Bioshock Infinite: 7 reasons why it's the most exciting game of 2013

Hands-on with Irrational's sky-high sequel

Bioshock Infinite. Are you worried about it? Are you concerned that the staff leaving Irrational, pushed-back release dates (ETA currently running at March 26), and recruitment of Epic Games' Rod Fergusson means that Bioshock has lost its path? Well, so was I. But after playing the first three hours, I'm back on board. Here are seven reasons why.

1. Elizabeth

I was worried about Elizabeth. I was worried that she'd be an escort mission, a liability in the battlefield, badly acted, or overly sexualised. From my experience with the first three hours of the game, she's none of these things. Your introduction to her in the captivity of her tower is painfully human, and when she reacts to your presence with fearful aggression, her futile and casually deflected attempts to hit you with a book are heartbreaking.

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But she quickly comes to terms with what needs to be done, and she's not a liability in the battlefield. She doesn't get knocked down, or require reviving. She is actively helpful, scouting the map for ammo and tossing it to you when you need it. Out of combat, she'll find money and give it to you. Then there's her odd world-tearing business, that lets her pull things from slightly different universes where the main difference is that there's, erm, a massive gun turret in the middle of the room.

Elizabeth is extremely well-written and acted. Her transformation from horrified naive to ammo-tossing battle-assistant might be slightly too fast, but this is an action game, and if she spent the battles screaming "oh God, we're being so naughty" that'd be even worse.

2. Combat

The Vigors of Bioshock Infinite have a subtly different feel to the Plasmids of Bioshock. Murder of Crows and Devil's Kiss are both area of effect, which suits the larger combat arenas. All of the Vigors can be transformed into traps, by holding the left trigger to place them, instead of firing them. Bucking Bronco, which tosses enemies into the air, incapacitating them and leaving them prone, is particularly useful against single strong enemies. If you're feeling creative, you can send a Murder of Crows through a Devil's Kiss trap to create a flock of flaming crows. It's like a heavy metal stage show.

Leaping onto and off the SkyHook system is easy - a tap of the A button lands you on it, and another tap, correctly aimed, will land a lethal knockback blow onto any guard underneath you. As well as navigating, it's a quick way of maneuvering around the larger battle arenas.

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Salt (Infinite's version of Eve) is meted out more gingerly. You don't carry up to nine Eve syringes - you just have a single bar of health and salt, and if they're full, there's no more to be had. This lets the game be more generous with the top-ups, and oddly, made me more inclined to use my Vigors. There was something about hoarding nine Eve syringes that made me more reluctant to use them. With just a single bar, you're encouraged to fight in the moment, and use everything you have.

Minor improvements - Vita Chambers have been replaced with Elizabeth dragging you somewhere safe and reviving you, and while you're out, the enemies regain health, too. You can't just chip away at the bosses, this time. There's also a third bar that compensates for the lack of carryable health kits - a regenerating shield that offers some hope of survival to the dangerously low in health.

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Comments

9 comments so far...

  1. Although I wasn't overly impressed with Bioshock 2, I think Infinite is shaping up to be one of the best games of next year... Premature? Maybe, but the quality is obvious from the glimpses we've seen.

  2. Worried? Absolutely not. This is without question the most anticipated game of 2013 for me. I'm that excited about it, I don't even mind waiting another month for it to be released.

  3. "The ridiculous hacking game has gone."

    Good. Hated it, really found it hard to enjoy BioShock 1 because of this.

  4. I'm really looking forward to Infinite, like I look forward to any game you can't describe in one sentence that includes the name of another game. It might have been a little too long in development and end up as the gaming equivalent of Prometheus, a pretentious mess that makes little sense in the end, but after what seems like fifteen years of waiting, it's still going to be a unique experience. Hopefully Infinite will surpass the likes of LA Noire and Alan Wake, which were slightly over-ambitious and fell a litlle flat as a result.

  5. My only fear for Infinite is that it will loose the one unique edge that Bioshock 1 and 2 had. The twisted claustaphobic environment. However this is coming from Kevin Levine and the twist on the setting (i.e. in the sky) its bound to be an interest IP.

  6. "and as we all know, Bioshock has form with bad endings."

    Couldn't disagree more, but then again it seems that everyone at OXM didn't see any problems with the mass effect 3 or assassins creed 3 endings, so I wont take your word for it.

  7. "and as we all know, Bioshock has form with bad endings."

    Couldn't disagree more, but then again it seems that everyone at OXM didn't see any problems with the mass effect 3 or assassins creed 3 endings, so I wont take your word for it.

    I think Log means the ill-fitting boss battle at the very end of BioShock that Ken Levine regretted including.

  8. "and as we all know, Bioshock has form with bad endings."

    Couldn't disagree more, but then again it seems that everyone at OXM didn't see any problems with the mass effect 3 or assassins creed 3 endings, so I wont take your word for it.

    Come on, seriously? The ending of Bioshock was amazing...and then they stuck another hour of game play on after that and had us fight a giant that looked like the genie from Disney's Aladdin. It was terrible!

  9. It will kick your asses. Have faith in Lord Levine.