- Release Year: 2013
- Platforms: Linux, Macintosh, PlayStation 3, Windows, Xbox 360
- Publisher: 1C-SoftClub, 2K Games, Inc., ak tronic Software & Services GmbH, Virtual Programming Ltd.
- Developer: Irrational Games, LLC
- Genre: Action
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: RPG elements, Shooter
- Setting: Alternate history, Steampunk
- Average Score: 97/100

Description
BioShock Infinite is set in an alternate 1912 where the player takes on the role of detective Booker DeWitt, tasked with rescuing the mysterious young woman Elizabeth from the floating steampunk city of Columbia, a utopian airborne metropolis built on themes of American exceptionalism, religious zealotry, and rampant racism. As Booker navigates the city’s warring factions—the elitist Founders and the revolutionary Vox Populi—he uncovers Elizabeth’s reality-tearing powers and confronts threats from the tyrannical prophet Comstock and his mechanical guardian Songbird, in a first-person shooter blending intense combat, supernatural vigors, and sky-rail traversal.
Gameplay Videos
Where to Get BioShock Infinite
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (94/100): Bioshock Infinite is a visionary piece of entertainment where the gameplay, characters, art style and story all come together to make what undoubtedly will be considered one of the best games of this generation.
imdb.com (100/100): BioShock Infinite delivers superbly from every possible angle: the entertainment value, the world, the atmosphere, the characters/character development, the pacing, the dialogue, and most of all, the story.
digitaltrends.com : BioShock Infinite is a triumph in storytelling that should not be missed.
eu.usatoday.com : A spectacular journey that should remind video game players why this franchise is among the best at telling stories and staging explosive combat filled with diversity.
game-over.com : While I really liked BioShock Infinite, I don’t think it is as good as the previous BioShock titles.
BioShock Infinite: Review
Introduction
Imagine ascending a creaking lighthouse off the coast of Maine, stepping into a rocket chair, and being hurled into the heavens to a floating utopia that embodies America’s wildest dreams—and darkest sins. This is the audacious entry point to BioShock Infinite, a 2013 masterpiece from Irrational Games that catapults players into Columbia, a steampunk city in the clouds suspended by faith, fervor, and fragile technology. As the third entry in the BioShock series, it builds on the legacy of its predecessors—BioShock (2007) and BioShock 2 (2010)—which redefined first-person shooters (FPS) through immersive worlds and philosophical depth, blending visceral combat with critiques of ideology and humanity. Yet Infinite dares to soar higher, trading the claustrophobic depths of Rapture for an open-sky spectacle that explores American exceptionalism, racism, and redemption in an alternate 1912. My thesis: BioShock Infinite is a triumphant narrative triumph that, despite gameplay imperfections, elevates video games to the level of interactive literature, influencing a generation of story-driven titles while underscoring the medium’s potential for profound emotional and intellectual resonance.
Development History & Context
The genesis of BioShock Infinite traces back to the success of the original BioShock, which Irrational Games—founded by Ken Levine in 1997 as a small Boston-based studio—released in 2007 to critical acclaim, selling over 5 million copies and earning a spot in gaming’s pantheon for its fusion of FPS action and objectivist satire. Post-BioShock, Irrational’s team splintered: publisher 2K Games shifted key personnel, including co-founder Jon Chey, to 2K Marin to handle BioShock 2‘s development, leaving Levine to rebuild. Development on what would become Infinite—codenamed “Project Icarus”—began in earnest around 2008, with Levine as creative director and lead writer, envisioning a spiritual successor unbound by Rapture’s confines.
Levine’s vision drew from historical tumult: the 1893 Chicago World’s Fair, which symbolized American exceptionalism and technological optimism; the Philippine-American War’s jingoistic fervor; and early 20th-century propaganda, including World War I recruitment posters. He sought to critique how noble ideals like the U.S. Constitution could fracture into extremism, pitting factions like the nativist Founders against the revolutionary Vox Populi. The floating city of Columbia emerged as a brighter, more expansive counterpoint to Rapture’s gloom, allowing for verticality and openness that the original BioShock‘s modified Unreal Engine 2 couldn’t support. Irrational upgraded to Unreal Engine 3, customizing it with a proprietary lighting system and physics simulations for Columbia’s buoyant structures—challenges compounded by the era’s hardware limits. Consoles like the Xbox 360 and PlayStation 3 (PS3) capped graphical fidelity, forcing trade-offs in draw distance and particle effects, while PC versions later benefited from higher-res textures via DirectX 11 support.
The gaming landscape in 2007-2013 was a golden age for narrative-driven FPS games, with titles like Half-Life 2 (2004) and Call of Duty: Modern Warfare (2007) emphasizing cinematic storytelling amid rising multiplayer dominance. Irrational faced pressure from 2K to include multiplayer, but Levine resisted, prioritizing single-player depth—a bold stance amid the era’s online focus. Development spanned five grueling years with a peak team of 200, ballooning costs (estimated $100 million, though Levine disputed figures up to $200 million including marketing). Internal strife marked the process: Levine’s detail-oriented “sculpting” style—iterating endlessly on story beats—led to scrapped content equivalent to “five or six games,” including multiplayer modes and nonlinear elements. Hires like Rod Fergusson (from Epic Games) in 2012 streamlined production, cutting features to meet the March 26, 2013, release on PS3, Xbox 360, and Windows (with Mac and Linux ports following). The result was a game forged in ambition’s fire, reflecting Irrational’s ethos of innovation over iteration, but at the cost of team burnout—foreshadowing the studio’s 2014 downsizing to 15 members under Levine’s smaller “Ghost Story Games” rebrand.
Narrative & Thematic Deep Dive
BioShock Infinite‘s plot is a labyrinth of multiversal intrigue, moral ambiguity, and emotional gut-punches, unfolding as a 10-15 hour odyssey that rewards multiple playthroughs. You play as Booker DeWitt, a debt-ridden ex-Pinkerton agent and Wounded Knee veteran, tasked with retrieving Elizabeth (“the girl”) from Columbia to “wipe away the debt.” Guided by enigmatic twins Robert and Rosalind Lutece, Booker rockets to the city on its secession anniversary, ruled by the prophet Zachary Hale Comstock—a firebrand preaching American purity amid open racism and religious zealotry. Columbia, a gleaming steampunk marvel, masks seething tensions: the elite Founders exploit the underclass, while the Vox Populi, led by the fiery Daisy Fitzroy, agitates for equality.
The core duo—Booker and Elizabeth—anchors the tale. Elizabeth, imprisoned in a tower since infancy, wields “tear” powers to rip open dimensional rifts, revealing parallel realities and aiding combat (summoning allies or cover). Voiced masterfully by Troy Baker (Booker) and Courtnee Draper (Elizabeth), their chemistry evolves from wary alliance to profound bond. Booker’s gruff cynicism—scarred by war and loss—clashes with Elizabeth’s wide-eyed curiosity, forged from tower-bound isolation and Parisian dreams via smuggled books. Dialogue crackles with improvisation; Levine’s script, refined in-studio with the actors, yields natural banter: Elizabeth’s awe at a raffle (“It’s like a storybook!”) contrasts Booker’s terse warnings, building empathy amid chaos.
Thematically, Infinite dissects American exceptionalism’s double edge—uplift as imperialism, liberty as subjugation. Columbia embodies this: a “New Eden” floating above the masses, its fireworks masking lynchings and internment camps for “undesirables.” Comstock, sterile and aged by quantum meddling, kidnaps Elizabeth (revealed as Anna DeWitt, Booker’s daughter from another reality) to groom her as the “Lamb” for his holy war. Factions mirror historical fractures: Founders echo nativist paranoia (inspired by Theodore Roosevelt’s zeal), Vox the splintered radicals of Occupy protests or the Red Army Faction. Racism permeates—interracial couples are raffle prizes for stoning—yet player choice (e.g., throwing a baseball at a couple or barker) subtly shifts alliances, like empowering Vox or dooming them to anarchy.
Deeper layers unravel via optional lore: voxophones (audio logs) and kinetoscopes expose Comstock’s sterility, the Luteces’ multiversal scheming, and Elizabeth’s finger-severing origin. The finale shatters paradigms—a drowning baptism erases Comstock’s variants, looping realities in a Borgesian twist. Themes of guilt, redemption, and cycles of violence culminate in Elizabeth’s omniscience: “There’s always a lighthouse. There’s always a man. There’s always a city.” It’s intellectually dense, drawing from quantum theory (Einstein, Heisenberg) and philosophy (hardcore choices echo BioShock’s harvest/save dilemma but with narrative permanence). Flaws exist—late-game exposition feels railroady—but the emotional payoff, especially Elizabeth’s arc from captive to liberator, cements it as gaming’s most poignant tale of paternal regret.
Gameplay Mechanics & Systems
At its core, BioShock Infinite refines the FPS-RPG hybrid of its predecessors into a fluid, if flawed, loop of exploration, combat, and progression. Players traverse Columbia’s linear-yet-vertical levels—fairgrounds to factories—looting barrels, corpses, and desks for silver eagles (currency), salts (vigor fuel), and ammo. The HUD is minimalist: health, shield, and salt bars flank a subtle compass, with Elizabeth’s aid contextualized via dynamic prompts. Vending machines dispense upgrades, emphasizing resource scavenging over abundance.
Combat thrives on verticality and creativity, powered by the Sky-Hook—a melee tool for grappling enemies or riding Sky-Lines (rollercoaster rails) for ambushes. Weapons span pistols to rocket launchers, but the two-gun limit (swappable mid-fight) forces tactical swaps, frustrating in prolonged skirmishes where ammo scarcity bites. Vigors—plasmid-like powers like Shock Jockey (electro-bolt) or Murder of Crows—offer burst utility: direct attacks, traps, or combos (e.g., Undertow for crowd control). Gear (hats, shirts, boots) provides passive buffs, akin to tonics, with infusions extending bars. Tears let players summon environmental aids, blending puzzle-solving with strategy.
Progression ties to narrative: vigors and gear unlock via exploration, while Elizabeth tosses supplies and picks locks, making her a true companion (no escort drudgery). UI shines in clarity—radial menus for vigors, intuitive Sky-Line riding—but falters in linearity; scripted events and bullet-sponge difficulty (higher modes make foes tankier) dull repetition. Innovations like dynamic enemy waves—Handymen (armored brutes), motorized patriots (George Washington robots)—and Elizabeth’s AI (reacting to tension, hiding/reacting organically) elevate loops. Yet flaws persist: vigors drain too fast, AI pathing glitches, and the two-weapon cap limits tactical depth (ideally four archetypes: precision, close-range, automatic, explosive). “1999 Mode” (unlocked post-game) adds permadeath and ironman saves, punishing errors for hardcore replayability. Overall, gameplay serves the story—exhilarating in bursts, but repetitive, echoing player critiques of BioShock’s linearity while innovating companion dynamics.
World-Building, Art & Sound
Columbia is Infinite‘s crowning jewel—a breathtaking steampunk diorama of American hubris, blending 1912 optimism with underlying rot. Perched thousands of feet aloft, the city defies gravity via quantum levitation, its architecture fusing Art Deco spires, Ferris wheels, and propaganda-laden halls. Neighborhoods evoke eras: the idyllic Welcome Center’s beaches and raffles hide Shantytown’s squalor and Finkton’s sweatshops, where Chinese immigrants toil for scrip. World-building shines in minutiae—voxophones detail Fink’s exploitative economics (historical company stores), kinetoscopes flicker silent films of Comstock’s “miracles.” Propaganda posters and barbershop quartets (singing anachronistic Beach Boys tunes) infuse life, while tears peel back layers, revealing warped realities like a 1983 New York siege.
Art direction, led by Scott Sinclair, pops with vibrant palettes: azure skies, gilded zeppelins, and fireworks contrast gore-streaked streets, evoking The Devil in the White City‘s fairground allure amid horror. Unreal Engine 3 renders vast vistas—beaches from battlecruisers, indoor-outdoor fluidity—but PC upscaling shines brightest, with console versions occasionally chugging in crowds. Atmosphere builds dread in open air: Songbird’s distant shrieks evoke Kubrickian unease, turning paradise uncanny.
Sound design immerses via Wwise engine: Garry Schyman’s score swells with strings and brass, blending Sousa marches for Columbia’s pomp with somber piano for introspection. Voice acting—Baker’s gravelly resolve, Draper’s ethereal wonder—grounds humanity; ambient chatter (racist barbs, revolutionary whispers) and vigor effects (cawing crows, crackling electricity) heighten tension. The “Will the Circle Be Unbroken?” trailer rendition, sung by Draper and Baker, encapsulates the folkloric heart. These elements forge an experience like stepping into a living painting—visceral, satirical, unforgettable—elevating gameplay’s flaws into thematic poetry.
Reception & Legacy
Upon release, BioShock Infinite soared commercially, selling over 3 million copies in its first month and 11 million by 2015 across platforms, bolstered by bundles like BioShock: The Collection (2016). Critically, it averaged 89-96% (Metacritic), with outlets like Games TM, Destructoid, and Eurogamer awarding perfect 10s for its “mind-bending” story and “lavish” world. IGN’s 9.5 praised narrative innovations; Giant Bomb’s 5/5 hailed Elizabeth as a “breakthrough.” Players echoed this (MobyGames 3.9/5 from 163 ratings), lauding immersion and Elizabeth’s AI, but critiquing combat repetition and the two-weapon limit—echoing reviews calling it “repetitive” despite “exhilarating” highs.
Initial reception positioned it as 2013’s best, topping EGM’s year-end list and earning multiple “Game of the Year” nods (e.g., 4Players’ Best Shooter/Story). DLC like Clash in the Clouds (2013) and Burial at Sea (2013-2014) bridged to Rapture, boosting replayability. Over time, reputation has solidified as a narrative pinnacle—praised in retrospectives for quantum twists and Elizabeth’s arc—though some decry its linearity and “bullet-sponge” foes as dated. Influence permeates: it inspired story-rich FPS like The Last of Us (2013) in companion dynamics and Control (2019) in multiversal lore. Irrational’s dissolution post-release (downsizing to Ghost Story Games) underscores its toll, but Infinite endures as a benchmark for ambition, proving games can rival film in thematic depth and emotional impact.
Conclusion
BioShock Infinite weaves a tapestry of soaring ambition and human frailty, from Columbia’s ethereal heights to the multiversal depths of regret. Its narrative and world-building eclipse gameplay’s rough edges, delivering a profound meditation on ideology’s perils through Booker and Elizabeth’s fractured bond. While combat’s limitations and development strife highlight the era’s constraints, the game’s innovations—tears, Sky-Hooks, companion AI—push FPS boundaries. Critically adored and commercially triumphant, it reshaped interactive storytelling, influencing titles that prioritize emotion over mechanics. In video game history, Infinite claims a exalted spot: not flawless, but a defiant testament to gaming’s artistic soul—a “Citizen Kane” moment that reminds us why we play. Verdict: Essential masterpiece, 9.5/10.