Infinite's story and presentation make it an otherworldly jewel, but its gameplay, while great, offers little new

User Rating: 8.5 | BioShock Infinite X360
Bioshock wowed gamers six years ago in part because of its fascinating setting in an underwater city called Rapture. The third and newest entry in the cutting-edge first-person shooter franchise takes place way up yonder past the clouds. Columbia is the place-a city founded by a power-hungry cult leader named Comstock, who led his people from The Union, during the Colonial Era, to the sky as a gorgeous yet twisted distopia. Just as the original Bioshock succeeded in sweeping players off their feet with its introduction to Rapture, you'll likely find yourself entranced by the floating skyscrapers and monuments all across the sky in Columbia. The feel of southern colonialism is captured nicely, including both negative and positive aspects of what the old south was for many. Columbia's residents seem genuine about their faith, which is a twisted version of Christianity, and they are also unflinchingly patriotic, worshipping U.S. founding fathers such as Washington, Jefferson, and Franklin as if they were Greek Gods.

The main protagonist, Booker DeWitt, is a polar opposite in this world, so why is he there? Little is known about DeWitt throughout the game; he conceals much of his character, apparently hiding terrible sins from his past, but his guilt certainly shows through his words. Dewitt is in Columbia to do a job: bring back the girl and wipe away the debt. The girl is named Elizabeth, and her identity is every bit a mystery as Dewitt's for the majority of the campaign. Infinite slowly unravels these characters as the plot progresses, and regardless of how one may feel about Elizabeth and Booker in one moment, it is subject to change because their decisions and personalities that drive them are impressively deep...for video game characters.

Prior to its release, trailers and hype propped up Infinite's stunning theatrics. On this front, the game is fantastic; it delivers endearing, developing characters and a story that is far from conventional, addressing a myriad of serious subjects. Infinite seemed poised to become more than just a run-of-the-mill shooter, and in the first hour or more, it feels like an otherworldly game altogether. Then, as the gameplay settles in and the story's rhythm slows to fit into a ten hour campaign, Bioshock Infinite, though it never falls below greatness, does not feel as unique.

This is still just a first person shooter, but its shooting mechanics, combat, enemies, weapons, and powers called "vigors" all combine to make an often intense and highly enjoyable adventure. Aside from the usual pistol, shotgun, machine gun and the like, vigors can also be used to take down Comstock's men. Vigors are obtained by drinking certain potions found throughout. One allows Dewitt to possess enemy machinery or people, causing them to turn on their allies (reminds me of Dishnored). Another Vigor called the Bucking Bronco allows Dewitt to send a ground shaking wave at his foes, knocking them off their feet and into the air where they float as easy targets for a few seconds.

Using Vigors requires salt consumption, and building Dewitt's sodium levels is as simple as looking around for something to eat or drink. The usefulness of these powers largely depends upon how you personally play the game. I hardly ever used vigors except for when I was in an absolute pickle or found good reason to do so: when a group of enemies are in a common vicinity together, for example, Bucking Bronco was useful. It is too bad that an emphasis was not put on utilizing vigors, for the guns usually do the job just fine in combat. Comstock's army of men and machines often come in waves. So chaotic are the battle sequences at times that you have nowhere to hide or run, only to storm forth and damage or kill as many foes as possible before dying and coming back in a nearby area. When you die, you lose some Silver Eagles (this game's currency), but foes you had defeated do not respawn. This aspect of the combat cheapens the experience.

There are plenty of moments in the gunplay that shine forth, though. Aiming and shooting is smooth, reminding me of Call of Duty 4: Modern Warfare. Disappointingly, Dewitt can only carry up to two weapons at a time. It can be hard to gauge which weapon to continue with or switch for another. Thankfully, there is a balance, for there seems to always be a choice nearby. There are a lot of guns, and with the two-weapons-at-a-time system, enjoying them all in one play-through is unlikely.

Clever are the moments when Elizabeth can use her unique "Tear" (as in: ripping up a piece of paper) ability in combat. The final chapter is particularly memorable, and was, in my experience, the most challenging, satisfying moment gameplay-wise. Elizabeth's tear allows her to open a portal into a different "world" or into an area in the past, present or future. In battle, she can make items, barriers, or machines appear using her power, and in many cases there are various options in one area, though only one can be used at any given time.

Bioshock infinite is linear like its predecessors, but there are areas that you can explore while marching toward the next destination. The sky-line, a magnetized, rail system used for transportation, can be utilized for travel by latching onto the railing with the skyhook. Gordon Freeman had the crowbar, Irrational gave Dewitt the skyhook-a versatile tool used for combat and as a means for travel. Sky-lines are fun to ride as well as perform cool aerial attacks on enemies below.

Different items such as voxophones, gear, upgrades for your health, shield, and salt capacity are scattered abroad. Voxophones are audio logs with recordings from different characters in the backstory as well as those who play no prominent role. Sometimes voxophones give hints for where to find hidden treasure or where to venture off on an optional mission. Dewitt can equip gear onto his body for various benefits. Certain gear may boost an aspect of Dewitt's powers or attacks under certain circumstances in combat, while others may increase defense, speed, or health in some way.

Taking in Bioshock Infinite is an addictive and occasionally spell-binding experience. Eight to ten hours long is its campaign, and I completed it in less than the course of two days. For its cinematics, visual splendor, character interaction, and story, Bioshock Infinite is in a class of its own. As a shooter, it doesn't offer much new, but its tight mechanics and fair share of exhilarating moments make it a late generation great.