Bioshock Infinite

I was properly smitten by the first Bioshock.

It was a defining genre smasher with an original concept that many have tried to emulate since. A good mix of character building with unique combat mechanics.

The sequel in comparison was a weak followup, turning Big Daddy into the main protagonist, whilst continuing the same set up in Rapture. Once you’d completed the first game, the second was just the same, but more.

Infinite, the third in the series, takes the battle to the skies with the familiar mix of magic v gunpowder with a far richer background and universe that can be compelling by itself in its lore.

There’s a familiar gripping story that had me hanging on right until the end culminating in a spine tingling finish to the story that did the series proud. It’s a very clever game and the rich weaves form a beautifully charming story that really does the trilogy proper justice.

The main character is a very likeable private dick, paid to go collect a girl from this fantasy sky world that seems steeped in religious zealots. He’s drowning in some personal conflict which is never really made clear, but it’s paletable because it appears he doesn’t either. So we join him on his journey of enlightebment as he battles through characters human and robotic, so typical of this faux-1920s world that dominates the Bioshock universe.

Combat is hit an miss with some weapons feeling very weak when used. There’s never a real satisfactory feeling of pumping someone with lead, apart from the shotgun and minigun which do feel powerful especially in close range. But combined with the ‘vigors’ that form the basis of mutated spells, you do start to get quite busy. But the best aspect of the game has to be the grappling hook.

The city of Infinite is surrounded by elevated forms of cable transport. So these rails are often perfectly placed to allow your character to jump in very rapid fashion from rail to rail, often allowing you to exact awesome drop moves on unsuspecting mobs.

Add to this the time-tears that your co-protagonist can create, you can bring forward things to help you in combat from the past and the future. Things such as turrets, medication and weapons.

No more spoilers. Be patient with this. It takes time, but the ending is well worth it. A clever bit of story telling that is grossly missed so often from gaming.