Gambling Bioshock Infinite. BIOSHOCK INFINITE - review. From the depths yes to heaven

BIOSHOCK INFINITE REVIEW

BIOSHOCK INFINITE. Numerous players and journalists propheted the title of "very good game" a couple of years ago. Indeed, verified developers from IRRATIONAL GAMES. long ago developed a credibility of the players, releasing the superhero Freedom Force, Tactical shooter SWAT 4.who deserved a lot of positive estimates, and, of course, Bioshock. The game released in 2007 developed the idea of \u200b\u200bthe old on current standards System Shock., demonstrating, in addition to the trimmed RPG-like gameplay with numerous abilities and gaming freedoms, a detailed workshop, inspired by pompous art Deco and philosophical looks of writer Ain Rand. The game received numerous positive feedback, gathered lava "Games of the Year" from critics and many were named the first "smart shooter" in the history of modern Icharch. Sicvel, published in 2010 and being the fruit of joint development 2K Marin. and 2K china, Only confirmed the talent of the team of Ken Levayne, as in fact was no more than exploitation of old workers with a new plot and "chip" in the form of a large daddy as the main character.

And now, 5 years after the release of the first part, the developers are preparing for the production of continuation, in no way associated with the original dilogy. Why "prepare"? Yes, because the game has not yet come out - its release is planned only on March 26. But, as it should be expected, she already "leaked" to the network to the release, and a week before him. PSN is even available patch 1.01, which is not known, which corrects, since it was not observed during the passage of bugs.

The plot discards us from the end of the fifties further into the past, at the very beginning of the XX century. In 1900, the United States built a huge flying city of Colombia, who had to demonstrate the world to the power of the technical power of states. But after a while the city rebelled and announced his cultural and political independence, proclaiming himself with "paradise" and "the last stronghold of true states", and the rest of the world is "sodom". A prophet stood at the head of the city, preaching a certain form of baptism, very strongly connected with the cult of the prophet itself and the cult of the founding fathers. Our protagonist, unfortunate detective from New York named Booker Devitt Some people offer for a big remuneration to deliver a girl by name Elizabeth, from the mysterious air city already lost for the rest of the world. And, most interesting, hitting the city, the hero is aware that his appearance there is already waiting for a very long time ...

The further plot retells does not make sense, because it is so twisted (practically, in the spirit of the movie "Start") that the rating and analysis is best to leave on your conscience. I only note that it will also have a place for the social revolution, and for the problem of fathers and children, and even for quantum physics and the theory of multi-dealer. Actually, most questions to the game arises just because of the plot, the ending and may seem at all the crumpled and very ambiguous. And I promise that during the tour of the world of the game you have time to visit a wide variety of places. Including in the "old-good" raptchure. True, it will only happen to the easiest of the game.

Heavenly Columbia is the complete opposite of Rapchur. It has a lot of light, a lot of paints and very, very many details. Underwater rapchur, of course, was also under the closer attention of artists and designers, but in Colombia, the level of attention has moved to a new step. I guarantee you: Once at the first time in Colombia, you will look at the world around you open, slow margins, afraid to miss any item, you will wander among all this magnificence of posters, signs and small scenes between peaceful people who are still residents of this wonderful city .

Attention to the world of the game is paid simply colossal, not every RPG boasts such a worked universe within the same game. Blues pour out of the radiot with a crunch, the lady in the hat arranged a picnic on the grass, confetti fly from the sky; The city celebrates the holiday. Somewhere far the fireworks rose. You turn around, pass twenty steps, and from under the island hanging in the air rises a flying gondola with a quartet that will execute you and Capella "God Only Know" from The Beach Boys.. In the hall of the local society "For racial purity", the picture hangs on which "Saint" John Bout With a lounge over his head kills in the bed of theater "Satan" Abraham Lincoln., liberated slaves and committed to the Civil War. And the first serious opponent you will meet will be a two-meter mechanical robot (!) First President of the United States George Washington (!!) With a machine gun of Gatling (!!!).

Subjected to processing and level design. Perhaps the greatest complaints towards the original Bioshock was monotonicity during the passage of intricate gaming spaces. To visit each room, each corner of the card, a lot of time was required, so another player was forced to return to the same places from time to time. Along with constant battles, the passage of the game is too tightened. It was still interesting to play, of course, because of the atmospheric world, the abilities, plot - a lot because of what. But over time, all this manifold began to cause banal physical fatigue. What is worth at least the location of the chapter "Penthouse Olympus".

So, from now on, nothing is it. Rather, almost no. Getting rid of the underwater claustrophobia, the game became straightforward, but at the same time, where as more "free" than their predecessors. In the overwhelming majority of cases, lifting the camera sharply up relative to the floor, you will see not a gray ceiling, and clouds and sky. The air rails, facilitating movement in terms of level and access to hard-to-reach places (where, of course, the player is waiting for a sniper rifle and first aid kit) to such an entourage.

By the way, about weapons and forces, which developers have endowed our hero. To begin with, the game has become more "trunks". In addition to hook-winches, with which our protagonist moves along the rails and fun crush the enemies of the skull, there are a gun, a revolver, carbine, a sniper rifle, several types of automatic rifles, a couple of grenade launchers ... All this wealth can be improved for money in special machines except, except for the machine gun of Gatling, which "falls" from the mechanical robots of the founding fathers.

Guentonic, improving the passive characteristics of the hero, were completely removed. Their place was taken (this is not a joke) elements of clothing. There can be four clothes elements: a hat, vest, trousers and shoes. Each element of clothing adds an opportunity, for example, to transfer to 50% more ammunition or to upload the surrounding opponents when attacking the melee weapon. Throughout the game, this is "Shmoty" to meet more than enough, and the player is free to choose, replace the current boots on something more useful or leave everything as it is. Among other things, a new - shield added to the usual health and "forces" indicators. During the attacks on our hero, the strip of the shield is first removed by the enemy armadas and only then health. All three indicators can be improved to choose from, finding special flasks in the game.

Plasmids (which are now simply referred to as "strength") as a whole represent a typical set sufficiently typical for the series, although, of course, there are some changes. From now on, freeze the enemy or thwart into it an overhexless barrel can not, but you can pull it to yourself or at all sacrificing the corners. The last "power" replaced quite useless in the original Bioshock. swarm of bees. Each plasmid (I will call things with my own names) you can pump twice, and no "Adam" for this, of course, is not needed. The ringing silver dollar will allow you, for example, to force the trivial discontinuous fireball to disintegrate into many parts, hitting a whole group of opponents. Trap, to the great joy of tactics, remained in place and activated by roasting the fire key.

In general, the game is felt and played in two times faster than the original Bioshock, as well as his sequel. The death of the player now throws it into a quiet point on the map, allowing you to immediately rush back into battle. Absolutely the whole routine with automata, hacking of these machines and collecting from the game ruthlessly thrown away. No more and choosing type cartridges for weapons. Someone may seem great drawback and simplification, but specifically, these changes seemed reasonable to me. Waying with objects and abilities would significantly reduce the pace of bumps. It is enough to get into the fight a couple of times, in order to understand how much the shootout has become more spectacular and energetically. You are forced to actively move along a large spacious levels and use their advantages in every way.

In this, our companion Elizabeth helps us. A nontrivial girl (in every sense) can materialize from another world that the box with first-aid kits, then the turret, then the hook for which you can hook and get a tactical advantage. In addition to this (as well as a key role in the plot of the game), she knows how to crack the locked doors with the help of bars scattered at the levels, help our hero in a difficult moment, in time to raise him a weapon or a bubble with "Manana" and return Mr. Demmitt to life. However, the buoy itself to carry first-aid kits and bubbles with "Mana" from now on maybe if you find it under your feet. It's funny, but often - even too, Elizabeth provides the hero of the found money, which is accompanied by a spectacular animation of the coin grain.

About the game can be said incredibly long. But, of course, better to play it. Moreover, it seems to me that you are just obliged Play this game. BIOSHOCK INFINITE is a reference example of what is a real sequel. Almost everything is redesigned in it: a new universe has been developed, new heroes, a new gameplay. And all this is brought to mind. Nevertheless, seeing her once, you will immediately understand that in front of you Bioshock.. This game, which is already a third part of the popular series, is so different from the fact that we have already seen earlier what you want to criticize such series infinitely for a long time as Call of Duty. or Need for Speed.Offering from year to year almost the same game with minimal changes. Because, in a good way, what we see in these series should be called "MAP Packs" and sold for $ 14.95. As in the 90s, in the old good times. While this is the first challenger on the game of the year, in my humble opinion. But, as you know, this year the competition for the title will be quite and very strong.

In conclusion, I will note specifically for the fans of the series. Play only at a high level of difficulty. To kill, of course, you will be more often than on average (and the money will be less, because for death, a little cache is removed from your account), but also to play more interesting. Only at a high level of difficulty can be understood how much your partner is useful, and not to say that there are times in the game where you can get stuck.

Publication date: 04/01/2013 21:05:44

In the yard of the 21st century, and it would seem, the developers literally unleashed their hands - with modern technologies you can create unique and stunning game worlds. Not there was something: in favor of mass taste, and rather, his absence, only the continuation of the franchises sold, and military shooters come from the conveyor. But a preventive blow to the soul of even the very cynical skeptic conservative.

The most revalued game that I saw. If you go through to scrape on all slaves, it turns out very boring and prolonged, but it tastes and color ... But the plot is the most ridiculous ending, which could be invented. Included here Ohhi and ahi in the end? When you start to play - you see, before you steampunk to one degree or another, a little plasmid, which is diluted, but no paranormal ahine, and here suddenly, it turns out that there are other reality and that type is very twisted because one pretzel Of the two reality, I got into one, like, well, just a vertex that it was possible to come up with a similar thing, Nicchonny, the ending was used in the Chronicles of Sialia (the trilogy of books), which came out a long time ago and seem to even remember some film with a similar end. And what is there to be surprised when trying to spite this Aachen is not the first time? And what is surprising here for the first time? In the battle, the plot is worked out ... A red assessment of this is 3.5, just because at least in some places it is interesting ... but in general, no one will advise to spend time at this time.

Post is edited by user 06/05/2015 08:32:18

An excellent game and with the opinion of Gamer Info, I completely agree. The mobile sometimes sometimes happens and a little boring, but having passed quite a bit starts something very interesting, and no longer borrow.

sergeant wrote (a):

what exactly is the minus of the game? Moem translation into Russian is a plus.

This is probably like in GTA. 5. In the minuses of the game, there is still no longer flying to the moon or make a home elephant.
Most likely there is simply no minuses)

Grand Master Jedi

review is chic and honest. Except for one point. What exactly is the minus of the game? Moem translation into Russian is a plus. Otherwise, the plot would only be understood by those who own English

Added later:
Looked review. There was a desire to go through the game. Bought and passed. Revised review. There was a desire to cross. Ah, Gamer-Info, what are you doing with me?

How much ... how were you wrong, friend)))) Hello, Birrual at Sea Part 1 and Part 2 ....

Dmitry19 wrote (a):

Review is worthy to revise and re-read again, which is not to say about the game itself. (

Well, I would not say, the game is just wonderful. There were no such games for a long time ago I put it 6/5, because I repeat once again the game went to the joy to everyone and I agree with the observation.

Added later:

kirowa2013 wrote (a):


spectators, but not participants


You're wrong!!! Tonics are needed there all, some simplify the passage, some are cheerful, and there is no weapon there in bulk, take it, I don't want it, so it's already you just start to underestimate the assessment, and so the game is perfect and yes at the expense of choice. Where the first time you choose you can choose: immediately start to beat everyone (but at the same time not to hit the slave) or hit the slave and not start to beat everyone, while other choices develop the situation immediately, and in the end it is necessary to reflect only the smallest . What you wrote about the ending there, do you know that everyone and all do the endings happy, so think nafig and us the ending where Elizabeth dies ?? At the very beginning it was clear that the buter does not want to be the ruler of Colombia, he just wanted to pay off his duty, and to start or did not begin the revolution, it did not depend on us, there were so slaves so wanted, and not you would uptaking them.

Post is edited by user 02.05.2013 14:07:59

In my opinion, the author looked a little game. With all its advantages - the ending, the world, characters, etc. This is all. But in the minuses you can still write something. Care from a subtle balance between magic (tonic) and technique (weapon) turned the game to the shooter, all the same in the first biocker paid a lot of attention to the mutations, tonics, etc. Here for some reason greatly simplified this part. By themselves, the ability of some useless, except for the first (enemy control) and the latter (shield). The rest never took advantage. Just two weapons with you? Why this realism? You never know that you are waiting for - a crowd of enemies, a huge robot or someone else, often stay with unnecessary weapons. In general, minus them for it.
Elections that we do the whole game in the end do not lead to anything, do not affect the end, so why are they? Those. we are deliberately doing spectators, but not participants, because we cannot influence what it will end. In my opinion, it was possible to make several endings, where we save El, where she dies, where the buoy becomes the ruler of Colombia, start or not start a revolution, etc.
And for the Russian subtitles added at the last moment, you need to thank people who signed the appropriate petition, otherwise we are generally in English. were playing. Such an attitude to us honestly surprises little and strains.
Next, you can kick developers for curve optimization, as a result, after 20-30 minutes, the game begins to slow down independently of the picture, and neither patches nor drivers have so far been fixed.
The game without a doubt is worthy, especially against the background of the current total low quality, but still reviews should be more impartial and objective.

It is harder and harder becomes inventing something simple, ingenious and, most importantly, new. Here the creators used classic storycrops (princess in the tower, a hero with a dark past, a city on the threshold of the catastrophe), but created something completely new, and perhaps even ingenious. They took the old concept of the gameplay, cleaned from superfluous, slightly corrected on the mannerDISHONORED. Visual row and gave the player to the care of a pretty and very real girl who trained to help in battle. And it seems that the novelty would have a minimum - but freshly composed pieces of mosaic about me are going to the picture of unprecedented beauty.

The Bioshock series returned to the original developers of the original, and they did not fail. Before us, one of the most serious applicants for the "game of the year", and already quite definitely - a gorgeous adventure, which cannot be passed by.

Lived, lives, will live

BIOSHOCK INFINITE - the phenomenon by the standards of shooters is extraordinary. At ten - fifteen hours of playing time, an incredible number of events is tamped, and I really want to tell about everyone, that's just afraid to spoil the first impression. Unlike the initial, the plot of which was almost completely built on the player's deception, the moral system itself is deceptive. Even after passing, it will not be possible to call the characters with good or evil - the motives of actions and their consequences are wooping in such a tight tangle that several passages and many hours of hot discussions will have to unwind it on the forums. Perhaps, in spirit, the game is most like a cycle of books about Heralt Andrzej Sapkovsky - only here the dilemmas are not taken as frankly, and the evil grabbed you for the collar does not hit the ear: "Choose!" Previously, Bioshock has always been clear, you are doing well or not. In INFINITE, it is generally difficult to notice a moment when you make a choice - and it's not clear to the end, do it at all.

If you look around, you can find a lot of interesting. For example, here is such a corpse. Freedom is dead!

The game just begins - the Booker Devitta, our alter ego, is brought to the lighthouse. The hero is not aware of how this lighthouse will allow him to get to Colombia, a flying city. He still does not know exactly how Elizabeth will save the girl and why it should be saved at all. Any item in Bioshock Infinite is important - that's even this boat trip. And the dialogues in it are not accidental. Even the fact that the gates in Colombia serves the beacon - remember how the player fell into delight? - Also not by chance. The adoption of the hero of baptism before entering the city is not accidental. Meeting with a pair that throws up a coin is not random. In Infinite there is no nothing random. That is why the re-passing is not avoided - to understand everything, you need to know the ending.

The first 29 minutes Bioshock Infinite. The hero sails to the next mysterious beacon, but instead of going underway, soars in heaven ...

IT IS INTERESTING: In Infinite, the music play a special role (of course, damn beautiful) - she brings Elizabeth with the main character, helps to feel the moments of the spiritual lift of Devitta. When the music sounds, both hero behave a little differently and everything around as if it becomes kinder.

At first, all the oddities of the surrounding world are written off on the sense of humor of developers, but then, during the next story turn, everything turns away from the legs on the head, and humor seems no longer so funny, and then - not by humor at all. " This is the most prophet that looks at us from paintings, posters and stained glass windows, - says the game, - and there is a main antagonist" Colombia leader does not like our invasion and attempt to save the girl? " For the throne, it is kept, swam, we know"," Thinks player. Infinite deftly plays stereotypes, until time hiding his depths for them.

Do you think to predict the result of the catch of the coin just? This is the first lesson that in Colombia simply can not be.

I introduce us to the disposition, the game smoothly proceeds to the process of formulating issues. Why Elizabeth locked in "Tower"? Who is her parents? Why and when she lost a little finger? What for Anna, who Devitt asks for forgiveness to delight? Why is it so easy to kill people? Sometimes there is an answer to the answer to question, but it is necessary to be morally ready for the fact that some of them will be deceiving, and over time, the Slender picture of the world of Infinite will change beyond recognition.

Elizabeth talks with the Prophet. The scene is almost from the game final. Think, questions after that will be less? ..

Separate victory of scripts - Grand Final. After the difficult last battle, when you expect to see a short final video with a hint for a continuation, the developers laid out their chief trump card - we are still twenty, they are twenty for different places and, like Morpheus from the "Matrix", direct text reported everything that used only to hinted. When titters begged on the screen, the player remains to sit with a quiet head and scattered from surprise the jaw. The ending is so cool that we will not be surprised by the whole shaft of the imiters.

Died, dying, dies



In the game, the mass of reference to other religious projects. Left - reference to SystemShock, right - it seems to Silent Hill.

Should the game process stand in the first place, or in the brilliant game of the gameplay can move aside, giving way to the plot and setting? For Bioshock Infinite, this eternal question is not worth it: the gameplay is made at the same level as the plot, it is turned out, licked and pulled up. Yes, as in the past parts, at each level there is a simple task to reach the end, but we are often allowed to go back, say, look for secret places. Neither hacking nor arcade elements in the game. Even the puzzles are more difficult to "turn the lever" - and those not delivered. Only a pure action movie. Sometimes you can try slipping unnoticed - the game allows, but it does not encourage.

IT IS INTERESTING: Even in Infinite has its own special entertainment - rides on the rails stretched out right in the open sky. Hooking a hook for aerotracks, the hero can quickly get from one house to another, and even with the breeze. Enemies are also trained to use the aerotrack, so the hook is very important in battles.

It is difficult to believe, but everything that in other shooters seems to be disadvantaged, here turns into dignity. For example, the currently modified restriction on two guns in Infinite is not annoying, but adds speakers. Closed premises are quickly replaced by extensive locations - just a shotgun was your best friend, and now you are forced to go with a hare to get to sniper rifle. It is not annoying and the need to hide from time to time to shelter, because health is not restored by itself. You can translate the spirit, but there is no sense to sit behind the protrusions of the relief: as soon as the energy shield is recharged, you need to run on. For a first-aid kit, for example.

Hook - almost perfect weapons for those who like to arrange a bloody bath.

In addition, the restriction in weapons pushes to experiments with superpowers. In principle, the energy sector did not change - except that they are now drinking, and not torture (from here and the name "Energy"). They still require a special resource (here the Blue Substance is called not to mana and not Eva, but "salt") and everything is still effectively combined with weapons. No ability can apply for the title of the most: each has its own niche for use. For example, "shock jockey" is ideal to temporarily deal with mechanical opponents: brought with a zipper, released the clip, repeated - and one robot less. With people, such a thing will not pass: after the discharge, they quickly come to themselves. But they are well lifted to the air "Rider": the enemies are helplessly silent with legs, and we water them lead. But this energy has a serious limitation: if between you, say, the abyss or fence, the trick will not succeed. In this case, an alternative may be a call for flocks. The abilities will help if it is not enough of the weapon in the established atmosphere, - with their help you can quickly reduce the distance to the enemy, weaken it, distract it.

Such here people-gorilla closer towards the end of the game will not fall back the palms.

From the bulky system of development, they cut off all unnecessary - and it turned out like, only without runes. Just in mastering, convenient to use. The role of amulets took on the clothes - a fashionable hat will allow to apply additional damage to fire with a hand-to-hand attack, and the jacket will increase the radius of the Ranker's damage. Character dolls are just not enough to see how new clothes are sitting. True, this system was found only during the second passage, so if someone had hats adding damage, it seems stupid in this game - it is not necessary to use.

Through singular machines, you can buy improvements - four pieces for weapons, two on the ability. And if the trunks can be increased mainly accuracy and slaughter, the energy of energy changes more globally. For example, the "charm", intended for robots, begins to work against people, and the successful "barracks of the jerk" is not only chibane enemy, but completely restore the capacitance of the shield. Improve everything is unlikely to work out, you will have to carefully choose.

Who to shoot in Colombia?

The enemy is stronger in memory, more precisely, one particular type, occurring closer to the end. This is a low little man with two copper pipes instead of ears. It's not easy to kill him, if at all possible, - barely freezing the player, he explodes, calling for a crowd of dwarfs in George Washington masks. According to the description, it is funny, but in practice - fascinating terribly. The last levels are generally forced to remember that some sticky horror - with a rifle in his hands it seems not scary, but the situation is very similar.

The rest of the opponents, though paples. The bulk of enemies - people: police, soldiers, bandits. In stock And several options for automatic turverses. There are four types of particularly powerful enemies: two fans of power engineers, a walking robot and a natural gorilla in an exoskeleton. Opponents prefer to take the number and coordination of actions, although the above-mentioned "half-offs" can deliver problems and solely. What can we talk about the ghost ... about which we are better than default, so as not to spoil the impression from meeting him.

What kind of fancy creatures is a good question. Perhaps the answer lures in one of the countless audio inventers ...

Sometimes there are strange flickering bottles on the levels - red, yellow or blue. Each bottle of slightly increases or the scope of health, or the capacitance of the shield, or the maximum salt supply - the player's choice. It is not easy to choose - the increased margin of "mana" allows you to continuously water enemies by spells, but without the advantages to health and shield in the middle of the game the hero kill very quickly. However, death does not lead to a reboot of the control point - there is a system of rebirth to the manner of Vita cameras from the first parts. Only here it is much more organic and does not seem to be legalized Cheating - because the faithful girlfriend and the Parliament of Elizabeth pumped out.

New Face of Freedom

Elizabeth loves Paris, enjoys music and opening windows in space and time. In the game there are several peculiar musical "Easter", when modern music is heard from such ruptures.

Perhaps the main achievement of developers - it is she, the princess, which we save from imprisonment. Elizabeth turned out not just useful - it feels character, felt a life. At least she seems much more than people in whose society you go to the subway in the morning. Put the shootout started. The girl, not to be confused under his feet, is immediately looking for shelter. And as soon as our cartridges, health or salt will begin to approach the end, it will readily boost the necessary. Throw from her, admit that it is necessary - not every professional pitcher can throw a heavy rifle from thirty meters precisely in hand.

It was not without unique abilities - Elizabeth can break the spatial-temporal continuum fabric to move useful items. For example, hang an excess crane for which you can hook with a hook, or a fireplace with a powerful rifle as an ornament.

Elizabeth can masterfully open the locks - there would be a mustache. I wonder why this is engaged in the young and seemingly inexperienced especially, and not the famous Pinkerton?

In peacetime, Elizabeth is engaged in the study of the surrounding space - for a person, for a long time spent in imprisonment, it is quite natural. Elizabeth is curious - she looks into shop windows, carefully examines the interiors of the houses and generally behaves like the most real, alive, Teenager, rejoicing free life. Well, if the partner is lucky enough to detect something interesting, like a set of messengers, she will definitely say Devittu about the find. The found object will be highlighted by a blue halo for a few seconds. And if we rush somewhere and do not know the road, Elizabeth can tell where to go.

When all childhood spend in the walls of the Golden Cell, a collision with reality, full violence and deaths, cannot pass unnoticed. Elizabeth is experiencing and does not hide his torment: passing their way of growing up the adoption of violence, it changes. Each of her act, every word makes it not like a soulless set of scripts - in this character you believe, he empathizes, fall in love with him.

Of course, not only scripts or animators were made a lot of work - the background turned out to be the characters. The visual row will not force back to the PrintScreen button to capture a moment. And all this magnificence is extremely untransitious to the gland. With the maximum settings, the game does not fly without a single lag or departure, without turning the system unit into a domain furnace. And it gives a picture of rare beauty.

In 2007, the developers of shooters went to the tops of Olympus by different roads. Some, represented by Infinity Ward, turned the genre in a solid attraction, where the director and production displaced a thoughtful gameplay. Others did not leave attempts to revive old concepts, adding them something really new. A sample of the second path and became Bioshock Ken Levayne and his studio.

Due to the increased interactivity of the environment, the game was awarded the nickname "shooter 2.0", and not in vain: the enemies in Bioshock were not brainless kamikaze, they knew how to treat and retreat, the fire allowed to melt the frozen door, and the water honestly spent the current. But for some reason, the imiters went expensive attractions, and not "smart" shooters. Did Ken Levine broke under the head of a bad fashion? Never.

- I see two possible options for the development of events. First: having met face to face with him thirty years older, she will just lose consciousness. Or the second: a temporary paradox is created, the space-time continuum is disturbed, the chain reaction begins. Time and space overlooked in the loop, as a result of which the Universe is destroyed. But it is in the worst case. At best, only our galaxy collapses ...
x / f "Back to Future II" (1989).

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From the depths yes to heaven

Ken Levine (Ken Levine) is a big fan of town planning games. But if we are taken to associate the arrangement of megalopolises in simulators like Simcity, then the head of Irrational Games, inspiring the books on utopians and theftopias of the 20th century, pleases us wonderful, sometimes frightening worlds, allowing you to look at their prosperity and slow sunset.

Thus appeared delight (rapture) - a giant underwater city, secretly built in 1946 at the bottom of the Atlantic Ocean by the Metsen's businessman Andrew Ryan. In trying to create an ideal society independent of the government and religion, the Creator of Underwater Paradise invited the most worthy, in his opinion, people, providing them with complete freedom of self-expression.

Vending machines are some of the few things that moved from the original game almost unchanged.

But good intentions, as you know, the road to hell is paved, and the greatness of the underwater kingdom is comparable only with its monumental collapse. The founder's father did not take into account that in support of the functioning of the city is not enough for auto service systems, and the lack of organizations on the protection of people's rights has become the cause of fraud, corruption and oppression of the simple people.

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Utopia becomes antiutopia, and dictatorship comes to the change of democracy. In 1960, when the main character of the Bioshock game appears on the stage, the delight is already covered by the Civil War, most of the residents under the action of Adam's miraculous substance turned into insane mutants, and the remains of those who have not lost their minds, hid in their homes and laboratories.

The princess, locked in the tower, has not yet learned to receive guests, but already knows that books can not only read.

But the delight was not the only attempt to embody the American Dream. In the 1900th year, the United States government to prove its superiority over the rest of the world, builds a flying city of Colombia (Columbia) - "The greatest miracle created by man."

It was planned that the project would become a symbol of technological progress and prosperity of the nation, but one designers did not take into account, namely, the control system of the soiling state. In the city, the uprising flashes and the new rules declare about the exit of Colombia from the US composition, motivating the act with the words "we are so good." Good intentions, yes ...

After the disappearance of Colombia, there are twelve years, and we introduce us to the BioShock Infinite protagonist - former employee of the Detective Agency Pinketon, Buker Devitt. Unlike the hero of the original game, Jack, our alter-ego arrives in the city-utopia voluntarily: he hires a young couple, ordering to find and take out from there a certain Elizabeth in exchange for debt payment.

Booker, like comedom, is often visited by vision. Perhaps they have much more common, in addition to the ability to see the future?

The link between the real world and the miracle state will again be a lighthouse, only this time in "Paradise" we do not fall on the batisper, but on the rocket. Arriving in place, immediately feel the contrast with the previous Bioshock - majestic monuments, colorful gardens, beaches, beaches and fairs come to replace the gloomy corridors, and the atmosphere of decline, and there are always full of people on noisy streets.

In this world, the revolution has not yet taken place, and the power is different: if freedom and democracy preached in the Universe, Colombia resembles a religious commune led by the self-proclaimed prophet - Zahari Comstock. Someone prays him, others consider the defender and a patron, only the worker people living in disadvantage, which means that this world will sooner or later come to the same rakes that destroyed delight.

Nightingale - the jailer and the only "friend" Elizabeth. Would a decent replacement with a large daddy, if they allowed him to truly fight him.

The plot of Bioshock Infinite resembles a work of art. Not in terms of the fact that it is good, but because not everyone will understand him. This is a story about the gallarium authorities, space-time paradoxes and their consequences. The passage of the game is comparable to the first viewing of the trilogy "Matrix" - the story affects a bunch of philosophical issues, but the unambiguous answers do not give them.

Syndrome in disabilities

Ken Levine again created a unique universe, where magic and technology, religion and science get along. Due to the brilliant work of artists and designers, this city at first sight seems the very earthly paradise, where thousands of people live in the world without troubles and ordinary everyday troubles.

Soaring for the clouds of Columbia is the key advantage of the game ... and its main drawback. Why did this bulkdin take off? What principle does it move and what holds the city in the air? People live at such a height, where in theory can not be located without oxygen masks, - due to which the atmospheric pressure is stabilized? Part of the explanation will open only those who are tightly engaged in collecting, but many questions will remain without answers.

A rare game is able to boast an abundance of such unique locations. Although in a number of scenes with lighting, they still twisted.

Yes, the game is fantastic, but this is not a reason to ignore the laws of physics and pretend that this is normal - the same delight was worked out so much that it did not even arise about the incredibility of what was happening. Tens of vote and kinetoscopes with grains of information are scattered throughout Colombia, but from hundreds of pieces not to collect a picture of a thousand puzzles.

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The longer you get along the streets of the transcendental giant, the stronger the feeling that the whole city is only a scenery for theatrical production, and the actors in it are dolls who are not able to depict emotions. Nothing about the simulation of the life of speech is not going - residents of the city with cloned persons are tightly nailed to their positions and occasionally rush by the billets when the buoy passes by.

Busy: Colombia is an extremely rich city. Even in the poor areas, garbage tanks are clogged with money, although the schnaking beggars are ready to kill for food. And the communism flourishes here: no one will tell you the words if you wallet to the melt of the camork behind the store or boxes with suppres. Mraderism will take care only in a pair of places.

Around the polismen can drive dance or watch in glances, but it is worth shooting at the other end of the card, as the oral of the law enforcement faucet crawls to you from all over the county.

NPC puppetiness can still be forgiven (still normal life simulation before that only Rockstar and GSC), but what happened with a praised intelligence of the Booker Elizabeth's companion - a riddle. It runs up with a pretty young lady at the main character, throws out the cartridges, money or hetercounty, yes pulls out of other measurements of combat drones or weapons - that's the whole range of its "revolutionary" opportunities.

The interlocutor of it is also unimportant: most often it opens the mouth only in plot places and rare cat scenes, otherwise you hear a few-valued "Hmm" and "OU" from it when shaking the room with supplies. Even dialogues with satellites from Diablo III were much more interesting, not to mention their quantity.

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It is more sad that in the rollers, its light image showed quite differently. The girl spent the whole life locked up and knows about the outdoor world only from the books, but surprisingly little is interested in the environment and is not surprised. What can I say if a lot of fragments from trailers got under the knife - remember the scenes with a horse or a parody of the American president. There are no them in release.

Elizabeth only seems to seem like a decent girl - in fact, a skillful Dushnica, although powerless without bars.

The same thing that remains, the long-term quality of the Russian release played a latter role in this. The lack of dubbing and the full translation of the texture, the unreadable screen size - all this puts the cross on any attempts to be born into this wonderful world, to penetrate him atmosphere.

Lovers of English also do not envy - the original voices on the Four with a minus. The most terrifying Speech Elizabeth: a young girl talking to the voice of a mature woman, comparable to the game on a unattached piano - in both cases I just want to turn off the speakers.

The game world itself remained at the level of past parts, with the only difference that freedom limit not close corridors, and the abyss and invisible walls. Yes, the locations are extensive, and often allow you to return to where you walked an hour or two back, but it is worth a step for an invisible trigger, as the path in the under-aspectated areas will close.

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These are not wall-mounted swearing, but a label of Skron "populists." Without a book-key in the cache not to enter.

Study still have something. Most often, levels are not direct corridors, but small "sandboxes" with a pair-troika "optional" rooms or institutions. In such places and are caches with ciphers, audio recordings, weapons and a bunch of useful junk. The same, who is important to plot rails, will not allow the magic arrow, the highlighting the road to the goal is like starful dust from Fable III.

The most noticeable novelty of the game was the monorail system of movement. In the first skirmish with an opponent, the buoy will receive a tool that allows you to climb the rail and "drive" on it to the next location. The local "metro" is extinct and in battle: what is the opportunity to land on the enemy or shoot during the trip. But the opponents are not flashed: often the reinforcement arrives at them.

It sadnesss no map, because of which it is impossible not only to determine which location zones are already examined, but also to navigate, in which part of Colombia you are now. It is also not worth overestimate the transport system: one branch connects hardly a couple of locations, and your tour of the flying city is somehow limited by the plot.

The only version of the game world map. It is difficult to navigate it, but it is better than nothing.

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If you do not beat the records in the speed of passage, Bioshock Infinite will take fifteen hours of your life. Stretching the journey and strange save system: The developers refused to record the game anywhere - now only control points, and they are found either in plot places, or when entering the location, and therefore, it is easy to lose progress even a two-hour session with an inaccier output in the menu or Systemic failure.

Busy: Full passage of the game opens up the complexity mode "1999", where the cost of resurrection increases to a hundred coins, the damage from weapons decreases, and the enemies beat even stronger. Impatiently be unlocked using the Konami code in the game menu: up, up, down, down, left, right, left, right, the cancel button (backspace) and the confirmation button (ENTER).

"When it turns away to 88 miles per hour, then you will see something stunning!"

The game does not overwrite the save, and every time it creates new, so if you wish, it is easy to roll back to several checkpoints back. The ending in the Bioshock Infinite is only one, and all the non-linearity ends with the choice between an eagle or wide, a bird or a cage (and this is not a joke).

And again it fits how many developers cut out from the game. In the browser flash game, Industrial Revolution showed the conflict barring between the "founders" and "populists." In the Infinite itself, the dialogues set us up with the fact that the revolution is coming and to choose, on whose side to get up. But this fork does not occur. Not in this game ...

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Shooter 1.15

Let's ask Elizabeth to create a temporary gap and move us in 2007, when the discs with Bioshock only went to the counters. Remember how Jack's journey began to the unexplored world on high difficulty: search for weapons, killing the first enemy a wrench, aid kit, clean joy if you managed to knock the mutant without losing health.

When the revolver was in the hands, it was often a question: to spend a precious cartridge now or save "for later" - you never know what a creature is waiting for the next corridor. The first skirmishes with large dadals seemed to be an unbearable test: Fire power was lacked, success depended on the interaction with the environment, the skillful use of plasmids and hacked turret.

The very choice. Do you know what he is affected? Nothing.

Battles in Bioshock Infinite cause bewilderment. You cut the sickly polismen in the near battle from one zamha, and with the first gun you get a hundred cartridges - even with Kerzhakov genes, you are unlikely to shoot the entire wiping before the enemies are run.

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The principles of the combat system did not change: the bots possess their margin of "strength", each cannon has its own damage indicators: Do not be surprised if the enemy sniper, seems to be a simple fighter, will withstand several hits in the head, and the enemies are bigger than the couple of automotive horns.

To ensure that the game does not seem easy, the creators added a number of restrictions: in Bioshock Infinite, you carry with you only two trunks - if you shot the entire guest, please find another weapon in the midst of battle. It comes to the absurd when you are locked in the arena for the battle with the "boss" and a new gun to take it nowhere. Weapon storage places were not provided: you want to always be with your beloved grenade launcher - pull it with you or fight the fact that it will come to hand.

We pulled this mechanical patriot from the parallel universe - a good help in a fierce battle.

The structure of battles has changed, and again not for the better. At the levels there was an unimused amount of "meat": the enemies do not shine intelligence and with a battle run to a firearm in the frontal attack - so the "smart" shooter becomes usual. The coarse devices of bots are no longer used, since there are simplicated "injuries" in Colombia, as there are no portable aid kits: health on zero - run from battle and look for a panacea every time.

The size of the cut-off content is shocking: there are no different types of ammunition, there are no mini-games for hacking locks, cameras and turret (like the cameras themselves!), There is no integral analogue of large dads, but the ability to improve weapons although it remains, but on its appearance modifiers no longer affect.

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Cut plasmids and tonic, but this time they found a replacement. In the course of the game, you find energy: some will allow you to take an enemy or combat robot for temporary control, others will teach the buoy to hit enemies with electricity or throw a natural fireball. Each ability has an alternative mode that allows you to install a ground trap.

Steam not only will report earned awards in a timely manner, but also remind the rest before unlocking the next achievement.

Energetics cheerfully eat salts (Analog Mana), so one "magic" you do not buy a lot, and now there is a little space for tactics: the abilities are only eight, some of them are useless, but there is no such thing as telecinez in Colombia.

The replacement of tonic is clothes. These are the most passive improvements, but now they are tightly tied to their cell: if it was possible to somehow combine strong bonuses, now three shirts or two hats are not exactly caught, and therefore, the scope for tactics is strongly limited.

The lack of portable aidhtheks were compensated by the regenerating shield, so now the gameplay is different from Borderlands only by a poor set of weapons. Due to the restrictions on two slots, rocketans, grenade launchers and shotgun were completely useless - to walk wisely either with a couple of machine guns, or take one automatic and sniper rifle.

Yellow cracks - a sign of what the shield was shot down ... or he began to recover.

It is difficult among the enemies to allocate someone - most of the game we fight with the corps of varying degrees of survivability. It is unpleasant to surprise firefighters, throwing bombs and exploding after death, snipers, rackets and invisibility, capable of turning into a flock of raven, although their strength is not in the damage, but an unimaginable amount of health.

If someone's nerves, so this is "bosses". The mechanic with dimensions resembles large dads from the original game, but configured exclusively hostile - without a decent reserve of cartridges to combat it difficult. But most of all annoy battles with a ghost boss - the developers did not find a better solution than to impose the same fight in different scenery.

Conclusion

Perplexity. This feeling of the invisible companion pursues from the very beginning to the end of the roller after the final titles. Why is infinite so simplified (more precisely, left) compared with the original game of 2007 and its continuation? Why many surveyors suddenly darken without recognizing the whole soot of flaws? Where did the 2K Games come from so much disrespect for the Russian-language community?

Elizabeth is not so simple as it seems at first glance. Sometimes she herself is not their own, as you can see.

However, do not think that the game is bad. Just the original raised the quality bar for such a high level that it was already an unbearable task for the second time. Heavy plot for perception, weakly worked characters and a bunch of at least ambiguous gameplay solutions - multiply all this on the excellent work of artists and divide on unjustified promises and carved scenes. In the residue - Bioshock Infinite.

Verdict: Never a game of the year, never fail. Just a great game, without any variables. It could be better, but thank you for at least so.

Rating: 8.0.

Between the lines. For me, this is the main disappointment of the year. A rare case when the expectations are so diverted with the final result. If with Aliens: Colonial Marines and Resident Evil 6 Everything was essentially initially, then the quality of Bioshock Infinite has become a real blow. It turns out that to spoil the perfect concept, it is enough to remove the card, aid kits and normal conservation by adding an unnecessary restriction on the portable weapon.

Vitaly Krasnovid. aka. Dezintegration.

  • BIOSHOCK INFINITE: performance testing
    Testing nineteen video cards and seventy-two processors in three permissions and two modes of operation.

  • At the site conference.

The duration is also extremely normal - 12-13 hours, if you do not inspect every angle in search of the aidhechk, equipment, money and audio angles. Before the authors do not customize us with sticks - on the contrary, allow no slowly to walk through the streets of the heavenly city, enjoy the views, to write rooms, listen to the conversations of passers-by and beautiful "Caverits" -anonism (for example, here and here). Of course, the "sandbox" is not talking about, but the road in the already studied areas is blocked infrequently and always warn in the "no return points."

Back to Where You've Never Been

Let this city-utopia do not rest at the bottom of the ocean, and it is crazy in the clouds of vanilla color, and instead of insane mutants, Derportads and proletarians are annoyed, sensations are the same as from the first. Preserved an old formula, simplifying some elements along the way.

Plasmids who showed the character with abilities, changed the name and principle of operation (then they rewritten DNA, causing addiction, now change the person on the quantum level without addiction). Fire, electricity, flock of bloodthirsty raven, telecinez ... "Char" only 8 pieces, but some multiply damage in combination. Running "spell", you can hold the mouse button, and the hero instead of throwing will install a min-trap.

Upgrades enhance the effect. Parabe - for each talent and four - for each type of weapon. And if there are original bonuses in the supervision, then in a machine, which improves the "trunks", are solid modifiers to damage, the size of the clip, the rate of recharging, and so on. Practically, but boring and much harder than in. After all, there are no different types of ammunition for one pistol, U-Invent units, where we collected rare things from spare parts, and hazardous hunting for "sisters" mining Adam.

Passive bonuses (tonic) redesigned in clothing items: hat, vest, shoes and pants. They, for example, give 70% to the maximum number of cartridges or chance to ignite the enemy in hand-to-hand combat. Alas, accessories a little, therefore the flour of the choice is not threatened with you (the owners of Season Pass and is suppressed - they are handed over to them a great set).

But the hook-propeller, with the help of which the heroes are driven by the rails connecting the islands, turned out to be in fact not so interesting. There is a truly open world, and the airways exist exclusively where the scenario is making. Or in some battles, so that the buoy can deftly snap from the enemies, change the firepoint, flights on the tier above / lower, or, having imagined the moment, collapse on the villain from the height.

The device is especially useful for the complexity of "Hard" and "1999 Mode", where the health bar and reserves of cartridges decrease with frightening speed. Actually, those who appreciate the shootout at least narration, I advise you to start immediately with the "Hard". Although the hotter and more dangerous, the skirmis is, the stronger the unsuccessful "Chekpoint", sometimes throwing 10-15 minutes ago. We could not be greedy, if they decided to do without the "quixais".

But "hacking" the mechanisms, picking up in a tedious problem, no longer needed - molecular magic turns turgle to the allies for a while, and the vending machines immediately straighten the bunch of coins. The focus and with living enemies, and the poor women are so deeply washing the brains, which, foaming the bower, they raise accounts with life. Who is a baton to reveal the skull, who will shoot the heart shotgun. With cruelty, if anyone is curious, everything is in order. Sometimes heads fly from shoulders, as if they pushed the spring. Rating "18+", as-nothing.

There's More Than One Of Everything

The high age qualified game has deserved not only for the scenes of violence, but also for the topic raised by the authors. This time, in addition to the class struggle, touched upon segregation and blind worship of religious idols. Colombia only seems to be a paradise. Under bright postcard landscapes hid a rotten police state. His ruler of the Comstock, the "Great Prophet" and "Father-founder", created a cult around himself, rewriting for this page of the newest story. The local elite, lazily sunbathing on an artificial beach, nothing but disgust does not cause - racism and xenophobia here are vaccinated with young nails.

However, like a propaganda car of Colombia, a climbing slogan about vigilance and patriotic debt, the scenarios teach the mind is not very subtle, and even along the rolled scheme. After a tour of the quarters, where the cream of society live, the buoy will be sent to the slums and the factory complex - there are thousands of workers for pennies Kuyut someone else's bourgeois happiness. But if we observed the consequences of the civil war, here we will see the full cycle of the revolution, from the first bursts of discontent to the pavement, littered corpses.

And feelings of isolation, habitual for games, no. Devitt is wandering around Colombia and communicates with people, and does not listen to monologues by walking like Jack out. Plus, he is accompanied by a wonderful assistant. Elizabeth is not a template NPC, for whose life we \u200b\u200bmust shake the whole road, and spit enemies. She takes into account the first-aid kits, the cartridges and money, hacks the castles, puts the wounded buoy on his feet and, it is worth asking, materializes weapons and auto tubes through spatial-temporary breaks. Oh yes, this "sister" in a white and blue dress is far from an ordinary girl! That's the question of who protects whom.

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