But he has 'issues', possibly PTSD. He also has very muscular man-hands. Also, from the sight I got of him, he's quite the hotty despite not looking anything like the stud-muffin on the front cover of the game. The female-free front cover. The female character is on the back.
The male protagonist has what I think are called “emotional issues”. Both characters are very well realised: Mr Man-hands and his side-kick (no spoilers here) are just the tickets. I'd like to say more about their relationship but that would surely result in criminal charges being brought. Suffice it to say that no gender-roles were damaged overmuch in the making of
Bioshock Infinite.
Instead, what you get with the female character is a well-programmed helpmate who adds her magic to yours. In her case she can bring forth items from other universes to help in the fighting and puzzle solving. How she can do this, like a deal of the rest of the underlying game logic, is not dug into too deeply, and frankly it doesn't matter.
The plot drives on. The setpieces come and go with adrenal pizzazz. The city is a beauty. The puzzles are interesting. The monsters feel great to defeat.
I think that it's heading for big sales and large bonuses all round. I hope so. Irrational has done a really clean and clear job of uniting within
Infinite the key elements required by what are perceived as small 'l' liberal-leaning video gaming grown-ups. To wit:
Prof Brian Coxy-level popular sciencish stuff (the word “quantum” has been used in the pre-publicity), metaversey stuff, sexy characters, angry parental main characters to rebel against, and a brilliantly honed violence mechanic (shooting and magic-casting can even be achieved by me), a female character who can be explained as “strongish”. Frankly, all that's missing to make this the key title of 2013 is LEGO and zombies. And thank goodness for that.
What problems are there in this lovely piece of gaming glory? Well, the usual, repeating faces or NPCs. The occasional "'Press this to use' and nothing happens" niggle. Once or twice, the female character – Elizabeth – got a teeny bit ahead of herself and told Man-hands (ex-CIA... sorry Pinkerton man and soldier, Booker De Witt) a plot point a second or so before needed. Often I found her getting in my way too. Yes, there I said it.
I know from all the pre-game publicity that the little cutey-pie has been designed not to mirror Man-hands' abilities, but to provide additional magic and to learn from her environment in order to help you the gamer out.
But every so often I did find myself yelling, “When throwing me ammunition on the highly-variable occasions you feel the need to do so – mainly due to my incompetence – for gods' sakes don't make me turn my back on the monster that is trying to kill me, you lovely character!” Then I die. Then I come back. The I die again. Then Elizabeth grows bored with me. The game grows bored. I come back to life and the monsters just stand there and let me shoot them.
On other occasions I found myself staring at objects torn into being by Elizabeth and pressing the X button for what appeared to be an interminable time before anything actually happened, and therefore being thrown out of the plot and atmosphere.
My final bugbear will mean nothing to newcomers. It's entirely based on my experience of the previous title in the series and can largely be discounted as the meanderings of an old man and former parent. But at no time did I actually feel the same tug at my emotions as I did with the Big Daddy and Little Sister relationship in
Bioshock 2.
Sadly, my partner characterised that by asking me, “Is the new
Bioshock as dark and pervy as that last one?” Nope, nope it isn't. It's very clear, very clean and offers no particular darkness.
So, quickly now as I want to get back to the collectibles I missed – yes, there is replayability as ever – for newcomers to the series, this is actually a really great place to start. Its use of 'Vigors' (basically spells to be cast with your left man-hand that can also be used to set traps but which require a supply of Salts as fuel) will set you up to use Plasmids in the previous game. Its use of Gear (basically ability-boosting clothing like you'd see in a
D&D game) will set you up to use Tonics in the previous game.
If you're already a fan of the series – and I admit I preferred
Bioshock 2 to the original mainly because I hate
Pipe Mania – then
Infinite will bring you joy and comfort and surprise and more comfort in equal amounts. It's a job very well done and, given the current climate - whereby small indie games are fighting against the wearisome onslaught of same-old-shooters - it's an admirable stab, shoot and spell-cast at raising video games up from the predictability and pomp so reminiscent to people my age of 1980s action movies played out to the soundtrack of 1970s prog and pomp rock.
Yes, as of today,
Bioshock Infinite looks, sounds and plays brilliantly. Irrational Games should be applauded for providing a good time and attempting, within the genre confines and safety-conscious sales targets of the now, to push that enclosing FPS envelope just a little wider. I seriously hope that they can all relax for a while, reap some well-earned rewards and then put all of their incredible talents to make something truly groundbreaking rather than simply making DLC to milk the series further.
(As for the ending... seriously?
Infinite sequels galore? Or maybe not? Who knows... )
Pros
+ Looks great.
+ Sounds great.
+ Good way into the series.
+ Good extension of the series.
Cons
- Conservative structure for bigger ideas.
- Occasional waiting for revealed objects to do anything.
- Setpieces a little samey.
SPOnG Score: 9/10