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BioShock Infinite

BioShock Infinite is a first-person shooter video game developed by Irrational Games and published by 2K. The third installment of the BioShock series, Infinite was released worldwide for the PlayStation 3, Windows, Xbox 360, and OS X platforms in 2013. The game is set in the year 1912 and follows its protagonist, Booker DeWitt, who is sent to the airborne city Columbia to retrieve Elizabeth, a young woman held captive there. Booker and Elizabeth become involved in a class war between the nativist Founders that rule Columbia and the rebel Vox Populi, representing the city's underclass. Elizabeth possesses the ability to manipulate "Tears" in the space-time continuum, and Booker and Elizabeth discover she is central to Columbia's dark secrets. The player controls Booker DeWitt throughout the game, fighting enemies and scavenging supplies, while the computer-controlled Elizabeth provides assistance.

Synopsis
Setting and characters city of Columbia. BioShock Infinite is set in 1912 and takes place in a floating steampunk city-state in the sky called "Columbia", named for the female personification of the United States. The city of Columbia was founded by self-proclaimed prophet Zachary Hale Comstock, and funded by the United States government as a floating world's fair and display of American exceptionalism. Comstock transforms the city into a theocratic police state, with Comstock worshipped as a prophet, and the Founding Fathers of the United States venerated as religious icons. Institutional racism and elitism are widespread in the city, with minorities serving as a labor underclass of Columbia. By the events of the game, Columbia is on the verge of civil war; the Founders of Columbia are opposed by the Vox Populi, a resistance group led by Daisy Fitzroy who fight for the rights of the marginalized. Columbia is home to "Tears" in the fabric of space-time. These Tears reveal alternate universes. Some individuals exploit the insight offered by the tears to create new weapons and technologies, while several others replicate futuristic media heard from the Tears, bringing anachronistic elements into Columbia. The player controls protagonist Booker DeWitt, a U.S. Army veteran and disgraced member of the Pinkerton National Detective Agency scarred from a life of violence. Faced with mounting gambling debts, he is sent to Columbia to find a young woman, Elizabeth, who has the ability to open Tears. Confined in isolation in Columbia since childhood, Elizabeth has been groomed as the city's future leader and is guarded by Songbird, a large, robotic bird-like creature who has served as both her friend and warden. Two individuals, Robert and Rosalind Lutece, direct Booker to Columbia and appear throughout his travels. Though they appear as twins, they are revealed to be the same person from two different realities, having figured out how to communicate through and subsequently cross realities. Plot In July 1912, Booker DeWitt arrives in Columbia, where he is soon pursued by authorities who recognize him as a "False Shepherd" who is prophesied to attempt to corrupt Elizabeth and overthrow Columbia. Freeing Elizabeth from her tower, Booker narrowly evades Songbird. Commandeering an airship, Booker lies that he will take Elizabeth to Paris; when she realizes they are going to New York City to fulfill Booker's debts, Elizabeth knocks him unconscious and flees. Booker awakens to find the airship commandeered by Daisy Fitzroy, who offers to return the ship if Booker helps her arm the Vox Populi. Booker and Elizabeth reunite and join forces to secure weapons from a local gunsmith. Traveling through Tears, they arrive in a world where Booker is a Vox Populi martyr and open warfare has erupted in Columbia. Elizabeth kills Fitzroy to prevent her from killing a Founder boy. Booker and Elizabeth regain control of the airship; however, Songbird attacks as they attempt to flee, and they crash back into the city. Elizabeth and Booker discover a conspiracy behind the city's founding: Comstock, who had been rendered aged and infertile as a result of his frequent exposure to Tears, obtained Elizabeth from another reality and then killed his wife and the Luteces to hide the truth of the child's origin, framing their deaths as assassinations. Comstock then isolated Elizabeth in Columbia, constructing a large Siphon to control her power. Elizabeth is recaptured by Songbird and is tortured and brainwashed back into obedience to Comstock. Pursuing her, Booker is brought forward in time to 1983 by an elderly Elizabeth as Columbia attacks New York City. The elderly Elizabeth returns Booker to 1912 with information on how to control Songbird, in hopes he can save her younger self. The newly aware Elizabeth explains there are countless alternate worlds and versions of Booker and Elizabeth; their reality is one of an infinite number depending on their choices. Elizabeth reveals that Robert Lutece approached Booker on behalf of Comstock to acquire Booker's infant daughter, Anna DeWitt, in exchange for erasing his debts. Booker later attempted to renege on the deal and take Anna back; however, Comstock narrowly escaped through a Tear, which severed a tip of Anna's finger as it closed. Comstock then raised Anna as his own daughter, Elizabeth; her severed finger, which caused her to exist in two realities simultaneously, is the source of her ability to create Tears. Robert Lutece, angry at Comstock's actions, convinced Rosalind to help him bring Booker to the reality where Columbia exists to rescue Elizabeth. Since stopping Comstock requires preventing his birth, Elizabeth takes Booker back in time to a baptism he attended while in the Army, following his participation in the Wounded Knee Massacre. She explains that, while Booker rejected the baptism, in the universes in which he accepted, he was reborn as Zachary Comstock. Booker, joined by other universes' Elizabeths, allows them to drown him in the river, preventing Comstock's existence. One by one, the Elizabeths begin to disappear, with the screen cutting to black on the last. In a post-credits scene, a Booker awakens in his apartment on October 8, 1893. He calls out for Anna and opens the door to her room before the screen cuts to black. ==Gameplay==
Gameplay
BioShock Infinite is a first-person shooter with role-playing elements. Infinite adapts the gameplay formula of BioShock, with weapons, powers, and upgrades often functioning similar as those in the earlier game, albeit named differently. In addition to guns and melee attacks, the player can use superpower-bestowing Vigors; these include the ability to shoot lightning, disable enemies by launching them into the air, or controlling enemies or machines. Vigors can also be laid on the ground as traps. Booker has health and a damage-absorbing shield; the shield automatically regenerates out of combat, while health must be replenished with medical kits or food. A piece of Gear attaches to one of four slots; only one piece of Gear can be affixed to a slot at a time, with extras stored in the player's inventory. The player is opposed by enemies representing the Founders and the Vox Populi. These foes range from normal infantry to Heavy Hitters, more formidable enemies that act as mini-bosses throughout the game. Armed automatons scattered throughout Columbia act as a security defense system for the city. Columbia is filled with large, open spaces that offer players freedom in how to approach enemy encounters. The hook also serves as a melee weapon, capable of performing executions on weakened foes. Elizabeth requires no protection and assists during combat by tossing helpful items to Booker as needed. She can also be directed to open Tears, bringing in items or pieces of the environment, such as medical kits or a ledge for higher ground. Vending machines can be used to buy supplies and powerful upgrades for weapons and Vigors. Optional side-missions are also available, where the player must unlock safes or decode hidden ciphers; completing them rewards Booker with supplies and upgrades. Audio logs (Voxophones) and film projectors (Kinetoscopes) scattered through Columbia expand on the characters and events of the game. Infinite has four difficulty levels; three are available to start. After beating the game on a lower difficulty level or inputting the Konami Code in the main menu, the hardest "1999 Mode" is unlocked. Enemies are much tougher, the player's navigational aid and aim assist is removed, resource management is much more crucial to survival, and death is more punishing. ==Development==
Development
Overview was the creative director and lead writer for BioShock Infinite. Levine had previously worked in the same roles for BioShock. Developer Irrational Games (then 2K Boston) and publisher 2K Games released BioShock in 2007 to critical and commercial acclaim. In late 2007, 2K Games approached Irrational about a sequel. Exhausted from shipping BioShock and wary of repeating themselves by returning to the same property, staff and studio head and creative director Ken Levine were uninterested in immediately returning to another BioShock game. Instead, Irrational and 2K struck an agreement that saw select personnel from Irrational form a new studio, 2K Marin, to start work on a sequel. Levine and Irrational would instead join development of a game in the XCOM franchise. While the setting of a floating city would remain consistent, the time period, characters, and the story itself remained undefined as the team churned through different ideas. Designers and artists would sometimes spend months developing ideas that would be scuttled within minutes after priorities shifted or Levine changed his mind. At the same time as the story mode was undergoing constant revisions, a set of multiplayer modes was also being designed. The first mode, Border Control, was a tower defense game intended to be set within the game's world. The other multiplayer offering, code-named Spec-Ops, would have been a cooperative mode with up to four players. Matches would take place on maps that would evolve after release, using environmental storytelling to depict Columbia's evolving civil war. Chey's departure meant Levine had to shoulder more production-focused work in opposition to his creative focus, and the staff buildup in Levine's estimation "shattered" the company culture in the process. "Managing 30 or 40 people where you know everybody's name is a very different process than managing 150 people. You walk by people in the studio and you don't know who they are," he recalled. Irrational worked in secrecy on Infinite for two-and-a-half years prior to its announcement, teasing the game with the moniker "Project Icarus". The game was announced at a press event on August 12, 2010, in New York City, where journalists were shown a teaser trailer and Levine outlined the basic story of the game; these were followed by several demos and showcases of the game at events in 2011. The game was still undergoing a troubled development. While the big picture elements of the story were now locked, Levine continued to make changes to large parts of the game at a whim. Despite the expanding cost of development and additional staff, the game was not getting closer to completion. After the game was released to manufacturing, more than a dozen staff voluntarily left Irrational, with the number accelerating as the game's post-launch content began development. and involved a team of around 200 from Irrational in addition to support from outside studios. Infinite's setting was inspired by turn-of-the-century American culture and propaganda, with some of the artwork around Columbia adapted from historical posters. By selecting the hypothetical date of July 4, 1912, the team identified films to draw imagery from, like The Music Man, Meet Me in St. Louis, and Hello, Dolly, which exhibited ideal views of Americana at the turn of the 20th century. Other sources of inspiration for the game's art included photographs from before and after the 1906 San Francisco earthquake, and from Sears-Roebuck catalogs. Irrational designed the vertical and open-air spaces of Columbia to provide more opportunities to include various types of combat compared to the tight quarters of Rapture. 2K Marin assisted in building out the architecture and details of Columbia, given the much larger scope of the levels than previous BioShock games. The game also incorporated influences from more recent events at the time such as the Occupy movement in 2011, which inspired how the Vox Populi group would grow from its haphazard beginnings. Central to the game is the relationship between the player character, Booker, and the AI companion, Elizabeth. Unlike BioShocks Jack who only talks during the opening sequence and BioShock 2s Subject Delta, who is a silent protagonists, BioShock Infinites protagonist, Booker, was given his own voice and fully fleshed-out identity. Elizabeth, a crucial element of the game, was designed as a character which could not only be a useful AI companion to the player but a real partner with a significant emotional bond as well. The voice actors for Booker and Elizabeth—Troy Baker and Courtnee Draper, respectively—helped refine the story and their characters. Levine did not provide the actors with full knowledge of the story in order to help them develop their characters' relationship in a more natural manner. In the early development of Infinite, Elizabeth was designed to be more of a useful tool than a partner; she would perform tasks like picking locks that the player could not, but otherwise was not a major part of the experience. After Irrational saw players react favorably to Elizabeth in the E3 2011 demo, they expanded her role and abilities to make her a bigger part of the game. and Trip from Enslaved: Odyssey to the West. Irrational wanted to avoid giving Elizabeth any of the same tools that the player had, such as a gun. Her design and costume was designed so players could recognize her from a distance given the open-space nature of the game and limited resolution, with the color scheme inspired by that of superheroes. The time period's setting inspired the incorporation of quantum theory by Albert Einstein, Max Planck, and Werner Heisenberg that would lead to the Many Worlds Theory. Irrational consulted with physicist Mackenzie Van Camp to ground the game's science fiction in real quantum mechanics. Levine promised that the ending of Infinite was "like nothing you've experienced in a video game before", and wanted to avoid the issue BioShock had where the story lost its momentum in its final third. Technology and gameplay Realizing Columbia, with its indoor and outdoor settings that take place thousands of feet above the ground, was a technical challenge for Irrational. The modified Unreal Engine 2.5 used for BioShock was inadequate for their vision. Instead, they used Unreal Engine 3, modifying it with their own lighting engine and means to simulate the movement and buoyancy of the buildings. The development team found that the implementation of open spaces created new gameplay options for the player, such as deciding between long-ranged attacks or finding a means to move in for short-range or melee combat. Nostrums would have made permanent changes to the character and could not be removed once used. In early builds of the game, as many as 16 enemies could be on-screen at once, but this was dialed back to just six, a constraint which impacted the game design. Now, each individual enemy had to be tougher, creating "bullet sponge" enemies. The developers used the AI routines of the roving Big Daddy and Little Sister characters from BioShock as a starting point for improving Elizabeth, giving her the tendency to look and move around like a real person instead of a robotic non-player character that either fought the player or did nothing. The game also monitors the player's actions to try and keep Elizabeth out of the line of fire. Cutting Elizabeth from the game was considered during development because of the difficulty in programming her, but Levine insisted she remain. The score was partly inspired by Jonny Greenwood's score for There Will Be Blood and Paul Buckmaster's score for 12 Monkeys. Schyman worked on the score over an extended period of time due to the game's long development cycle. Schyman did not limit himself to the music of the period, The first game was set in 1960, and it was easy to acquire musical pieces representative of the era. ==Themes==
Themes
Levine stated that players are supposed to draw their own conclusions from the game, with many parts of Infinite open to interpretation and speculation; to this end, Levine avoided providing an authoritative final answer regarding the game's ending, saying, "what actually matters is what people think. Why does my interpretation matter more than yours?" Acknowledging that Infinites themes left fans debating and frustrated, Levine was nevertheless satisfied by the game's opacity, stating that it was his intent. Rob Crossley of CVG stated that "To [Levine], the [game's] Many Worlds Theory is a storytelling device; one that gives his narrative something unique in games yet celebrated in film: interpretability." fatalism, Some commentators drew connections between the character of Comstock and the founder of Mormonism, Joseph Smith, such as with the two both claiming to have seen visions from angels that gave them knowledge, and the migration of the church to the secession of Columbia, both importing institutionalized racism. Levine himself partially compared the character to Smith and Brigham Young, as well as the nationalistic nature of Comstock's religion to Mormonism, but stated it was not intended as a 1-on-1 parallel. In response to people discussing Columbia "as a particularly racist society", Levine said that the game was making no particular point about the theme of racism and that the game's depiction of it was merely "more a factor of the time". He noted that several historic American figures such as the Founding Fathers, Abraham Lincoln and Theodore Roosevelt were "men of their times", great men who were nevertheless racist because of the times they lived in. Consequently, Levine reasoned that the depictions of nationalism and racism were warranted in the game, saying that to not do so would be "dishonest" and "strange" to the time period. Many reviewers praised the game for its treatment of race. Other themes discussed by commentators within the context of Infinite setting and story include American exceptionalism, fundamentalism, nationalism, fanaticism, cultism, dichotomy, Reveals of the game had people from all sides of the political spectrum accusing the game of attacking the left or right; Levine considered that Infinite was a Rorschach test for most people, though it would be taken negatively in nature and upset them, as his vision in crafting the stories was "about not buying into a single point of view". Fox News created a logo extremely similar to the BioShock Infinite logo for a segment titled "Defending the Homeland" relating to immigration control. Comstock was altered after Levine spoke with a developer who threatened to quit over the game's presentation of the character and religion; the developer helped Levine to reconsider the notion of forgiveness in the New Testament and set to figure out why people came to follow Comstock and to understand the ecstatic religious experience they would be seeking. In another case, a player that considered himself a "devout believer" of Christianity was offended by the forced baptism that Booker receives prior to entering Columbia proper, prompting him to request a refund due to being unaware of this content in the game. Patricia Hernandez of Kotaku considered that the baptism scene was "admirable" in the context of video games as an art form, and the scene elicited numerous responses on social media. ==Promotion and release==
Promotion and release
The game was teased with several trailers, including a set that presented the history of Columbia in the style of shows like In Search Of.... The official game cover was revealed by Irrational Games in early December 2012. Journalists and players were critical of the art, as it lacked Elizabeth and any of the unique elements from the game. Levine responded that the cover was designed to appeal to a casual player; Irrational had a poll to allow players to decide what the reversible cover art should be, while alternate cover art were provided as downloadable files that players can print and use. For the cover and other parts of the game's promotion including live-action commercials, the directors hired Anna "Ormeli" Moleva, a Russian cosplayer that had earlier attracted attention for her recreation of Elizabeth back in 2011. The game's release was accompanied by various tie-in merchandise, including replicas and figurines, a board game based on the game called BioShock Infinite: The Siege of Columbia, and a prequel novella, Bioshock Infinite: Mind in Revolt. BioShock Infinite was released worldwide for the PlayStation 3, Windows, and Xbox 360 platforms on March 26, 2013. Aspyr later published and ported Infinite to the MacOS platform on August 29, 2013. Two special editions were released alongside the game, for each release platform. The Special Edition includes an art book, a propaganda poster, a mini-figurine of the Handyman, a keychain, and the game's soundtrack, along with in-game codes for special powers and, for consoles, additional themes. The Ultimate Songbird edition, in addition to the above, includes a Songbird statuette, designed by Irrational's Robb Waters. Sales In its first week of release, BioShock Infinite was the best-selling game on Steam's digital Top 10 PC Charts. In the United States, BioShock Infinite was the top-selling console game for March 2013, with more than 878,000 units sold; these figures do not include digital sales such as through Steam. During the first week of sales in the United Kingdom, BioShock Infinite debuted as the number one selling PC game, and the best-selling game on all available formats, topping the UK PC Retail Sales and the UK All Formats video games charts. It was the second biggest launch of 2013 in the UK after Tomb Raider, and was the biggest UK game launch in the BioShock franchise. BioShock Infinite became the first 2013 game to top the UK charts for three weeks in a row. Take-Two Interactive reported that the game had sold 4 million copies by July 2013. The game has sold an additional 2 million copies by May 2014, and had sold a total of 11 million copies a year later. ==Reception==
Reception
BioShock Infinite received critical acclaim upon release, with reviewers particularly praising the story, setting and visual art design. Aggregating review website Metacritic summarized critical consensus as "universal acclaim", with the game netting score of 93–94/100 across its released platforms. BioShock Infinite was the third-highest rated video game of 2013 across all platforms on the site, behind Grand Theft Auto V and The Last of Us. Consensus among several critics was that BioShock Infinite was one of the best games of the seventh generation era of video game consoles, with IGNs Ryan McCaffery praising the game as "a brilliant shooter that nudges the entire genre forward with innovations in both storytelling and gameplay." Identifying it as a "masterpiece that will be discussed for years to come", Joel Gregory of PlayStation Official Magazine concluded that Infinite was the latest game to join the hallowed ranks of Half-Life, Deus Ex and BioShock as "the apotheosis of the narrative-driven shooter." with some even believing that Infinite had surpassed it. Entertainment Weeklys Darren Franich stated that "if BioShock was The Godfather, then BioShock Infinite is Apocalypse Now", with Adam Kovic of Machinima.com calling them "two similar-yet-separate games that can co-exist and remain equal in quality." Wide acclaim was directed to the story, with several critics calling it among the best in video gaming. The story's exploration of mature themes was well received, Several critics, including Adam Sessler of Rev3Games, also praised BioShock Infinites storytelling, noting that its ability to finesse player agency and interaction resulted in a narrative that could only work in a game. The story's twist ending was mostly praised, with Edge calling it "a finality that doesn't make sense within the universe the game has created." Critics particularly acclaimed the city of Columbia as the setting of the game, with Arthur Gies of Polygon stating that it was "one of BioShock Infinites greatest assets." Columbia was praised by some critics as one of video games' best settings, with James Stephanie Sterling of Destructoid explaining that, unlike BioShock 2, Infinite made a wise decision in abandoning Rapture "for an all new story in an all new setting, introducing us to the cloud city of Columbia." with Juba explaining "whether you're looking at a piece of propaganda, listening to an audio log, or participating in a horrifying raffle, almost everything you encounter contributes to your understanding of the floating world." The audio and soundtrack also received positive responses, Kotaku's Kirk Hamilton agreed, stating that while violence is a common theme across video games, "[the] ridiculous violence stands out in such sharp relief when placed against the game's thoughtful story and lovely world." Hamilton acknowledged that Infinite likely would have been difficult to sell at the mass market if it lacked the first-person shooter elements, but still said that the violent kills felt "indulgent and leering" and unnecessary for the game. Cliff Bleszinski, the creative lead of Gears of War, a series Bleszinski acknowledges as being purposely violent, agreed with these sentiments, saying he "felt the violence actually detracted from the experience". Dean Takahashi of VentureBeat felt that the game's nature as a first-person shooter limited its audience appeal due to the extreme violence inherent in the genre. Similarly James Stephanie Sterling from Destructoid considered the game's violence justified because the game's story is about violence itself. She believed that having a non-violent option would go against everything natural to the game itself and "those asking for a non-violent BioShock Infinite are asking for a different game entirely." Levine defended the game's depiction of violence, stating that using violence as a narrative device was as old as storytelling itself and that it was "a part of the storyteller's toolkit". He went on to say that art had a responsibility to authentically replicate and depict violence. He later explained that he felt "the reaction to the violence [in BioShock Infinite] is more an expression of people building confidence in the industry's ability to express itself in more diverse fashions". Awards BioShock Infinite was nominated for or won multiple awards during its pre-release period. It was a nominee for Most Anticipated Game at the 2010 through 2012 Spike Video Game Awards, and won over 85 editorial awards at the 2011 Electronic Entertainment Expo 2011, 39 of which were Game of Show. The game also received two consecutive Golden Joystick Award nominations for One to Watch in 2011 and 2012. After release, Infinite won the Game of the Year award from multiple publications, including the Associated Press, CNN, Electronic Gaming Monthly, Entertainment Weekly, Forbes, and Games. The game also won Best Shooter of the Year awards from several publications, including The Escapist, Game Informer, GameTrailers, Hardcore Gamer, IGN, and Official Xbox Magazine. ==Post-release==
Post-release
Two major pieces of downloadable content were released by Irrational for the game. The first piece is Clash in the Clouds, a non-story arena-based combat mode where the player is faced with increasingly difficult waves of enemies on various maps based on in-game settings. It was released on July 30, 2013. The second piece is Burial at Sea, a story-based expansion set in Rapture that links Infinites story to that of the original BioShock game. It consists of two episodes, with the first one released on November 12, 2013, and the second one on March 25, 2014. BioShock Infinite: The Complete Edition, bundling BioShock Infinite with Clash in the Clouds and Burial at Sea, was released on November 4, 2014. A Linux port by Virtual Programming was released on March 17, 2015. BioShock Infinite along with Burial At Sea was remastered and released for the PlayStation 4 and Xbox One as part of BioShock: The Collection in September 2016; the Windows version of Infinite, at this time, was considered already at par with the console version and did not receive any additional updates. A standalone version of BioShock Infinite (including Burial at Sea) as well as The Collection was released on the Nintendo Switch on May 29, 2020. On September 3, 2022, Bioshock Infinite along with its predecessors was updated with the "Quality of Life Update" which added a launcher developed by 2K Games. This update was met with heavy criticism from fans of the game as it broke compatibility for Linux and Steam Deck users. The update was also criticized for serving no purpose except for adding telemetry, and impacting the game's performance. Two years later, 2K removed the launcher. ==Notes==
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