to rescue Elizabeth from the tyrannical Father Comstock, with plenty of twists and turns on the way.
In short, the world is beautiful. It is set in a floating city (powered by quantum hehe) with plenty of Zeppelins, floating shops and building and sky rails. There is plenty of different scenery, towering statues and wide vistas as well as lots of interior and exterior building environments. The only real downside is that, despite doubling back on yourself a few times, the game is very linear so despite the massive openness of it all it’s actually quite limiting on where you can go. That all ties in with the plot of the game though, so maybe that slight feeling of being tricked and trapped was intentional.
Again Bioshock: Infinite delivers here, with a plethora of weaponry and “Vigours” (Infinite’s version of plasmids). There are environmental hazards to exploit as well as various Vigour combinations such as possessing enemies so they fight for you and then electrifying them so they stun nearby enemies.
As in the other Bioshocks you have a constant melee weapon, this being the sky hook which you can use to smack and execute enemies as well as utilise the sky rails to speed around the combat zones, both to flee and to attack enemies.
A big part of Infinite is the fact that you are accompanied by Elizabeth. Unlike some other useless partners (as in Resident Evil 5), Elizabeth is incredibly useful. When you are running low on ammo or salts (used to power the Vigours) she will throw you some. Later in the game she becomes even more useful, being able to create tears in reality, bringing through allied gun turrets, cover and allied motorised patriots and even tesla coils! I think this definitely gives you more of a connection with her and so draws you into the plot more.
Bioshock has always been famous for its Big Daddies. Infinite tries to reach the same heights with the Handymen (massive guys with exposed hearts) and Mechanical Patriots (robots with gattling guns). Although they are good neither of them come close to the Big Daddies, the Handymen are good but you see about 3 throughout the entire game, and the Mechanical Patriots are pretty cool, but being totally automated you can’t really connect or care about them.
Finally there is the Songbird, which does have a similar relationship to Elizabeth as the Big Daddies of Bioshock, but like the Handymen it just does appear enough to really satisfy, instead popping up when unexpected like the Nemesis in Resident Evil 3.
A big selling point prior to release, 1999 mode was supposed to be the very hard mode requiring “a careful choice of upgrades and making every bullet count”. It was quite a disappointment in this front. It was mildly harder, but nothing compared to Veteran on COD or Insane on Gears. The objective arrow was removed, but having only used this once in the game I didn’t really miss this.
Overall an amazing game, the combat, world and plot were all top notch, with the best ending I’ve ever seen (in my opinion of course). The enemies, although awesome, weren’t quite to the level of Bioshock but still good and the Vigours were fun to use. A nice variety of weapons but it was a little frustrating to only be able to carry two guns at a time, and when upgraded there was no visual difference to the guns, unlike the awesome steampunk alterations from the earlier games. 1999 mode was also a bit of a disappointment, as I was looking forward to a true challenge, but I can’t be too annoyed that it wasn’t difficult enough for me. As I said, overall one of the best games out there.