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#3755763 - 03/22/13 08:08 PM Bioshock Infinite is preloading now on Steam  
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Snakeyes Offline
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#3755859 - 03/22/13 11:13 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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The fact that the pre-purchase incentives were incredibly lame (except if you don't have X-Com: Enemy Unknown), and that there was 0 discount for pre-purchase, made me hold buying it until after the excitement of the first few days has died down (in case it is a hit), or wait until it is on a Steam sale (if it turns to be not so good).

#3755892 - 03/23/13 12:26 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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I know I will buy this at some pint, but pre-purchasing video games have been proven time and time again to be a bad idea. Though I would be shocked if Ken Levine and Irrational didn't deliver pretty much a masterpiece with this one.


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#3756975 - 03/25/13 12:07 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Yep pre-loaded today smile and looking forward to using those sky rails!


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#3757061 - 03/25/13 06:15 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Well, I'm a hypocrite. I just bought the CD key from Flogger here at SimHQ. Couldn't pass it up for $42 since the game won't go on sale for a long time I wager. Hope it's the masterpiece it looks to be. Though I can't play it for another week since I will be out of town. Looking forward to it though.


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#3757071 - 03/25/13 08:01 AM Re: Bioshock Infinite is preloading now on Steam [Re: No Name]  
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Based on Infinite's lineage, I'll venture that we are in for a treat.

There is a rumor denied by Irrational Games' Ken Levine saying that the game will end up costing 200 million, divided equally between development and marketing.

BioShock Infinite Budget Rumor Denied

#3757083 - 03/25/13 09:09 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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I'd never bother pre-ordering unless I had some faith in the product and there was a good deal going. With digital distribustion there's otherwise no point unless you absolutely have to play it the moment it's unlocked. Paid 24 ($35) for Bioshock (only had xbox version previously), Bioshock 2 (missed it completely) and Infinite.

As for the cost of the game, $100m in development over for years doesn't sound too unlikely, especially if there were 200 people involved over the duration. No idea about the marketing though.

#3757111 - 03/25/13 11:02 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Its getting great reviews so far and sounds like the AI work put into Elizabeth paid off, looking forward to seeing her in game.


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#3757115 - 03/25/13 11:21 AM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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I will most certainly be buying this but I won't be preordering since I'm busy with other games right now. In other words, I'm in no rush to play this on its day of release.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#3757161 - 03/25/13 01:09 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Just seen this review from PC Gamer on steam:

Quote:
When I finished BioShock Infinite dont worry, I wont spoil anything I was dumbfounded. I wanted to tell someone what I thought, but for a moment I had absolutely no idea. Id experienced a kind of excited panic, then total delight, then momentary confusion, and then a rush of extraordinary sights, powerful scenes and sudden twists that left me struggling to keep up.

Its a spectacular ending. Its just a shame it doesnt make a lick of sense.
"The plot really does jump the shark. It jumps a lot of sharks. It jumps the BioShark Infinisharks"
Infinite is wonderful. Every single person who can play it, should play it. Its a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place. But the plot really does jump the shark. It jumps a lot of sharks. It jumps the BioShark Infinisharks. Thats not uncommon in cinematic first-person shooters, but I mention it now because the games mysteries are such a big part of its appeal.

Youre on a flying city of magical racists in 1912, and that soon drops to being only the fifth or sixth most puzzling thing about your situation. Who are those two? Why are they talking about me? Whats with the giant cyborg bird? What does AD stand for? How does he know... why does she think... when did they... why can I shoot crows from my hands? And how do these pants help me reload?



The intro says youre Booker DeWitt, a private investigator tasked with retrieving a girl named Elizabeth. But I played more like a crazed amnesiac looter, scouring the city for spare change and story clues. In cheerful contrast to the original BioShocks deep-sea madhouse, the flying city of Columbia is still thriving, still beautiful, and still populated albeit with magical racists. That means it can give you little pieces of these puzzles in more interesting ways, and hoovering them up into a wonky jigsaw is a joy.
"You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place tranquil, prosperous and happy."

I think it still would have been, even if a tear had opened in the fabric of spacetime and future alterno-Tom, stroking his goatee, had told me that the plot ultimately doesnt add up. So Im telling you in the hope that youll still enjoy the process of assembling that wonky jigsaw, without being quite so disappointed when the game itself cuts all the nobbly bits of the pieces so it can cram them together the way it wants to.

Really, its just a pleasure to have a game this substantial to explore and one that gives you the breathing room to do so. You still spend a lot of time killing things in BioShock Infinite, but it knows when to give you space. You get to know Columbia as a tourist: a dazzling dream of an impossible city in an impossible place tranquil, prosperous and happy.

Shops, blocks and districts waft wonkily through the air, listing as they cruise in to dock with each other. Bells chime, children play, locals picnic. Theres a fair on, and everyones out in their 1912 Sunday best. The sun is dazzling, the views are breathtaking, and everyone you meet is chattering happily. As heavy metal clamps lock a tailors shop in place, I realise the times on the sign outside arent their opening hours: theyre arrivals and departure times.


Your arrival is one of gamings few truly perfect scenes: a chapel, floors awash with holy water, stone walls echoing with the calming harmony of a gospel choir. Stained glass dioramas flood the space with brilliant gold light, and the heat from a hundred candles creates a gentle haze. The only hint that youre not actually in the afterlife is an occasional, very distant clanking, as some chunk of the city drifts against its restraints. Its more than atmospheric; its exquisite. That kind of ridiculous artistic flair runs throughout: staggering works of sculpture, transformative use of light, perfectly judged ambience, and music that both nods to the plot and subtly changes the mood. The mileage this game gets out of the song Will The Circle Be Unbroken alone all four times it's used deserves some kind of award.
"Your arrival is one of gamings few truly perfect scenes"
Columbia is a less restrictive setting than BioShocks Rapture, and each district has a different vibe. That makes your adventure through it fascinating, and each new area exciting to discover. Even close to the end, you're visiting remarkable new places with radically different moods.

I keep wanting to say that its directed brilliantly, the elements fit together so well. But thats not the right word, because the other thing it does well is keeping you in control. There are no cutscenes, no switching to third person, no agency-limiting tropes like mounted gun sections. The few times youre not free to move are generally when your character physically wouldnt be.

Maintaining that respect for the player, even when you need to tell a character-driven story, is a rare and wonderful thing. Like Half-Life 2, Infinite doesnt feel like a game made by frustrated filmmakers. It feels like a game made by people who know how to make films, and decided to make something else.


Early on, the times when combat does break out are the low points. There seems to have been some internal rule against adding any exotic weapons, so Infinites guns stick religiously to convention: pistols, shotguns, three types of machinegun, rifles, grenade launchers and a rocket launcher. None of them let you choose an ammo type the way BioShock did, and only the revolver and shotguns are really satisfying to use. Those arent available in the early fights, when guns are your primary tools.

It gets better the more you drink. You acquire magical abilities by downing Vigors, which come in beautiful custom bottles relating to what they do. A lot of the early ones just let you disable and damage a group of enemies by swarming them with crows, setting fire to them, or floating them into the air. But they get more interesting.
"There seems to have been some internal rule against adding any exotic weapons, so Infinites guns stick religiously to convention"
Charge lets you dash to a group of enemies and hit them with explosive force. Return to Sender absorbs incoming damage while you hold the button, then releases it as a projectile when you let go. Undertow can knock enemies back with a wave of water often the end of your day, in a flying city. Or you can hold the button down to reach out with Donnie Darko-style tendrils and yank distant snipers to your doorstep. The water even holds them still while you line up a headshot.

Some of them form natural combos: soaking wet Undertow victims are really hoping that youre not going to- oh, youre electrocuting them before they can get up, classy. Enemies currently being pecked to death would like to request that you dont set the crows... well, theyre on fire now, but for future reference.

There are only eight Vigors, and theyre all free when you find them. You only specialise when you buy upgrades: expensive but significant perks for each, some of which introduce new rules.

I wasnt wild about Murder of Crows until I bought the perk that creates a nest every time someone dies during the pecking process. If anyone steps on it, that nest erupts in a new flock of crows. If anyone dies during that crow storm, you get new nests! Plenty of fights involve new waves of enemies flooding into the same area, and this self-perpetuating cycle of flapping and screaming and dying is a guilty pleasure.


You can tweak your abilities a little more with Gear like the aforementioned pants that mysteriously help you reload. I also carry three magical hats, two spare shirts, a spare pair of shoes, and Ive now upgraded to pants that make me explode when I land from a great height.

The system is insane and wildly incongruous, but it does allow for some entertaining configurations. If someone walks into one of my crow traps, I can then land on them to set the crows ablaze. If they try to hit me, my hat electrocutes them. And by then theyve taken enough damage that my shirt will let me break their neck with one blow. This causes my shoes to heal me, as a reward for getting a melee kill.
"Im wearing pants that make me explode when I land from a great height."
Vigors are very similar to BioShocks Plasmids, of course, and Gear is the new version of its Tonics. Alone, theyre not enough to make Infinites combat much better than BioShocks. But it is, and for a different reason: space.

The games biggest fights take place in huge open areas, sometimes several city blocks, and metal Sky Rails snake through the air between them. These rails are inverted rollercoasters: you hold a magnetic wheel gizmo that lets you dangle from them, then ride their curves with improbable speed. This changes the format of combat completely: instead of ducking behind cover when youre in trouble, you leap up and ride off, too fast to be hit. As you zoom along you can aim for a landing spot, pounce on an enemy, switch to a different rail or best of all leap onto a hoverboat.

These boats swoop in at the start of a fight, touring the combat space before settling on a spot from which to pelt you with rockets. If youve got the sea legs for it, you can leap onto one of them as its cruising around, smash all its troops off, then jump off when it drifts near enough to another Sky Rail. The battlefield itself is in motion.


The final new element in Infinites fights relates to Elizabeth, the woman youre here for. She can open tears in space that lead to alternate universes. In combat, those universes seem to be full of heavy weapons, medkits, and turrets that are mysteriously on your side. She can only do it at predefined points: you see a ghostly image of the various things she can bring in at different spots, and you press use on one to order her to make it real.
"If this isnt sounding contrived yet, Im not explaining it properly."
If this isnt sounding contrived yet, Im not explaining it properly. These tears are the very heavy hand of the level designer offering you a menu of choices, and they often make the fights feel staged. You can only open one at a time, but that decision is almost always an easy call: of course you want the turret. When you need health, opening the medkit tear is just one more press of the use key, then you can bring the turret back. These things might as well be part of the level.

Elizabeth herself is nice. I liked her. If you were hoping for something more perhaps even the fabled Strong Female Character you might be disappointed. When youre together, shes relegated to the role of caddy, limited to passing you a new weapon when you run out of ammo, and only ever using her own abilities when you command her to. And when youre separated, the plot repeatedly underscores how helpless she is without you. Again, this is not unusual in videogames, its just that the sublime introduction to Infinites story led you to expect more from it.

You do have a handful of really lovely character moments with her. But the few times that she does something of her own free will, the significance of the act is undermined by the plots broken logic, and so is the chance of building a more interesting relationship.


Its awkward: I want to tell you why the plot failed for me, but I have to be vague. It has many, many leaps of questionable logic, but the ones that really hurt are when your terrible predicament seems to be the direct consequence of decisions that didnt make sense at the time.
"your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb"
At one point, your solution to a simple logistical problem is the equivalent of setting off an atom bomb to clear a cobweb. So when anything bad happens from then on, youre thinking, Boy, it almost seems like setting off that atom bomb was an insane, unnecessary and irrational thing to do.

You dont set off an atom bomb. That was a metaphor.

The worst culprit is the ending. The plots final emotional sting is an action that just doesnt seem like it would achieve anything. It seems to be assuming some new rule about how this world works but since those rules were never established, any drama that hinges on them feels arbitrary.

That completely deflates the endings potentially enormous impact. And not just for me: two other reviewers and I discussed it at length, trying to come up with a compelling version of the logic, and none of us could find one.


But all these scenes, even the stupid ones, are depicted with the same artistic flair I gushed about earlier. Even as youre wondering why the hell anyone is doing any of this, youre thinking, God, that is beautiful, though.

In a sense, that beauty makes it even more of a shame that the writing doesnt manage to put all this spectacular work to better use. But it also means that these moments end up being emotional anyway. Its like a surreal arthouse movie where nothing really makes sense, but where each scene is strangely compelling nonetheless.

Its a weird note to end on, after a game thats so magnificent in so many other ways. But it doesnt change the conclusion: BioShock Infinite is something extraordinary, and no one should miss it.

I cover the techy and practical side of the PC version specifically in a separate article on the PC version of BioShock Infinite - performance, FoV, 1999 Mode and the rest.


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#3757186 - 03/25/13 02:06 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Mace,you just love making me spend my money don't you? smile


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#3757189 - 03/25/13 02:07 PM Re: Bioshock Infinite is preloading now on Steam [Re: Chucky]  
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Mace71 Offline
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Originally Posted By: Chucky
Mace,you just love making me spend my money don't you? smile


To infinity and beyond!!! smile


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"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
#3757194 - 03/25/13 02:13 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Ok,so I have a copy of X-COM to give away but where is my free copy of Bioshock? I already own that btw.


EV's are the Devils matchbox.
#3757195 - 03/25/13 02:13 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Mace71 Offline
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Check in your inventory?


Antec 902 | Intel i7 920 2.66Ghz OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Corsair 6GB DDR3 | Coolermaster V8 CPU Cooler | W7 64

"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
#3757196 - 03/25/13 02:16 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Chucky Offline
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Nope.
X-COM is showing but not Bioshock.

*Edit*

Doh! I bought Bioshock on disc.duh

Last edited by Chucky; 03/25/13 02:21 PM.

EV's are the Devils matchbox.
#3757205 - 03/25/13 02:25 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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PanzerMeyer Offline
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I'm glad that Bioshock Infinite got rid of that monstrosity called Games for Windows Live.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
#3757216 - 03/25/13 02:41 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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"It is one of the most remarkable creative feats, I have experienced"

From Adam Sessler's review.

#3757253 - 03/25/13 03:26 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Mace71 Offline
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Chucky, PM sent.


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"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
#3757370 - 03/25/13 06:11 PM Re: Bioshock Infinite is preloading now on Steam [Re: Mace71]  
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kramer Offline
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new Nvidia drivers for Bioshock Infinite.

Quote:
Featuring performance optimizations of up to 41% in BioShock Infinite, and 71% in Tomb Raider, 314.22 WHQL is an essential update for all GeForce GTX systems.

http://www.geforce.com/whats-new/articles/nvidia-geforce-314-22-whql-drivers-released

#3757377 - 03/25/13 06:14 PM Re: Bioshock Infinite is preloading now on Steam [Re: Snakeyes]  
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Mace71 Offline
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Cool thanks smile downloading now.


Antec 902 | Intel i7 920 2.66Ghz OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Corsair 6GB DDR3 | Coolermaster V8 CPU Cooler | W7 64

"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
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