I don't think it's a coincidence that this piece from IGN happened to appear the same day Gloria Steinem hit age 80.
We've yet to see a female superhero movie that resonates with both the hardcore comics crowd and the mainstream the way the recent Dark Knight trilogy, Marvel Phase 1 and 2 or even the great Richard Donner Superman movies of the late 1970s and early 1980s have.
Sure, we've seen strong female characters in modern superhero movies, even those with exceptional powers that factor in to the narrative. Scarlett Johansson's Black Widow is a prominent figure not only in The Avengers, but also the two Iron Man films in which she's appeared. Pepper Potts even dons the shell in the latest RDJ/Tony Stark adventure. And you'd be lying if you didn't say there wasn't a depth of character to Anne Hathaway's Selina Kyle in The Dark Knight Rises that surpassed even the sultry performance of Michelle Pfieffer in Batman Returns.
This is all to say nothing of the deathstroke Famke Janssen gave to the X-Men series as Phoenix in The Last Stand, obliterating two of the classic series' main draws in Cyclops and Dr. Charles Xavier.
But every movie that tries to make the female character the lead falls flat. I'm looking at you, Halle Berry and Jennifer Garner. Why?
We can't say it's because of a lack of great source material. The aforementioned Jean Grey and Selina Kyle have provided countless rich storylines over the years. This is to say nothing of the leaps and bounds made in other media around strong, nuanced female characters. As I'm writing, the second chapter of Bioshock Infinite: Burial at Sea is downloading to my Xbox 360. I can't wait to see how viewing Rapture through Elizabeth's eyes will change my experience.
On TV, we've had decades of strong female characters that form the basis of compelling, long-running narratives. Joss Whedon himself ushered in the era, arguably, with his brilliant Buffy the Vampire Slayer series on WGN, or UPN, or whatever the hell the network was calling itself in 2003.
This lends all the more credence to Johansson's request in the above piece for a superhero movie to be made where the female characters aren't running around in their skivvies, staring longingly at the men who will have to come save them (I'm looking at you, Amazing Spider-Man 2).
In a year that could arguably be the greatest showcase for the maturity and universal appeal of the superhero tale transcending its niche audience (if it hasn't already), it's unconscionable that we have to continue to watch our female characters in these films simply play the gams. Johansson's right. Comic book and movie fans deserve more.
Many folks learn one thing really well. I've never subscribed to that theory (as my Jeopardy! prowess will attest to). Enjoy a layman's shallow approach to politics, pop culture, dog racing, and whatever else strikes the fancy of a modern-day Renaissance Man.
Showing posts with label Bioshock. Show all posts
Showing posts with label Bioshock. Show all posts
Tuesday, March 25, 2014
Sunday, August 18, 2013
Virtual Dork: Thoughts on Xbox's Games with Gold promotion
Earlier this summer, perhaps anticipating the livid audience response to initial statements the new Xbox would require an online connection and restrict access to used games and other content, Microsoft announced its Games with Gold promotion. Modeled after Sony's Playstation Plus free game giveaway, Microsoft promised two free games would be released each month from June through December, dropping two titles at E3 (Assassin's Creed 2 and Halo 3) that would definitely be on the roster. The rest would be surprises.
Though I'd already played the two announced titles when they released, I was looking for a good reason to renew my Gold subscription earlier this summer in order to watch HBO Go on the pathetic Sanyo that was included with my rental unit here in Spokane. I'm squinting to see players in Call of Duty, so if I've stared at you funny in the last several weeks, know that's the reason and not that I'm losing my mind (probably). In any event, the first announced game, Fable 3, had not graced my console yet so I plopped the money down for a year's subscription and dutifully downloaded the three-quel overnight on my hamster-wheel ran WiFi.
This is a commentary on the game's we've received through the promotion so far. It would be unfair, I think, to compare Microsoft's offering with Playstation Plus. Sony clearly has a superior setup, offering games like Saint's Row the Third and Uncharted 3, both of which released in the last two years. The most recent offering from Microsoft to date has been Fable, which released in October 2010. Only one game is available at a time, whereas Playstation has a suite of options available each month. Finally, Sony has been running their promotion for quite some time, whereas with Microsoft it's a finite deal that feels a little reactionary, to be perfectly blunt.
Still, we're getting free games. During the summertime, that's a great thing, because the dog days are usually also the doldrums for fresh, blockbuster titles. With GTAV still an agonizing month away, Microsoft has been offering some decent diversions. Let's see how they stack up.
Fable 3
I have memories of playing the original Fable, but it must have been at a friend's house because I never owned the original Xbox. I thought it had been ported to the Playstation 2, my console of choice during the last generation. I may be confusing the game with Psychonauts, thought the relative quality of that game (even when compared to Lionhead's latest offering) makes that confusion unlikely.
Fable 3 is a tonally ridiculous game. You're supposed to feel some sort of compassion for the bizarre, cartoony humanoids of Albion who speak with regrettably ridiculous British accents and generally act as though Chaucer's Miller were their moral compass. The combat is fun, the possibilities for amassing wealth seemingly limitless. But when you throw in the moral weight of decisions whether millions of your people will die and one of the achievements requires you making that choice in a chicken suit, there's just not really any storytelling weight here. Add to the fact the nebulous nature of the evil facing your kingdom and an ending that I suppose is designed to make someone, somewhere cry, and this game is perfect for diversionary purposes. But Zelda-killer this is not.
Score: 3/5
Defense Grid: The Awakening and Assassin's Creed 2
I haven't spent enough time with Defense Grid, an Xbox Live Arcade title, to form an opinion. I've already played Assassin's Creed 2 and didn't download it again. I won't judge them for this piece yet.
Crackdown
August's first downloadable title was 2007's Crackdown, a game conceived by David Jones, the mind behind Lemmings and the original Grand Theft Auto. Primarily known for containing a beta key for Halo 3, Crackdown sold well enough to spawn what critics called an uninspired sequel in 2010 just as Jones finished up work on his ill-fated MMORPG answer to GTA, APB (All Points Bulletin).
Jones' prints are all over this game. It's fast, fun and tremendously shallow in the story department. Gunplay is satisfying, though twitchy. Driving is ridiculous and should be avoided in favor of your agent's incredible aerial abilities. As you progress through the (woefully short) story mode, your character earns new abilities through floating orbs that require platform puzzling to solve, not unlike lookout towers in Assassin's Creed. There are more than 500 to collect scattered throughout Pacific City, and if the ambient sound wasn't so terrifically awful I likely would have pursued them all. It's just that addictive.
When you've taken out all the bad guys, the game tosses what seems like an expository curveball at you: the disembodied voice of the "Agency," the group you've been working to help clean up the streets, has designs of municipal autocracy that you've helped him achieve. I'd be blow away if I wasn't yawning. Good time-waster, little more.
Score: 2/5
Dead Rising 2 and Dead Rising 2: Case Zero
The original Dead Rising was a massively popular title for the 360 published by Capcom in 2006, just a few months after the console was launched. I've been meaning to pick it up, but never really bothered with it. I purchased my Xbox 360 the summer of 2007 and by then my interest in the launch games had waned considerably.
Dead Rising 2 takes the solid foundation of its predecessor (according to reviews of that title) and builds upon them, making the save feature much more accessible to players and introducing a level of tonal absurdity that could only be inspired by a Japanese game company. You're in the midst of a zombie apocalypse, your daughter has been bitten and requires constant medical attention to avoid "turning," and you can wear assless chaps.
Yes, that's right. Assless chaps.
I haven't finished Dead Rising 2 yet, but so far it has — in my estimation — the cream of the crop of titles released under the Games with Gold promotion. Though the story is absurd, there's a real sense of urgency and progress here as the timer ticks down on certain objectives. Old-school saving IS frustrating, but the game more than makes up for it by designing a combat system that is just so damn fun. Squishing zombie brains never gets old, and thanks to the constantly regenerating undead masses in the over world of Fortune City, Nevada, you have plenty of time to oblige them.
Score: 4/5
Dead Rising 2 is the first game in the Games with Gold promotion I feel like I would have picked up for a price had I played a demo of the game beforehand. I hope the selections continue in this upward trajectory, which brings me to a wish list of games I want to see released over the next several months. Of course, GTAV will consume my free time beginning Sept. 27, but the option of starting a download that you can finish later is an ingenious offering by Microsoft for the busy gamer. And I intend to get my money's worth.
Games with Gold Wish List
Shadow Complex: This 360 exclusive Xbox Live title seems like a no-brainer. I planned on purchasing it back in 2009 but the time got away from me. There was a lot of outcry when Microsoft went with a XBLA title as its second GWG offering with Defense Grid, but I doubt anyone's going to complain if this Metroid-clone makes the list.
Telltale Games Presents: The Walking Dead: This is likely wishful thinking, as no game near The Walking Dead's launch window last year has been released yet. Perhaps as one of the final offerings, just as Season 2 is being released by Telltale, isn't too much to ask for? Microsoft has already given away one episode of the first season at Christmastime last year, which I hungrily gobbled up. If they released the next four for free as well, I'd be doing a happy zombie shuffle.
Bioshock 2: Microsoft has been making a habit of releasing sequels during the GWG promotion, and Bioshock 2 seems like a safe bet, especially with the episodic content of its successor, Bioshock Infinite, set to release sometime later this year/early next year. The original Bioshock is a classic, but I was kind of turned off by the return to Rapture without Ken Levine's involvement. Playing the game for free would alleviate those concerns.
Minecraft: This is extremely unlikely, seeing as how the genre-defying first-person builder is basically printing money on the Arcade. But perhaps, once market penetration reaches its max, Microsoft will decide it's OK to give the 360 port away for free.
L.A. Noire/Max Payne 3: Give me something from Rockstar (not Table Tennis, though). The first is probably more likely, given its age, but either gun-toting title would make for a fun 2 weeks this fall. I could see Red Dead Redemption too, but I hope not. I've already played that wonderful game to death.
Mass Effect: The original 360 exclusive has been on my list for awhile now, but I haven't had the necessary encouragement to run out and buy it. Microsoft would be able to push out one of its exclusives and attract new players to the series, a win-win in my book.
What games would you like to see released free in the coming months? Let me know in the comments!
Though I'd already played the two announced titles when they released, I was looking for a good reason to renew my Gold subscription earlier this summer in order to watch HBO Go on the pathetic Sanyo that was included with my rental unit here in Spokane. I'm squinting to see players in Call of Duty, so if I've stared at you funny in the last several weeks, know that's the reason and not that I'm losing my mind (probably). In any event, the first announced game, Fable 3, had not graced my console yet so I plopped the money down for a year's subscription and dutifully downloaded the three-quel overnight on my hamster-wheel ran WiFi.
This is a commentary on the game's we've received through the promotion so far. It would be unfair, I think, to compare Microsoft's offering with Playstation Plus. Sony clearly has a superior setup, offering games like Saint's Row the Third and Uncharted 3, both of which released in the last two years. The most recent offering from Microsoft to date has been Fable, which released in October 2010. Only one game is available at a time, whereas Playstation has a suite of options available each month. Finally, Sony has been running their promotion for quite some time, whereas with Microsoft it's a finite deal that feels a little reactionary, to be perfectly blunt.
Still, we're getting free games. During the summertime, that's a great thing, because the dog days are usually also the doldrums for fresh, blockbuster titles. With GTAV still an agonizing month away, Microsoft has been offering some decent diversions. Let's see how they stack up.
Fable 3
I have memories of playing the original Fable, but it must have been at a friend's house because I never owned the original Xbox. I thought it had been ported to the Playstation 2, my console of choice during the last generation. I may be confusing the game with Psychonauts, thought the relative quality of that game (even when compared to Lionhead's latest offering) makes that confusion unlikely.
Fable 3 is a tonally ridiculous game. You're supposed to feel some sort of compassion for the bizarre, cartoony humanoids of Albion who speak with regrettably ridiculous British accents and generally act as though Chaucer's Miller were their moral compass. The combat is fun, the possibilities for amassing wealth seemingly limitless. But when you throw in the moral weight of decisions whether millions of your people will die and one of the achievements requires you making that choice in a chicken suit, there's just not really any storytelling weight here. Add to the fact the nebulous nature of the evil facing your kingdom and an ending that I suppose is designed to make someone, somewhere cry, and this game is perfect for diversionary purposes. But Zelda-killer this is not.
Score: 3/5
Defense Grid: The Awakening and Assassin's Creed 2
I haven't spent enough time with Defense Grid, an Xbox Live Arcade title, to form an opinion. I've already played Assassin's Creed 2 and didn't download it again. I won't judge them for this piece yet.
Crackdown
August's first downloadable title was 2007's Crackdown, a game conceived by David Jones, the mind behind Lemmings and the original Grand Theft Auto. Primarily known for containing a beta key for Halo 3, Crackdown sold well enough to spawn what critics called an uninspired sequel in 2010 just as Jones finished up work on his ill-fated MMORPG answer to GTA, APB (All Points Bulletin).
Jones' prints are all over this game. It's fast, fun and tremendously shallow in the story department. Gunplay is satisfying, though twitchy. Driving is ridiculous and should be avoided in favor of your agent's incredible aerial abilities. As you progress through the (woefully short) story mode, your character earns new abilities through floating orbs that require platform puzzling to solve, not unlike lookout towers in Assassin's Creed. There are more than 500 to collect scattered throughout Pacific City, and if the ambient sound wasn't so terrifically awful I likely would have pursued them all. It's just that addictive.
When you've taken out all the bad guys, the game tosses what seems like an expository curveball at you: the disembodied voice of the "Agency," the group you've been working to help clean up the streets, has designs of municipal autocracy that you've helped him achieve. I'd be blow away if I wasn't yawning. Good time-waster, little more.
Score: 2/5
Dead Rising 2 and Dead Rising 2: Case Zero
The original Dead Rising was a massively popular title for the 360 published by Capcom in 2006, just a few months after the console was launched. I've been meaning to pick it up, but never really bothered with it. I purchased my Xbox 360 the summer of 2007 and by then my interest in the launch games had waned considerably.
Dead Rising 2 takes the solid foundation of its predecessor (according to reviews of that title) and builds upon them, making the save feature much more accessible to players and introducing a level of tonal absurdity that could only be inspired by a Japanese game company. You're in the midst of a zombie apocalypse, your daughter has been bitten and requires constant medical attention to avoid "turning," and you can wear assless chaps.
Yes, that's right. Assless chaps.
I haven't finished Dead Rising 2 yet, but so far it has — in my estimation — the cream of the crop of titles released under the Games with Gold promotion. Though the story is absurd, there's a real sense of urgency and progress here as the timer ticks down on certain objectives. Old-school saving IS frustrating, but the game more than makes up for it by designing a combat system that is just so damn fun. Squishing zombie brains never gets old, and thanks to the constantly regenerating undead masses in the over world of Fortune City, Nevada, you have plenty of time to oblige them.
Score: 4/5
Dead Rising 2 is the first game in the Games with Gold promotion I feel like I would have picked up for a price had I played a demo of the game beforehand. I hope the selections continue in this upward trajectory, which brings me to a wish list of games I want to see released over the next several months. Of course, GTAV will consume my free time beginning Sept. 27, but the option of starting a download that you can finish later is an ingenious offering by Microsoft for the busy gamer. And I intend to get my money's worth.
Games with Gold Wish List
Shadow Complex: This 360 exclusive Xbox Live title seems like a no-brainer. I planned on purchasing it back in 2009 but the time got away from me. There was a lot of outcry when Microsoft went with a XBLA title as its second GWG offering with Defense Grid, but I doubt anyone's going to complain if this Metroid-clone makes the list.
Telltale Games Presents: The Walking Dead: This is likely wishful thinking, as no game near The Walking Dead's launch window last year has been released yet. Perhaps as one of the final offerings, just as Season 2 is being released by Telltale, isn't too much to ask for? Microsoft has already given away one episode of the first season at Christmastime last year, which I hungrily gobbled up. If they released the next four for free as well, I'd be doing a happy zombie shuffle.
Bioshock 2: Microsoft has been making a habit of releasing sequels during the GWG promotion, and Bioshock 2 seems like a safe bet, especially with the episodic content of its successor, Bioshock Infinite, set to release sometime later this year/early next year. The original Bioshock is a classic, but I was kind of turned off by the return to Rapture without Ken Levine's involvement. Playing the game for free would alleviate those concerns.
Minecraft: This is extremely unlikely, seeing as how the genre-defying first-person builder is basically printing money on the Arcade. But perhaps, once market penetration reaches its max, Microsoft will decide it's OK to give the 360 port away for free.
L.A. Noire/Max Payne 3: Give me something from Rockstar (not Table Tennis, though). The first is probably more likely, given its age, but either gun-toting title would make for a fun 2 weeks this fall. I could see Red Dead Redemption too, but I hope not. I've already played that wonderful game to death.
Mass Effect: The original 360 exclusive has been on my list for awhile now, but I haven't had the necessary encouragement to run out and buy it. Microsoft would be able to push out one of its exclusives and attract new players to the series, a win-win in my book.
What games would you like to see released free in the coming months? Let me know in the comments!
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Dead Rising 2,
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Sunday, March 31, 2013
Virtual Dork: Bioshock Infinite Review
"The only true voyage of discovery, the only fountain of Eternal Youth, would be not to visit strange lands but to possess other eyes, to behold the universe through the eyes of another, of a hundred others, to behold the hundred universes that each of them beholds, that each of them is."
-Marcel Proust, In Search of Lost Time
Reviewing Bioshock Infinite as a game is more than a little difficult for me. The feeling of not merely playing, but experiencing, the first Bioshock is much stronger in this spiritual sequel. There is a well-polished, brilliantly conceived and balanced shooter at the core of the Bioshock Infinite experience. But to simply dwell upon the game's genius mechanics would be a disservice to the beautiful piece of art (that's right, Roger Ebert, art) that Irrational Games has created.
Infinite begins with a very familiar scene for franchise devotees. You're in a boat, rowing toward a lighthouse. All you know is contained in a box of effects: your name: Booker DeWitt, a pistol, a photograph of a girl, a key and a few handwritten notes. On one of them: Bring us the girl, wipe away the debt. Devilish in its simplicity, the note kicks off a journey into the clouds that mimics the bathysphere spectacle that kicked off the original Bioshock.
From those few opening moments, Infinite becomes an increasingly unnerving exploration of that city — Columbia — and an early 1900s xenophobic patriotism morphed by Christian values that struck me as much more interesting than Andrew Ryan's Ayn Randian utilitarian Rapture. From the opening moments, as you're baptized among cloaked devotees in a brilliantly lit sequence initiating you into the city, to the final revelation of Zachary Comstock's (the zealot and main antagonist — or so it seems — of this installment in the series) perversion of religion to suit his lofty, utopian aims, Booker's journey through Columbia is one with horrifying and unsettling cruelty toward man under the guise of ideology and zealotry that never really lets go.
Your charge, as Booker, is to find Elizabeth, the girl locked in the tower. You do so early in the game, after inadvertently alerting the entire city —which wants to protect Elizabeth — to your presence. This is where the fighting comes in. Not only will you battle citizens of Columbia, who are not intoxicated by powers like they were in Bioshock but rather sane human beings driven by devotion either for or against Comstock, but also giant machine enemies known as Heavies and Elizabeth's protector, a massive mechanical bird controlled by Comstock himself.
The resulting escape mission will take you through many heart-pumping sequences throughout Columbia. Gameplay is cosmetically similar to Bioshock, though the names of the powers and perks have changed. Instead of plasmids, you have vigors, which range from being able to fire a flock of murderous crows from your hands to traditional electric charges and fireballs. I found Bucking Bronco, a new vigor that allows you to throw your enemies into a daze mid-air, extremely effective with conventional weaponry, particularly the shotgun. Once Elizabeth joins your side, you have access to things called "tears," in which she opens up portals to other dimensions to bring offensive and defensive objects into battle.
It's all very familiar territory, despite the changes. The aerial aspects of combat are improved greatly by the presence of a Skyline, a device that allows you to travel around Columbia on steel pathways that crisscross the city. There are also freight hooks throughout that you can attach to with your Sky Hook, granting you access to higher ground for strategic combat situations and secret areas where money, ammo and other secret goodies await. The Sky Hook also enables gruesome melee kills. This is not a game for youngsters.
The difficulty of Bioshock Infinite is also alleviated by Elizabeth's ability to revive you throughout. Once you've beaten the game, the devilishly difficult "1999" mode becomes available, in which respawns are limited and ammo is harder to come by. I haven't had a chance to fire it up yet, but the game ratchets up in difficulty significantly in the second act even on Medium. It will be an interesting challenge that I'm impatiently looking forward to.
All of this discussion of Infinite as a game is extremely difficult for me, though, as I said at the outset of this review. Because, to be perfectly honest, the gameplay isn't what stuck with me. This is a better-than-average shooter with an extremely high amount of polish, don't get me wrong. But the gun and vigor play wasn't what kept me riveted to the screen, it was the relationship between Booker and Elizabeth, and the little clues that something is amiss in the world you're seeing that kept my fingers from powering down the Xbox.
Without giving too much away, the final 20 minutes or so of the "game" will take you back to Rapture and cause you to question your motives throughout. One reviewer noted Infinite has no "Would you kindly?" moment, as the original Bioshock did. But the reason for that is complicated. The existence of multiple realities, and an unreliable narrator who knows just as much as you do, makes that scenario — groundbreaking in videogames just 5 years ago — seem obsolete. By the time the credits roll on Infinite, you'll have realized you were never playing the game you thought you were. And that makes another playthrough seem cheap, despite how fun the game is to play and the promise of missed achievements.
The game, in other words, is secondary to story. Some people will play Infinite simply because it is one of the prettiest and most functional shooters out there. Indeed, the thrill of landing a perfect headshot on a Skyline, then zooming down to light some fools on fire and stick a Sky Hook in their cranium is one that will continuously take your breath away. But the story crafted by Ken Levine and Irrational is something that transcends simply one kind of media, and quite frankly renders the intricate plot of the original Bioshock, which earned universal praise just a few short years ago, obsolete and trite by comparison.
Which is the only real criticism I can come up with for the game — I honestly have no idea how you can top, in terms of storytelling, the final act of Infinite (of course, I thought the same after Andrew Ryan got the golf club to the skull in the first Bioshock). It will make you question why you've become so complacent with video games as a medium. As mature gamers, we should be demanding experiences that challenge us and the traditional roles they play in our lives — escapism, mindless cathartic release and sensory stimulation. Infinite turns all those tropes on their heads, in a brilliant story distilling great works of fiction in all mediums.
Do not miss this experience. And stay for the gameplay.
Rating: 5/5 stars
-Marcel Proust, In Search of Lost Time
Reviewing Bioshock Infinite as a game is more than a little difficult for me. The feeling of not merely playing, but experiencing, the first Bioshock is much stronger in this spiritual sequel. There is a well-polished, brilliantly conceived and balanced shooter at the core of the Bioshock Infinite experience. But to simply dwell upon the game's genius mechanics would be a disservice to the beautiful piece of art (that's right, Roger Ebert, art) that Irrational Games has created.
Infinite begins with a very familiar scene for franchise devotees. You're in a boat, rowing toward a lighthouse. All you know is contained in a box of effects: your name: Booker DeWitt, a pistol, a photograph of a girl, a key and a few handwritten notes. On one of them: Bring us the girl, wipe away the debt. Devilish in its simplicity, the note kicks off a journey into the clouds that mimics the bathysphere spectacle that kicked off the original Bioshock.
Look familiar?
From those few opening moments, Infinite becomes an increasingly unnerving exploration of that city — Columbia — and an early 1900s xenophobic patriotism morphed by Christian values that struck me as much more interesting than Andrew Ryan's Ayn Randian utilitarian Rapture. From the opening moments, as you're baptized among cloaked devotees in a brilliantly lit sequence initiating you into the city, to the final revelation of Zachary Comstock's (the zealot and main antagonist — or so it seems — of this installment in the series) perversion of religion to suit his lofty, utopian aims, Booker's journey through Columbia is one with horrifying and unsettling cruelty toward man under the guise of ideology and zealotry that never really lets go.Your charge, as Booker, is to find Elizabeth, the girl locked in the tower. You do so early in the game, after inadvertently alerting the entire city —which wants to protect Elizabeth — to your presence. This is where the fighting comes in. Not only will you battle citizens of Columbia, who are not intoxicated by powers like they were in Bioshock but rather sane human beings driven by devotion either for or against Comstock, but also giant machine enemies known as Heavies and Elizabeth's protector, a massive mechanical bird controlled by Comstock himself.
The resulting escape mission will take you through many heart-pumping sequences throughout Columbia. Gameplay is cosmetically similar to Bioshock, though the names of the powers and perks have changed. Instead of plasmids, you have vigors, which range from being able to fire a flock of murderous crows from your hands to traditional electric charges and fireballs. I found Bucking Bronco, a new vigor that allows you to throw your enemies into a daze mid-air, extremely effective with conventional weaponry, particularly the shotgun. Once Elizabeth joins your side, you have access to things called "tears," in which she opens up portals to other dimensions to bring offensive and defensive objects into battle.
It's all very familiar territory, despite the changes. The aerial aspects of combat are improved greatly by the presence of a Skyline, a device that allows you to travel around Columbia on steel pathways that crisscross the city. There are also freight hooks throughout that you can attach to with your Sky Hook, granting you access to higher ground for strategic combat situations and secret areas where money, ammo and other secret goodies await. The Sky Hook also enables gruesome melee kills. This is not a game for youngsters.
The difficulty of Bioshock Infinite is also alleviated by Elizabeth's ability to revive you throughout. Once you've beaten the game, the devilishly difficult "1999" mode becomes available, in which respawns are limited and ammo is harder to come by. I haven't had a chance to fire it up yet, but the game ratchets up in difficulty significantly in the second act even on Medium. It will be an interesting challenge that I'm impatiently looking forward to.
All of this discussion of Infinite as a game is extremely difficult for me, though, as I said at the outset of this review. Because, to be perfectly honest, the gameplay isn't what stuck with me. This is a better-than-average shooter with an extremely high amount of polish, don't get me wrong. But the gun and vigor play wasn't what kept me riveted to the screen, it was the relationship between Booker and Elizabeth, and the little clues that something is amiss in the world you're seeing that kept my fingers from powering down the Xbox.
Without giving too much away, the final 20 minutes or so of the "game" will take you back to Rapture and cause you to question your motives throughout. One reviewer noted Infinite has no "Would you kindly?" moment, as the original Bioshock did. But the reason for that is complicated. The existence of multiple realities, and an unreliable narrator who knows just as much as you do, makes that scenario — groundbreaking in videogames just 5 years ago — seem obsolete. By the time the credits roll on Infinite, you'll have realized you were never playing the game you thought you were. And that makes another playthrough seem cheap, despite how fun the game is to play and the promise of missed achievements.
The game, in other words, is secondary to story. Some people will play Infinite simply because it is one of the prettiest and most functional shooters out there. Indeed, the thrill of landing a perfect headshot on a Skyline, then zooming down to light some fools on fire and stick a Sky Hook in their cranium is one that will continuously take your breath away. But the story crafted by Ken Levine and Irrational is something that transcends simply one kind of media, and quite frankly renders the intricate plot of the original Bioshock, which earned universal praise just a few short years ago, obsolete and trite by comparison.
Which is the only real criticism I can come up with for the game — I honestly have no idea how you can top, in terms of storytelling, the final act of Infinite (of course, I thought the same after Andrew Ryan got the golf club to the skull in the first Bioshock). It will make you question why you've become so complacent with video games as a medium. As mature gamers, we should be demanding experiences that challenge us and the traditional roles they play in our lives — escapism, mindless cathartic release and sensory stimulation. Infinite turns all those tropes on their heads, in a brilliant story distilling great works of fiction in all mediums.
Do not miss this experience. And stay for the gameplay.
Rating: 5/5 stars
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