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Not only does she not get in the way of fights, it doesn't appear any enemies want to directly attack her, either. And don't worry about having to "protect" her it appears that is not a concern (at least in the beginning portions of the game). I chose the latter, only to realize how valuable getting a better vantage point would have been.Įlizabeth not only provides color commentary for the world Booker is in, but she can be a rather useful ally at times, throwing ammo, health, and money your way whenever the situation calls for it. For example, in one point in the game, I was able to choose between having hooks to grapple onto, or a turret to blast at enemies. However, having Elizabeth join your party introduces even more options for you to consider in battle.
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(You can also upgrade it to take over human enemies, as well!) With Devil's Kiss, you'll be able to set up a fire trap against a teleporting enemy. You can use "Possession" to remotely take over an enemy turret, for example. The core tenants of what made BioShock's combat so satisfying return. While enemies don't chase you on the sky-lines in the early parts of the game, I can already envision later battles ratcheting things up. Whilst mid-air, you can fire at other enemies, change your speed, or even go in reverse. Switching tracks and landing on platforms (or foes) is as simple as aiming and clicking once more. You don't have to gauge your jump to connect to one instead, you simply aim your cursor over where you want to connect, and simply press the Spacebar. Also, they are not as intimidating to use as one might expect. You can still go guns-blazing, but you can also try to get to a higher vantage point by taking advantage of the sky-lines. Once they're introduced into combat, you have a whole new way of interacting with and approaching situations. At its core, combat in Infinite should be familiar to players of the original BioShock.īut those sky-lines really change things up. Infinite does a great job of slowly introducing new mechanics over its intro: from melee combat, to gunplay, to your first encounter with vigors (Infinite's equivalent of tonics). The world is rich enough, and the gameplay exhilarating enough. Infinite already offers a compelling design before you even get to meet Elizabeth.
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The journey to meet Elizabeth is full of mystery The game presents many mysteries: why does Columbia even exist? How does it exist? What is Elizabeth? What do the tears mean? And what is the significance of Booker's flashbacks? Infinite proposes a truly interesting mystery, but given how complex the story is shaping up to be, I also worry that it could end up a bit like Lost. The story may seem to be a hodgepodge of disparate elements, but Irrational manages to weave its narrative in such a compelling way that it's easy to go along for the ride. The religious zealotry of Columbia's citizens, and the increasingly-obvious racist undertones, make Infinite go into territory games rarely venture to. Its Pleasantville exterior is already suspect, but as you progress through the opening moments of the game, it's clear that something is gravely wrong. While creeping through the underground city of Rapture made the first BioShock reminiscent of a horror game, there is still something unsettling about Infinite.
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Here, you're free to look at videos detailing the city's history, test your might in some mini-games, or simply overhear the conversations of the denizens around you. When you're first introduced to the floating city of Columbia, you're thrust into the middle of a carnival. Unlike the first BioShock, which was drenched in atmospheric somber, Infinite is a boisterous world, with an overwhelming amount of things to see and do. Key to the experience is what creative director Ken Levine calls the "living world" of the game. There are so many reasons why Infinite's opening moments captivate. Nay, the same inquisitive excitement I felt when I first saw the game has been renewed. The answer is "yes." After playing the first two hours of the game, my confidence in the game has been more than restored. Given the number of disparate elements-from vigors to tears to sky-lines to Elizabeth and more-could BioShock Infinite even feel cohesive? Suddenly, there were doubts if the year-old vertical slice we had seen could be sustained through a full game. And then came troubling news that key members of the team had departed. It had won our hearts.Īnd then it disappeared. Set in an alternative 1900s America, Irrational Games' latest certainly showed no shortage of creativity. The demo introduced us to an imaginative world, where a giant robot bird chases a magical girl through floating islands connected via magnetic sky rails. 6 BioShock Infinite stunned game critics at E3 2011.
