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Showing posts with label Irrational Games. Show all posts
Showing posts with label Irrational Games. Show all posts

Tuesday, October 8, 2013

First 5 minutes of Bioshock Infinite: Burial at Sea

GameTrailers has just posted the first five minutes of the upcoming DLC for Bioshock Infinite. Burial at Sea will follow Booker and Elizabeth in yet another timeline from those they hopped back and forth through in the main game, this time seeing the duo explore Rapture on the eve of its descent into chaos. As it turns out, Booker has been called upon by Elizabeth to find a young girl who went missing recently, and who he presumes is dead. However, Elizabeth promises him worthy compensation for his cooperation, as she believes there is far more to the story than what Booker has pieced together on his own. The city of Rapture looks stunningly gorgeous, and it's really cool that we get to see its populous going about their everyday lives and having relaxed conversations, entirely unaware of the chaos that is about to unfold. While I certainly hope the creative staff expands upon the use of tears in gameplay, I'm also curious to see which familiar faces make a return in Burial at Sea. In this five minute sampling alone, Booker mentions Sullivan's name, Fontaine seems to be rather important with his orphanage and Little Sisters being immediately recognized by Rapture's citizens, and there is even a poster for one of Sander Cohen's musical works on display.

Tuesday, July 30, 2013

Bioshock Infinite DLC packs announced

Back when Bioshock Infinite launched, Irrational Studios promised there would be DLC packs, and that players could save some dough by bundling them in a season pass. Now we finally have trailers to show for these DLC releases, the first of which is known as Clash in the Clouds and the second being titled Burial at Sea. Clash in the Clouds appears to be a horde mode/endurance mode, not unlike Bioshock 2's Protector Trials, though the Infinite maps seem a bit larger and offer up skylines, vigors, and many of Columbia's strongest foes. Clash in the Clouds is available today for $4.99 or 400 Microsoft points.



Burial at Sea appears to be the far more intriguing package, offering up yet another alternate timeline/universe where Booker and Elizabeth existed in Andrew Ryan's city of Rapture. The plot is said to chronicle the events that led to the city's downfall, something that I had hoped they would include as a DLC pack for the previous two Bioshock titles or even make an important plot point (if not the main focus) of a future Bioshock title set in Rapture. Nevertheless, players will finally be able to experience Rapture's decline firsthand, and frankly the presentation of the city and its inhabitants looks better than ever. No release date has currently been announced for Burial at Sea, though Irrational Games states that it is 'coming soon' - considering the decent gap since Infinite's original retail release, I can't imagine they would wait too long past the end of the summer to release this DLC pack.

Tuesday, July 9, 2013

Top 10 Games of the Seventh Generation Consoles - #3: Bioshock and Bioshock 2


The opening to the original Bioshock was an interactive sequence that blew me away when I first played it. Six years later, I still consider it to be one of the (if not the single) best introductory sequences in any video game. While the brief monologue Jack relays moments before his plane crashes into the ocean serve to provide players with some inkling of who he is and what is to come, it’s still deliberately vague. The game takes you (the player) and protagonist Jack from a familiar setting and thrusts you into a strange, dangerous, and yet ever-intriguing environment: the city of Rapture.

Bioshock is a curious game in the sense that most of the story is conveyed to Jack via audio diaries and radio chatter from both Atlas and Andrew Ryan. To tell more than to show is always a risky formula for a game, but having Jack enter Rapture after it has already gone to hell in a hand basket allows players to focus more on the hauntingly gorgeous setting. Little Sisters urge their Big Daddy protectors on to new corpses, blissfully unaware of the walking guinea pigs they have been transformed into. Sander Cohen has Jack go on a murderous scavenger hunt to gain passage through Fort Frolic. And the direct interactions Jack has with characters like Cohen, Tenenbaum, and Ryan cultivate one of the game’s most important aspects – choice.

While the core of Bioshock will remain the same for each and every player, there is a significant degree of freedom to how the game is experienced. Aside from the option to save or harvest the Little Sisters for precious ADAM, players can choose which weapons and plasmids to upgrade. They can choose to explore areas not important to their current objectives to better explore the fallen city, and they can choose to pick up or not pick up audio diaries that would better inform them of what led to Rapture becoming a such a horrifying place.

While most would argue that the story of the first Bioshock is superior to the sequel, I would argue that the method of storytelling in Bioshock 2 trumps that of its predecessor. The ‘stranger in a strange land’ approach does not work particularly well in a second visit to the same locale, and 2K avoided this problem altogether by putting players in the boots of a Big Daddy named Subject Delta. One of the original Big Daddies, Delta is far more powerful and intelligent than the typical Bouncer or Rosie and can wield much more powerful variants of the weapons Jack previously used. Because players would already know the fate of the characters from the first game, there was no reason to pull a ‘smoke and mirrors’ routine. Bioshock 2 gave players the run of the place almost instantly, and expands upon the stories of major characters that shaped the experience of the first game, while also introducing all-new characters who were key in both the rise and fall of Andrew Ryan’s underwater utopia-turned-dystopia.

Bioshock 2 looks better, sounds better, and - most importantly - plays better than its predecessor. Chunks of coral and more heavily flooded areas give players a sense that Rapture has decayed even further since their last visit. The gun controls are more tight and the hacking process distracts less from the core gameplay. As a Big Daddy, you are certainly tougher than any normal human, but then again, the splicers have mutated so far along that they are more dangerous and creepy than ever.

It would be inaccurate to state that the Bioshock titles belong to the horror genre. While certainly spooky, they consistently utilize elements from action, adventure, and RPG genres. But if there is one thing that can unquestionably be stated about Bioshock and Bioshock 2, it is that they are two of the most thought-provoking games of their day, due to the ideologies they bring into play and the questions they raise – not just within the context of Rapture, but also for the people who make and play video games.

Sunday, May 5, 2013

Xbox 360 review: Bioshock Infinite


Though it shares many gameplay elements and plot themes with its predecessors, Bioshock Infinite is set in a place and time very different than Andrew Ryan's city beneath the sea. The year is 1912 and protagonist Booker Dewitt has accumulated debts so significant that his only remaining means of repaying them is apparently to travel to the floating city of Columbia and retrieve a young woman named Elizabeth. While Jack experienced Rapture after it had fallen into chaos and disrepair, Booker enters Columbia shortly before it is scheduled to go to hell in a hand basket. His initial encounters with citizens - children, police officers, carnival-goers - do not see the inclusion of gunplay, save for a few carnival games that act as quick tutorials. While technology such as mechanical horses, the skyline rail transportation system, and the large balloons that keep buildings afloat are more fantasy than factual, the game does a remarkable job at balancing the two and creating a world that, highly creative as it is, allows players to suspend their disbelief for the less than fifteen hours it will take to complete Bioshock Infinite.

The Unreal Engine has certainly showed its age over the past few years, but Infinite does a nice job of masking the majority of the engine's shortcomings or simply avoiding flaws altogether through elements of its design. While the highest settings on the PC version of the game look downright gorgeous, the console release still looks impressive and is a significant step up from the visuals of the previous two Bioshock titles. Rays of light dance across rooftops and down alleys, while the occasional storm appears as dark and foreboding as it does dangerously powerful. Columbia is brightly colored and its citizens full of life. They have a lot to say, with those loyal to Comstock being a generally racist and prejudiced lot, and those loyal to revolutionist Daisy Fitzroy's Vox Populi camp being equally passionate and violent. The exchanges shared between Booker and Elizabeth, the ideas festering in the minds of Columbia's denizens, the billboards and posters that decorate the floating cityscape - all of it goes a long way toward immersing players in this fictional world. And with such a perfect balance of steampunk-style characters and vehicles with real-world events and ideologies presented, Bioshock Infinite is nearly as much a work of science fiction and fantasy as it is a period piece on 1912 America.


The combination of vigors and guns does not feel as wildly inventive as it did when it debuted in the original Bioshock nearly six years ago. There are a few guns that are thrown in the mix that are fun to use, impractical as they may be for facing down larger groups of foes (especially on the higher difficulty settings). Meanwhile, there are more automatic and semi-automatic firearms than need be. Whereas Irrational Games and 2K hit the nail on the head with the types of guns available in Rapture, there are some in Columbia that simply aren't needed. Because they are older weapons, the kickback on automatic firearms is greater and the range of rifles somewhat limited. It's a nice touch of authenticity on Irrational Games' part, and thankfully none of the guns feel terribly clunky. Booker can also get up close and personal with enemies, smacking them silly with the end of his skyrail hook, and finishing them off in genuinely brutal and bloody ways. Still, aside from the occasional use of a crank gun that Booker can salvage from a downed Motorized Patriot, none of these weapons evoke the same guilty pleasure as dispatching Rapture's splicers with the spear gun or drill.

Vigors are a welcome variation of the familiar plasmids, as Booker is capable of utilizing each for both ranged attacks and traps - much like Bioshock 2 allowed you to add a dash of lightning or fire to a cyclone trap, but without demanding the extra trouble of layering two separate vigors on top of each other and spending double the salts (Infinite's equivalent of EVE hypos) in the process. Though vigors see more varied application than the almost exclusively straightforward-combat purposes of plasmids, some will outlive their usefulness early on - interestingly enough, most of these are ones that attempt to break conventional use. Though the game does explain why vigors exist in Columbia in brief, they are not as integral to the story as plasmids were to the downfall of Rapture, due to the lack of nasty mind-addling and physically mutating side effects.


Skylines connect the different parts of Columbia, acting as a sort of railroad in the sky for the people to transport goods from one portion of the city to the other. Though you will occasionally see box cars on the move, the primary uses of the sky rails for gameplay purposes are divided between transportation for Booker and Elizabeth and a means for Booker to gain the upper hand on his enemies, firing upon them as he zips by. This means of mobile combat works surprisingly well, as Booker can speed up and slow down, and can even lunge toward any enemies that might attempt to pursue him via the same skyline, knocking them back to ground or even to certain doom through the clouds. When Booker and Elizabeth are not in the sights of enemy guns, the skyrails present an exciting new view of Columbia, and are much like a roller coaster.

Whereas the Rapture titles incorporated Tonics as a means of bonus abilities, Bioshock Infinite allows you to seek out and equip different articles of clothing. Up to four can be worn at a time, and these include (but are not limited to) typical defense/offense bonuses, increasing the likelihood that you will receive ammo drops from defeated foes, the ability to temporarily stun foes when attacking with a certain weapon, gaining brief invulnerability after dismounting from a skyline, and replenishing health after melee kills. Infusions can also be found throughout Columbia, with some of them more or less shoved in your face and others hidden in some rather hard-to-find (or sometimes, easy-to-overlook) locations. Infusions are used to upgrade the capacities of Booker's health, shields, and salts, though when it all boils down to it, it's generally the best bet to simply boost shields and salts, since foes have to break through Booker's shields to damage his health.


Much like Rapture's audio diaries told the tale of the fall of that city, the Voxophones scattered throughout Columbia present private recordings by the likes of a young girl enchanted by Elizabeth named Constance Fields, industrialist Jeremiah Fink, Booker's old military comrade Slate, and many more. While these are nowhere near as prominent for filling in plot holes as they were in the previous two Bioshock titles, they still serve well to expand the storyline and better flesh out the major characters. For those curious about the founding of Columbia and the ongoing conflict between Comstock loyalists and the Vox Populi, there are kinetoscopes - black and white silent films that last about twenty seconds a piece - that are as much propaganda pieces for the people of Columbia as the radio announcements decrying Frank Fontaine as public enemy number one were for the people of Rapture.

While Songbird is perhaps the most iconic specialized enemy in the game, he is more a plot device than anything else. The other Big Daddy-style enemy Booker will encounter is the Handyman, a fast-moving, heavy-hitting (literally, since he punches and throws objects) man in a clockwork suit. The Handyman is not particularly smart, but Booker almost always encounters one when he is taking on a group of enemies, requiring you, the player, to divide your attention between them. The Handyman's weak spot is his heart, contained in some sort of glass chamber within the center of his chest. Any attempts to avoid the Handyman by jumping onto a nearby skyline will be a short-lived experience, as the clockwork monster can attach himself to the rails and electrify them to damage Booker.


There are turrets that fire different ammunitions found in some of Columbia's more fortified locations, but most are rather easy to destroy. The Motorized Patriot, on the other hand, is a force to be reckoned with as he is essentially a fast and highly-mobile turret. Inspired by the Hall of Presidents animatronic likenesses of George Washington and Abraham Lincoln, these automatons recite patriotic rhymes as they spray rounds from their crank guns. The Boys of Silence harken back to the more horror-driven elements of the original Bioshock titles, acting as cameras that will summon many enemies to swarm Booker if they detect him. Meanwhile, the Firemen and Crows are basically just slightly specialized characters who can utilize a single vigor and have greater health than most footsoldiers.

Social unrest in Columbia has given rise to the Vox Populi, a revolutionary group that means to raise arms against Comstock's men. Part of the game will see Booker and Elizabeth attempting to track down munitions for Daisy Fitzroy and the rest of the Vox, and over the course of this the two gain a much different perspective of the conflict - one from the slums of Columbia. While there is a decent payoff with the Vox Populi subplot, as a group they come across largely as a typical gun-toting gang upset with the current status quo. Daisy Fitzroy isn't in the game much, save for a few key exchanges with Booker, though it feels like Irrational Games had something much greater in mind. Unfortunately, what is included in the game isn't nearly as interesting as what might have been.

The choices you make at a few junctures in the game aren't really as important in the grand scheme of things as the game originally leads you to believe. Decisions like which pendant Elizabeth should choose or the potential for Booker to get stabbed in the hand offer little more than minor aesthetic changes in the appearance of these characters. Falling off the city's edge simply results in Booker respawning where he stood moments before, with no reduction in health or salts, so on the off chance that you accidentally jump too far too fast or mistakenly jump off the skyline at a point where there is no ground to catch you, it's as simple as "no harm, no foul". Much like the previous games utilized Vita-Chambers to overcome the issue of the protagonists' mortality, Infinite has Booker relive a dream sequence, opening the door to his apartment and stepping back out to the streets of Columbia each time he 'dies'. Each death has a small price attached to it, however - Booker will lose some money, only respawn with half his health, though he will have some salts and ammo at his disposal. His enemies, on the other hand, will have regained some of their own health.


While Booker does not have Elizabeth at his side for the first hour or so of his exploration of Columbia, the game is plotted as such with good reason - the idea is that you familiarize yourself with the Vigors and guns available, as well as take time to breathe in the world around Booker, before zeroing in on the girl he's come to rescue and getting the real story underway. Almost immediately following Booker's partnership with Elizabeth, the game informs you that she can handle herself, and that there is no need to keep an eye on her during firefights. Instead, Elizabeth can scrounge up salts, ammo, and health for Booker, tossing them to him in the midst of battle. The amount of what she finds is limited, however, and one should not rely on her entirely. A few hours into Bioshock Infinite, after Elizabeth has become more trusting of Booker, she will offer the idea of opening tears in reality to provide Booker with barricades for cover, sky hooks so he can gain a better vantage point for firing, and even friendly turrets. While these are all useful enough, it is a bit disappointing to see the use of these tears limited to three basic, repetitive uses, though they are what most distinctly separates Bioshock Infinite's core gameplay from that of the original two games.

Elizabeth is a genuinely interesting companion character, and is - at least for the better portion of the game - arguably a more interesting study than Booker. While we know from the start that Booker was sent to retrieve Elizabeth as a means to rid himself of his debts, that's really all we get for quite some time, but is really all we need for that period as well. Elizabeth has been stuck in her tower for her entire life, interacting only with Songbird and blissfully unaware of the fact that she has long been both the central object of the study of opening the tears in Columbia and Prophet Comstock's heir. When Booker breaks her out of her cage, Elizabeth's behavior is equal parts curious and vengeful - she has never seen or interacted with so many regular people and places a great deal of trust in Booker as he is the only individual to have ever attempted to free her from her prison, yet she fails to understand what it is Comstock wants with her and why he would simultaneously spout forth holy words and rain cannon fire down upon Booker.


Truth be told, Bioshock Infinite is not a terribly challenging game. If you've completed the other two on normal difficulty, you should find Infinite's hard mode to be comparable. However, regardless of the difficulty setting, there are some notable spikes in the challenge factor during the game's last few hours. A boss encounter or two will require plenty of ammo and salts, and the waves of footsoldiers aiming to foil Booker and Elizabeth's plans will require plenty of patience, strategy, and the ability to act quickly on your feet. It's not an unwelcome addition by any means, but the fact that the spike in difficulty is so sudden proves, at the very least, a bit frustrating. One of the inclusions Irrational Games touted prior to Infinite's release was that of a 1999 Mode, which was meant to amp up the difficulty factor even more so. In reality, the foes Booker faces in this mode aren't notably more challenging than they are on the 'hard' setting. However, since Booker loses some cash each time he dies, 1999 Mode presents the possibility of an actual 'game over' - if you run out of sufficient money for a respawn, then you are sent back to the main menu.

The final portion of Bioshock Infinite plays out in a manner not quite the same as the traditional reliance on the combination of vigors and firearms. It does, however, answer the vast majority of those important questions not laid to rest during the course of the main game. While nearly all of it makes sense, there is one bit that goes against principles laid out since the early hours of the game. As such, this particular point comes across as not only self-contradictory, but a cheap cop-out as well. Nonetheless, Irrational Games should be commended for everything else the story does right, and for creating such an adventurous new narrative. There's simply not enough new or expansive in terms of gameplay to rank this game among the greatest of this generation's consoles.

My rating: 8.25 (out of 10)

Wednesday, October 24, 2012

Bioshock Infinite Beast of America trailer

Irrational Games has released their latest trailer for Bioshock Infinite, which shows off much of the familiar enemies and gameplay mechanics highlighted in previous promotional material. What sets this one apart from other trailers (aside from the really rocking music that accompanies it) is the fact that we get to see the airborne city of Columbia in times of peace and calm, giving us a little bit better perspective on how things operate there on a daily basis.

Thursday, May 10, 2012

Bioshock Infinite delayed

Yesterday, Irrational Games announced a new release date for Bioshock Infinite. While the game was originally slated to be released on October 16th of this year, it has been pushed back to February 26th of 2013. Irrational Games explained that they want to make the game as good as they possibly can before releasing it, which may be a hint to some new content being worked into the final product. I realize there is a certain method to the madness of delaying games and scheduling release dates, but I have mixed feelings at the moment. On the one hand, I have been looking forward to this game since the first teaser trailer was released. It was one of the big games alongside Resident Evil 6 and Transformers: Fall of Cybertron that I was most looking forward to, and late February seems like a really long ways away. On the other hand, I prefer my games to be complete and perfected to the best of the developer's abilities before they ship. I think Irrational Games knows just how important that last factor is, considering how much time and effort they put into crafting the first two Bioshock games.

Tuesday, March 27, 2012

Bioshock Infinite: the Siren

The fourth and final of the heavy hitters from Bioshock Infinite has been revealed, and I have to say, I find it the most interesting concept of the four. I love how Irrational Games decided to tie this enemy class closely with the culture of the time period. The Siren looks melancholy, sad, and somewhat creepy. But her design seems to aim more towards 'haunting' and less toward plain old 'scary'. Again, I'm really excited to check out the Siren and the other heavy hitters come Fall. My only complaint with this trailer is the minimal gameplay footage it provides of the Siren in action.

Tuesday, March 20, 2012

Bioshock Infinite: Heavy Hitters

Lately, Irrational Games has been teasing the upcoming Bioshock Infinite with a series of behind-the-scenes looks at enemy designs from in the game. I loved the Big Daddies and Splicers from the first two Bioshock games, but Infinite's baddies take creativity and weirdness to a whole different plane. And I love it. The most recent enemy revealed is the Boy of Silence, but you can also check out the Handyman and Motorized Patriot below.

Boys of Silence:



Handyman:



Motorized Patriot:



There's a number of reasons that Bioshock Infinite is one of the games I am most excited for this year. The enemy designs are only a part of that equation, but they have not failed to impress me yet, so here's to looking forward to more trailers!

Friday, September 24, 2010

Bioshock Infinite gameplay

Some early gameplay of Irrational Game's upcoming Bioshock Infinite has been released and I must say, it looks impressive. I'm surprised at how bright and sunny a city like Columbia can feel so eerie. A few new plasmid abilities are highlighted, as well as the ability to combine these with Elizabeth's powers. For ten minutes worth of footage, this clip sure covers a lot of ground.

Friday, August 13, 2010

"The market is patient, and we must be too"

Following hot on the heels of the release of 2K's Protector Trials DLC, more Bioshock-related news has arrived in a very big way. In the Protector Trials, among the various other unlockables, is a concept art gallery for an area known as Minerva's Den. This area was not included in the original disc of Bioshock 2, and will be released as narrative-driven DLC. Players assume control of a never-before-seen Big Daddy who is helping Tennenbaum to take out some VIP in Rapture's central computing area. This new Big Daddy looks uncannily similar to the statues seen late in the events of Bioshock 2's main story. Whatever the inevitable outcome of this new DLC, it's nice to see that 2K is wrapping up some loose ends from Bioshock 2, particularly in regards to Tennebaum.


Even bigger news is the announcement by Irrational Games of the 2012 release of Bioshock Infinite, which puts players in control of a Pinkerton agent named Booker DeWitt in the year 1912. DeWitt has infiltrated Columbia, a floating city in the sky, in order to rescue a woman named Elizabeth. It appears supernatural abilites similar to the plasmids will play a major role in gameplay. While Columbia carries a much brighter art style than the decaying undersea city of Rapture, footage from the teaser trailer suggests things are not all fine and dandy in Columbia. Propoganda posters and American flags are everywhere and Booker DeWitt finds himself being tossed around frequently by a mechanized being (who is an obvious nod to the Big Daddies of Rapture). A lot of what has been presented thus far of Bioshock Infinite looks strikingly different than that of the previous two Bioshock titles, but also wildly intruiging, as (in my opinion) the Bioshock series is easily one of the best for this generation of consoles.

Teaser trailer for Bioshock Infinite:
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