BioShock Infinite

by Andrew Hallam
previewed on PC
Doing It By The Booker
But where would Bioshock be without it's exceptional gameplay mechanics? 2K seem to have stepped up their game ten fold with Infinite, with gameplay videos showing not only the gameplay we know and love from the original Bioshock but all-new features that are enough to satisfy even the most cynical gamer. With the return of plasmids in the forms limited use tonics and vigors comes the inclusion of many new and quite frankly awesome features. The first is the utilisation of Elizabeth's abilities to turn the tide of the many battles you will face on Columbia. Around the air-city are strange outlines of objects, doorways and various other things that are part of another dimension. While it all sounds very strange on paper it looks amazing in-game. Every once in a while Elizabeth will prompt Booker to get her to bring one of these 'Tear objects' into the real world, effectively allowing her to create cover, materialise weapons and open doors and windows that weren't there before.
Another interesting feature is the fact that Columbia is essentially an open world. This is made possible by the ingenious 'Skyline' rail system which allows not only Booker but almost everyone one else in the game to use these rail-roller coasters to whiz around the city at high speeds with nothing but a wheel on a leather gauntlet for support.
While gameplay is all very interesting it is the story which makes the Bioshock series and as you can see by the little plot summary above, Infinite will have no end of story for the player to explore. 2K have stated that the game is on par with the original Bioshock's pacing, with set pieces that are not only spectacular but are also promised to be less scripted than your average Call of Duty fest.
Unlike Jack or Delta, the two silent protagonists of Bioshock 1 and 2 respectively, Booker is a lot more vocal, with dialogue being not only scripted in certain areas but for the most part, context based and seemingly optional. A great example of this is the recent E3 demo. As Booker and Elizabeth explore an abandoned shop there are times where Elizabeth will call out to Booker for input on certain objects or situations. The player can seemingly ignore the calls or turn to face Elizabeth and the subject, sparking up conversation between the two. Choice also comes into the mix in this instalment, in a far greater quantity than the previous games. At certain points in the game the player is presented with a timed choice they can choose to make in certain situations. It is unclear if these choices are purely aesthetic or if they will actually affect the plot but the choices seem to range from the minor, in an example where Booker had the choice to euthanize a dying horse, to the major, in which Booker had the choice to either stop or simply watch the public execution of an innocent. Regardless of their role in the storyline, it will definitely add to the immersiveness of the game.
Infinite Possibilities
With critics already awarding Bioshock Infinite many E3 awards, it's hard to think how the game could possibly fail at launch unless 2K do something drastically stupid. That being said, with such hype surrounding the indirect sequel of what many deem to be the best video game of 2007, it will be interesting to see how the game will manage to live up to the legacy of its predecessor.
All shall be revealed when Bioshock Infinite hits store shelves early next year.