Bioshock Infinite - Review

    Bioshock Infinite - Review

    After one of the most troubled gestations ever (remember that initially Bioshock Infinite was to be released on October 16, 2012, subsequently postponed to February 26, 2013 and finally still delayed to March 26, 2013), the 3rd chapter is finally among us (disconnected from the other 2, remembered) of the series created by Irrational Games, Bioshock Infinite. Let's find out together!

    WELCOME TO COLUMBIA!

    1912 Booker DeWitt, alcoholic detective and gambler, is the main protagonist. Sent to Columbia (the beginning of the game was brilliant, a clear tribute to the legendary first chapter of Bioshock) he must recover and save a girl named Elizabeth (co-star) to pay off his gambling debt. This is just the beginning of a wonderful adventure, of an ingenious and intricate narrative plot, touching on themes that are decidedly mature for a videogame, such as politics, religion, racism. All obviously in a brilliant way, but by now the guys of Irrational Games had accustomed us very well, they certainly could not disappoint us.



    GAMEPLAY

    Basically Bioshock Infinite is a FPS with role-playing elements and mechanics (which I will deepen in a few lines). Shooting has never been so simple and fun as in this Bioshock, definitely improving the shooter experience compared to the two, albeit excellent, predecessors. The weapons are varied and varied, all very beautiful and well-kept, even if, as you continue with the game, some will definitely lose effectiveness and you will find yourself practically always using those two or three. Nothing that undermines the gaming experience, of course. But let's move on to the role-playing elements. In this chapter the Plasmids (those who have played the previous ones know what I'm talking about, but for anyone who doesn't know it, they are molecules that, once injected, allow the person to use a power) is replaced by Vigor, special tonics (eight in all) which will have drastic effects in gameplay (and in Booker's hands too!). I'll just give you two examples: Possession allows Booker to own the machines for a limited period of time. If upgraded it allows you to possess human enemies and reduce the cost of salts for use. While Ravens Killers allows you to call crows against targets, damaging them and making them vulnerable. If boosted, the duration of the effect increases and the bodies of slain enemies become raven traps. All 8 Vigors are absolutely brilliant and combinable with each other, you will have a lot to have fun with! I almost forgot, weapons and vigor can be upgraded through some "shops" for money. But the main novelty of this chapter is the Sky-hook: a sort of magnetic hook, it will allow us to physically hit and execute the enemies, but above all to move quickly to Columbia. Yes, because Columbia is connected via Sky-Lines, a sort of steel cables suspended in mid-air, which can be used via Sky-hook. Using it will be truly a pleasure, trust me! The enemies, as usual, are very varied and masterfully characterized: They range from the classic crazy citizens of Columbia, to aerial turrets and not, up to the terrifying Handyman (the substitutes for the old Big Daddies) and the enormous Songbird, a gigantic bird robot that will do anything to protect Elizabeth. To conclude, an integral part of the gameplay will be Elizabeth: with her particular powers she will be able to open temporal rifts useful for exhuming old weapons or turrets and, from time to time, she will pay homage to us with medkits and money found around, really very useful.



    TECHNICAL SECTOR

    What can I say, the Unreal Engine 3 does its job very well, making the experience even more profound and satisfying. But it's not so much the textures that make Columbia special, but the art direction. Every corner, every ravine, building, garden is simply perfect, every part of Columbia will seem different from the previous one, leaving you most of the time speechless. Not only does it match the stylistic goodness achieved with RAPTURE but, we can say it, it clearly surpasses it. Columbia is simply the most beautiful city ever seen in a video game. The sound is a mix of period pieces and totally original compositions, making the sound as masterful as everything else in this game. Note on dubbing, one of the best ever made.


    CONCLUSION

    Bioshock is much more than a video game. Bioshock is an interactive work of art that no one should miss. We have waited many years but it was definitely worth it. The title of Irrational Games is the classic title that usually divides critics and audiences, but in this case both go the same way: MASTERPIECE


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