We all make choices, but in the end our choices make us. The ending of the game takes this BioShock quote to a new level
Nearly 6 hours into the game and it still feels like I just started playing. Yeah, you could guess it's one of those kind of games. Anyways.
The graphics:
Not much improvement here since the last two games. This is still Unreal Engine 3 with much added Bloom effect, some good lightening and that's pretty much it. The water still looks the same way it did back in 2007, as in average at best. And may I mention that 6 years is a loooong time in Game Years. The sky is static but pretty. You still cannot cast a shadow and you cannot see your legs but at least you have a voice and you also hear your own thoughts. Visually speaking however, the game impresses with its artistic design, scope and ambiance. The Field of View can be set to 65, which I still found too constricting. By going to My Documents/My Games/Bioshock Infinite/Xgame/Config I was able to set my FOV to 90 which greatly improved the panoramic feel of the game. I strongly advise doing the same thing. The game also occupies 17 GB. This means a really really long game and lots and lots of textures upon textures upon textures for the eye to relish in.
The game is actually pretty easy, especially if you upgrade your shield, even on hard. Hopefully, the 1999 difficulty would make it more challenging. At first, you get revived through another version of the Vita chamber (accompanied with you losing money and with the nearby enemies healing themselves) which I really could not stand in the first two games until they gave you the option to play the game without them. Playing without the Vita chambers made you play the game more carefully. Eventually, Elizabeth starts reviving you. The plasmids are also kind of back although they are now called Vigors.
Speaking of Elizabeth. They really did put a lot of effort into creating her character. She learns about the outside world and applies her knowledge from the books she read. She matures and kind of grows on you. She quickly adapts to any environment that you are exploring and participates in looking for items, looking around, picking locks (although you have to look for the lock picks), taking cover from gunfire and providing support by giving you weapons, ammo, health and coin. If you aim at her, she will move away from your line of sight. All in all, she is a pretty cool side-kick.
Some of the game play is coincidentally similar to Dishonored, as far as versatility and assaulting from the height goes.
They kind of messed up with the aiming since every time you press the Zoom button when shooting you have to UN-zoom yourself every time. Why can't I toggle the zoom option for when I hold the zoom button? I am glad to see that they scraped that awful huge crosshair and replaced it with a small dot.
Also, you can only carry 2 weapons now which somewhat adds to realism. However, you won't see anymore 3 different ammo types for each weapon. This means that you no longer have to apply any tactics to killing various foes. They will simply become bullet sponges OR you will be able to pull off those one shot on kill scenarios. That being said, you never really feel that character progression. The ammo is also quite plentiful unlike in the previous two installments where you had to make every round count. The upgrades for weapon are much more frequent than in Bioshock 2 and therefore cause less excitement and feeling of accomplishment. Also, you cannot see the upgrades that get attached to your weapon. Why? That was such a cool thing in Bioshock 1 & 2. You may kill 20 grunts but nothing comes close to killing a Big Daddy or a Big Sister. You may also update your gear. You have 4 slots which you can use to wear specialized, hat, pants and what not. These perks increase the chances of incinerating someone when you melee as well as increasing the critical hit chance and so on.
One of the things you find out pretty soon is that Columbia's existence is not a secret to America nor to the outside world. I found that slightly disappointing. Rapture, on the other hand, was made to look like a secret city. The constant sense of dread of being underwater as well as the feeling of abandonment and near total isolation coupled with leaky pipes, Big Daddies and splicers combined into an original form of creepy anxiety.
The nature of Columbia's existence and it's role eventually takes on a new form as you play. Also. whereas Rapture was mostly confined to small areas and corridors, Columbia offers more real estate to explore. I am not comparing Rapture to Columbia for the sake of arguing that the former is better than the latter necessarily. I am simply saying that Columbia invokes different feelings. You are not fighting crazed mutants driven by their addiction to Adam in poorly lit environments of a dying city. You are mostly fighting brainwashed humans driven by their devotion to Comstock in the open skies of a prosperous city. Take your pick.
The city is welcoming and brooding at the same time. The dichotomy is only felt to an outsider. Even the African-Americans are accustomed to their mistreatment. The city demonizes Lincoln and reveres Washington as well as John Wilkis Booth. Throw in racism, some veiled Christian Fundamentalism and intolerance, some alternative science run amok and you have your floating untouchable and powerfully uncanny Confederacy.
This is one of those few games that borders the fine line that separates great games from perfect games.
No need to write anything else. The game will sell itself.
P.S. Those who watched and enjoyed Fringe, you're in for a treat. Also, the last 10 minutes of the game will hint at the meaning of the subtitle "Infinite".