BioShock Infinite Preview
The shock of the old.
Whether or not you think of BioShock Infinite as the true sequel to BioShock probably depends on your definition of the word sequel. We've already had a numerical and chronological successor set in the drowned world of Rapture, of course, echoing its pressured, clanking undersea horror and iconic art deco imagery.
BioShock Infinite catapults us backwards - and upwards - to a very different world. It's 1912, and we're in Columbia, another failed utopia. But this one is a city flying high in the clouds: islands of whitewashed brick and mortar kept aloft by airship envelopes and giant propellers, studded with trees, connected by a tangle of sky lines, bathing in bright summer sunlight. What happens there seems faster, more spectacular, more overtly fantastical - and more personal.
It's not explicitly set in the same universe as BioShock. It looks and feels very different - and yet strangely familiar. Columbia is largely deserted and collapsing around you, thinly populated by unpredictable people with strange powers. There are faded posters done in immaculate period style, shouting about lost ideals and brands that never were. The soundtrack is defined by the scratch of needle on acetate. And there's that sense of exploring a world that you almost recognise but is also utterly new to you - the sense that defined BioShock but that - by definition - was beyond BioShock 2.
That will make Infinite, in the eyes of many, the true BioShock sequel. That, and the fact that it's being made by Irrational Games and masterminded by its founder Ken Levine.
Levine's on stage in an elegantly chandeliered function room of the Plaza Hotel in New York, an imposing chunk of faux-château that was built in 1907 and perfectly encapsulates the bold spirit of 1900s America that he's talking about. (Later, the black drapes around us will fall away to reveal a 360-degree panorama of Columbia on the walls, suspending us in Infinite's new sky world. Well, almost all the drapes fall away - some stubbornly cling on for a minute, emitting awful mechanical coughs. It spoils Levine's big moment a little, but adds a touch of broken hubris that's somehow very BioShock.)
After showing us the first trailer, Levine explains that Columbia was built at the turn of the century, not in secret like Rapture, but as a very public expression of the economic and engineering might of a nation that had gone from rural backwater to industrial powerhouse in a couple of decades: "the Apollo project of 1900," as he puts it. Ostensibly a peaceable metropolis built in the founding-fathers, neo-classical style of Irrational's home town of Boston, Columbia turns out to be "a Death Star" that's armed to the teeth, becomes involved in a catastrophic and violent international incident, and then disappears.
In a break with Shock tradition, the player is no nameless cipher but a pronounced character in Infinite's story: a Pinkerton agent, a disgraced strike-breaker and strong-arm, rejoicing in the name Booker DeWitt. A mysterious figure who knows Columbia's location employs him to find and rescue Elizabeth, a woman with strange and immense powers who's imprisoned there. DeWitt finds her without difficulty, but Elizabeth is embroiled in a conflict that's tearing Columbia apart, and the pair must combine their powers and form a partnership to escape the city as it crumbles away beneath their feet. (Elizabeth is strictly an AI companion: you won't be controlling her in a co-op mode.)
Levine then introduces a live gameplay demo that, frankly, is almost too good. A condensed barrage of spectacle and set-piece rattles past us, picking out elements of the gameplay just long enough to register but not so long that we can dwell on them. It's a slice of tightly-scripted performance gaming that stretches credibility in places - without ever quite breaking it, to be fair - and raises questions about just how linear and contained the final game is going to be.
You can't fake the magnificent artwork, however, the reach of the new game engine, or the wealth of contextual detail and thought that's been applied to this wild, quasi-steampunk alternate history. BioShock Infinite is a stunning game, every bit as sumptuous as the original but blasting open its snow-globe world and flooding it with light, colour and space. Maybe it's just the palette change, but it seems to have a more hand-drawn, pronounced and painterly look - cartoon would be the wrong word - that brings the Fable games to mind. It's lush.
It was Irrational's mastery of tone and the way it fed details of the city's secret history through the environments and the artwork that set BioShock apart, and from the demo it's clear that Infinite is no different. It begins with a triumphalist poster swimming blurrily into view, depicting a stout George Washington holding the Liberty Bell aloft surrounded by craven, jingoistic caricatures of racial stereotypes. "It Is Our Holy Duty To Guard Against The Foreign Hordes," reads the legend.
It's not that subtle, but Columbia is not a subtle place, and you sense that Levine is aiming for a more robust, satirical tone and more pointed engagement with politics this time around. As De Witt sets off down a cobbled street, a broken mechanical horse and cart limps and screeches past, plastered in newspaper headlines shouting, "Anarchists Loose". At the end of the street, a flying church's tenuous grip on the air fails it, and it lurches and falls, its tower toppling and bell crashing into the street in front of us.
BioShock Infinite launch trailer.
"They'll Take Your Gun - They'll Take Your Wife - They'll Take Your Business - They'll Take your Life," read the hustings slogans at a bunting-draped bandstand where a local worthy hectors nobody in particular. We take the hint, picking up a sniper rifle with a burnished bronze scope, and the speaker takes exception. His eyes glow and he assaults us with telekinetic powers, and summons a crowd of bloody-beaked crows to pester us - this power, Murder of Crows, we pick up later by drinking from a handsomely-moulded flask.
Combat is sporadic, and not necessarily triggered immediately. You can't be sure which side the inhabitants of Columbia are on, and whether they'll be hostile. At one point, we enter a saloon - its dark wood, gleaming brass and shaded lamps a strangely comforting echo of Rapture - and there's a tense moment when its patrons look at DeWitt with mixed curiosity and disinterest before one attacks with a shotgun from behind.
When fights do break out, however, they're big. Flaming artillery strikes arc through the sky from one island to the next. We use telekinesis to stop a shell from a steam-cannon in mid-air and send it back where it came from. Zipping down a sky line at a rate of knots using a grappling hook, we use a wrench to smack an enemy coming the other way - frock coat flapping in the wind, Derby hat staying firm - off and into a sheer wall. We grab an enemy's shotgun off him with telekinesis, turn it on him and shoot it while it hangs in mid air.
Things get even more dramatic when we're joined by Elizabeth, big-eyed, dark-haired and buxom in her Edwardian frock. A mob of unruly locals attacks - enemies come in larger numbers than they ever did in BioShock - and she summons a howling wind and darkening storm clouds which, combined with DeWitt's electro-shock power, fries them all at once. At another point, she telekinetically moulds a heap of scrap metal into a molten boulder that DeWitt can then hurl at their assailants. The pair talk a lot, DeWitt and Elizabeth clearly signposting targets and strategies for the player's benefit, although Levine says you can always ignore them to pursue your own path.
Levine (in our interview) says that the power development in Infinite will work similarly to the first game's - although we don't hear anything about an Adam equivalent, not yet at any rate - but your options will be expanded, primarily, by the interaction with Elizabeth and by the scope of Columbia's environments. It's maybe not as quite open as it looks - Columbia being broken up into discrete floating chunks keeps your immediate surroundings tight - but there are still much longer sight-lines, with DeWitt using the sniper rifle to pick out enemies on neighbouring 'islands'.
More on BioShock Infinite
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Interview: BioShock Infinite
Irrational talks powers, story and Final Fantasy.
Interview: Irrational's Ken Levine
To Infinite and beyond.
News: Fan feedback prompts BioShock Infinite 1999 Mode
A more "demanding" experience with "irreversible" choices.
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Screenshots: BioShock Infinite
The demo climaxes with the pair being attacked by a man-machine, a Frankenstein's monster of robot with a heart beating behind glass in his chunky metal torso and a pallid, giant human head with a waxed handlebar moustache. He's not as sinister as a Big Daddy - like a lot about Infinite, there's actually something vaguely comical about him - but he is similarly poignant, and impressively tough.
DeWitt and Elizabeth take him down by bringing down the sky-bridge he's standing on, only for a second, much more terrifying threat to appear: a gigantic winged gryphon, leaping from building to building, a black silhouette even in the sunlight, except for one telling detail: his eyes are glowing, barred, bathyscape portholes, exactly like a Big Daddy's helmet.
It's the only visual reference to BioShock in the entire demo; with the playful glimpse of a toy figure in a diving suit at the start of the trailer, it bookends Irrational's unveiling of the game. That's an artful touch, but in truth, BioShock Infinte doesn't need to lean on its heritage even as lightly as this. The demo may be somewhat theatrical, and the questions stacked far higher than the answers, but Infinite very obviously possesses the intellect, intensity, craftsmanship, playfulness and wonder of its predecessor without seeking to repeat it. If only all sequels could say as much.
BioShock Infinite is planned for release in 2012 on PC, Xbox 360 and PlayStation 3.
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Comments (90) Latest comment 1 year ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Although seriously cyborgs - stop putting your vital organs on show. It doesn't lead to happy endings for you.
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My theory is that to counter the somewhat tepid reaction by fans to Bioshock 2, or indeed the idea of any sequel to the original, the game was brought down to budget price post-haste so that more people would be tempted in and would THEREFORE express more interest in Infinite once they realised that Bioshock 2 wasn't all that bad
Also, 'Infinite' is a lot better than just a number. Bioshock '2' sounded cheap compared to the originality of the first game
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I guess it's to capitalise on "brand awareness" thoguh, and all those other lovely corporate terms that are slowly choking the games industry.
Looks awesome though, and has really come out of the blue.
EDIT: Why the neg? The game itself looks absolutely bloody awesome, I just don't understand why it's called Bioshock and not something else, and Ken's explanation still didn't make sense.
EDIT: Ah, some positives... the balance is restored
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But it looks very interesting to say at the least. Can't wait to get my hands on this
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Still trailer looked interesting so if they don't cripple the PC version with removing the analogue movement of a pad like in BS2 I might have a look but after reviews and feedback as a lot of feedback does suggest the poor PC team on BS2 helped me dodge an average game....with DLC on the disc
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Shame it's so far away!
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This has got me equally as excited as the Walkthough demo of the original. Awesome.
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We didn't, but good sales on an original IP, simple twist possible on the story, and of course being able to reuse a lot of assets is a definite ROI
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In a 'winning the lottery' sort of way as opposed to 'I've just found out I have an illegitimate son I can't afford' sort of way.
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2012 eh? A fair few games are pinned for then, if the world ends it's likely because every gamer will have locked themselves away for their title of choice...
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Bet no gaming journalist has the balls to ask Ken Levine why he thinks it's OK to do that to PC gamers. Again.
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At least, I hope they do...
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2012, though, that's a long ass time to wait.
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Not arguing about Bioshock 2 being a better game, as the mechanics were polished quite nicely. But its plot, characters, themes and level design were very poor in comparison to the original. And it was those very things that rose BioShock from average fps to one of the landmark titles of this generation.
edit: bloody italics
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bioshock's greatness tarnished again by the blood sucking sequel whores.
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good ride and exceeded my expectations.
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This looks brilliant and i'm very excited.
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a) Bioshock 2 sold well and was actually a very good game
b) This has obviously been in development for a while now, especially considering it's built on a brand new engine. The fiction and art direction alone would have taken months to sort out.
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I ain't getting on no flying island tho!
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Looks very nice. Awesome trailer. Great sense of height, especially at the end. I could use another Bioshock sequel quite frankly, so long as they have a few new ideas. But hey people, keep those "I'm not interested in another sequel" comments coming, they just NEVER stop making for interesting reading.
Oh and,
"a city in the sky with buildings floating by use of hot air ballons?? there is such a thing called rational, or is there?"
...worst critisism of a video game, ever.
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And for the record, I love steam punk. If it was a person, I would marry it (changing my sexuality if necessary) and father a load of children with it. If steam punk were a fire engine, I would write to Jimmy Saville asking if he would fix it for me to drive it. So I'm not remotely objective
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A friend of mine just suggested Skyshock, which I think is ace.
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Because like Final Fantasy, brand name sells. I can see Levine doing this for all of his projects. Call it Bioshock stay in sort of the same universe but have a new game with new memorable characters etc. Do not be surprise if Ryan Adams isn't born from one of these settings
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A game I'm excited about? It's a miracle!
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Rapture played out with only two games and you have games like Call of Duty, GTA4, Mario and friends with mutiple games under their belt. No, Bioshock is far from played out. It's no different from GTA or Call of Duty giving their games brand recognition but being different games from the previous. It works, and it does increase sells so I see no reason not to do it. A developer has to get paid.
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Ta.
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I think the poster's been banned, as the spam has now disappeared.
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Shame its got a fucking awful title.
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Or IS Bryan Adams in this game? Amazing! "You know it's true, everything I do, I do it for youuuuuuuuuuuuu."
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PC version is £30.
Its one of the best collector's editions out there, and the only one I've ever purchased.
[link url=http://www.play.c om/Games/Xbox360/4-/12761852/BioShock-2-Special-Collector-Ed ition/Product.html
]http://ww w.play.com/Games/Xbox360/4-/127...[/link]
Run!
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Fantastic trailer. And i;m glad they got rid of rapture. Bioshock 2 was a disappointment to me, and iw as worried that the enxt installment would be in the depths, but this couldn't be more different. Instead of crushing, tight spaces, it's bright, open and your biggest problem might well be a lack of crushing space.
I'll watch this, but as others have said, 2012? thats unfair.
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Don't burden it with images of sequelitis, let this original title stand on its own feet, it certainly looks like it is capable of that.
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One I wont play this. I hate heights and the thought of playing a whole game susspended in mid air is my idea of hell. I didn't prince of persia for the same reason. I could take no pleasure in messing around in mid air the thought of it alone gives me sweats worse still my gf bought it and was so proud she picked out a good game i didn't have the heart to tell her that i didn't like it.
Secondly. I would like them to drop the Bioshock name. Just call it Infinite. The bioshock part seems nailed on to help americans realise this is not a "new" game and infact a sequel. Some gripe I grant you though.
Anyway will be great I reckon and I look forward to the next installment on solid ground hopefully. Maybe as desert oaisis.
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Bioshock is one of my all-time favourite games and I really enjoyed the sequel (the combat if nothing else, was much tighter than the first).
Hopefully they manage to retain the oppressive and downright scary atmosphere of the first Bioschock even with the Sonic-style blue skies!
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The trailer, too, felt far too much like that really gruesome one for the original Bioshock (remember, horribly trying to stop the Big Daddy's drill with the palm of his hand?) and I had this sad feeling the whole way through that I could see where it was going.
So another technological marvel/utopia city ahead of its time, where there's been a great insurrection, and now it's populated only by kooks with telepathic powers who go about their eccentric lives as the place slowly crumbles around them.
I'm sure I'll be absolutely crucified for saying this but I can't help it if all I can muster in response so far is a resigned sense of deja vu.
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I admit I may have been wearing rose tinted glasses, but to me it seemed like they were going for a different feel. I really hope that will be so
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Looks great, will buy.
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If you like funny stuff about airships see: http://www.airship.me the worlds only lighter than air comedy web site, with lots of funny pictures, jokes and U tube links.
Regards JB
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Well, that was where Ayn Rand defected to and lived until she turned into a control freak paranoiac. You DID notice the series is more or less inspired by her "objectivist" mumbo-jumbo yes?
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It just looks weird! I went from oh god to OH GOD. They completley killed it for me, didn;t like it at all
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Early days yet, but I do hope they cut back on the combat. There was far too much in the second game.
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If it's more BioShock than System Shock, then I'm really not interested.
I know that this is not widely held view; most people seem to adore BioShock... so, um, feel free to ignore this crazy man.
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The political mumbo jumbo I could do without. Im so sick to death of politics.
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Sign me up!
I wish there were fewer American flags evident in the video - I'd have preferred to see a strong identity for the city based on an original flag, an evolution of the stars'n'stripes even - but you can't have everything.