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A Narrative Treasure: BioShock Infinite Review

  • Ben Stembridge
  • Jan 4, 2018
  • 4 min read

“Bring us the girl, and wipe away the debt.” Compelling, but erie words, very much muddled in mystery and uneasiness. Surrounded by circumstances of unknown gravity and an enticing tension - that’s how players are born into BioShock Infinite, final game in the beloved BioShock franchise. A rowboat off the coast of Maine with two British characters in the rain, approaching a small island.

While I played and enjoyed BioShock 1 and 2, I was not their most feverish admirer. They, in my mind, were solid installments in the first-person shooter category, complimented by a stellar story and a set of interesting characters, but nothing special to me personally. I could never have expected what BioShock Infinite, the final title in the trilogy, would ultimately do to me. Let’s begin.

Upon starting this game, I took the control of Booker DeWitt, a former Pinkerton agent and current private eye. The aforementioned individuals in the row boat dropped me off at, you guessed it, a lighthouse (an important piece of the puzzle in previous games, related to the original’s setting, the underwater “utopia,” Rapture). “Bring us the girl, and wipe away the debt.” I remember distinctly the discomfort that repeated phrase stirred in me. Even as I became accustomed to my control of Booker, investigating the lighthouse, the words stuck with me.

I was, during the introduction to the game world, put in front of what appeared to be a completely new scenario. No underwater city, no bathyspheres, and no apparent super powers. While atop the lighthouse, I solved a puzzle with some data given to me by the British twins. To my intrigue, and my character’s dismay, I was rocketed into the sky. The year is 1912 and I land in Columbia, city in the clouds.

BioShock Infinite, like it’s predecessors, is an interactive, wide-linear game. As I search the “welcome area” of Columbia, I realize some very upsetting facts. The first, is that Columbia appears to be a former American project, now controlled by a jingoist, ultranationalist sect of turn-of-the-century Americans. Two, I am a subject of interest and great peril to the citizens here, unbeknownst to Booker. During my peaceful first few minutes of exploration, looking for this girl from the phrase, I see a poster depicting a demon-like hand branded with the letters “AD.” You would not believe what was branded on my own hand . . .

Upon being discovered as the “False Shepard,” every wing-nut and even authority figure try to take a shot at me. Here comes combat. Having improved from the previous game, it took no time at all to get used to firefights. Controls of the various weapons is very smooth, and all of which are beautifully designed and incorporate a very “steampunk” feel. Pistols, machine rifles, and shotguns are all employed by Colombia’s insane defenders. Shortly after my first few firefights, I’m introduced to two very important characters: Zachary Hale Comstock, leader of Columbia and resident nutcase, and Elizabeth, the girl.

From there, Infinite proceeds with what can only be described as one of the strongest narratives in gaming to date. Upon escaping from a mysterious tower with the imprisoned but very capable Elizabeth, I learn that she has powers to tap into alternate realities on a small scale using “tears.” With that established, my firefights are now peppered with potentials tears for Elizabeth to take advantage of - a new set of cover, a turret, or even a cache of weapons and ammo. Another gameplay feature also tips the scale in DeWitt’s odds from time to time. As this is a city in the sky suspended by balloons and wacky science stuff, it has an ariel rail system. A tool that attaches to my arm allows me to ride these rails, providing new vantage points across Infinite’s wide open gameplay areas. Again, coming from the original, cramped BioShocks, this is a new and welcome thrill. Another welcome component that is not necessarily different from the past games are the Vigors, potions that provide incredible powers when consumed. Lightning, fire, a murder of crows, and many more deadly and unorthodox weapons can be utilized.

Aside from a invaluable companion and gameplay utility, Elizabeth is a marvelous character, brought to exquisite life by Courtnee Draper. Having lived in a tower for over 15 years, and her powers controlled by Comstock’s mysterious “Siphon,” she is happy to be out. Her relationship with Booker develops quickly, as her escorts and guards her from her attackers. She explores the city with wonder, as it does appear to be a wonderful utopia from the outside. Only after discovering how ethnic minorities are treated does she realize the city’s danger. She becomes very upset upon discovering that citizens actually worship her as “The Lamb,” heir to Comstock’s throne.

Columbia, while terrifying, is truly beautiful. The environments generated in the game are wonderfully detailed, from towering structures, to quaint gardens. Only once tapping into the underground, where “undesirable” workers dwell, does the tone of Columbia begin to falter. Elizabeth’s powers become tied to the aesthetic of the city, changing the course of the floating fortress’ destiny. The environment produces excellent side-characters, and collectibles related to parallel plots both uplifting and devastating. Infinite rolls out a balanced amount of explorable areas, and optional objectives, perfectly suited to each gam area, and not one bit overwhelming.

The plot of BioShock Infinite cascades with emotion and stunning developments in the mystery of who Booker is and what Elizabeth's destiny is, and culminates in one of the most mind-breaking reveals and surprises of modern gaming, dare I say modern storytelling as a whole. It employs a diverse and dynamic set of gameplay characteristics, that never cease to thrill. I cannot describe the satisfaction, heartbreak, and wonder I felt at every point of the game. I know it will be remembered as one of the narrative treasures of our time.

Ben Stembridge, Editor-in-Chief

Ben leads the reviews and news coverage for Game Chop. He also offers opinions on games and the industry, covering a wide range of genres and platforms. Ben especially enjoys discussions on game narratives, design styles, and independent titles.

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