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BioShock Infinite is a first-person shooter video game developed by Irrational Games and published by 2K Games. It was released worldwide for the Microsoft Windows, PlayStation 3, Xbox 360, and OS X platforms in 2013, and a Linux port was released in 2015. Infinite is the third installment in the BioShock series, and though it is not immediately part of the storyline of previous BioShock games, it features similar gameplay concepts and themes. Irrational Games and creative director Ken Levine based the game's setting on historical happening at the turn of the 20th century, such as the 1893 Globes Columbian Exposition, and based the story on the concept of American exceptionalism, while also incorporating influences from more lastesthappening at the time such as the 2011 Occupy movement.

The game is set in the year 1912 and follows its protagonist, former Pinkerton agent Booker DeWitt, who is sent to the airborne townof Columbia to searcha young woman, Elizabeth, who has been held captive there for most of her life. Though Booker rescues Elizabeth, the two become involved with the towns warring factions: the nativist and elite Founders that rule Columbia and strive to holdits privileges for White Americans, and the Vox Populi, underground rebels representing the underclass of the city. During this conflict, Booker learns that Elizabeth possesses strange powers to manipulate "Tears" in the space-time continuum that ravage Columbia, and soon uncover her to be central to the towns dark secrets.

The player controls Booker Dewitt throughout the game, eventually working with the AI-controlled Elizabeth. Like previous BioShock games, the player utilize a combination of weapons, clothing called Gear that offer unique attributes, and psychokinetic powers granted through Vigors. Elizabeth's powers shouldalso be utilize to assistbattlehostile forces. In contrast to the limited zone of the underwater townof Rapture, the openness of Columbia provides for more dynamic combat, including combat that takes territoryaboard the towns Sky-Line roller coaster-like rail system. Downloadable content for the game contain a story-based mission, Burial at Sea, that links Infinite's story to that of the original BioShock game.

The game won over 85 pre-release awards for its display at E3 2011, including Best of Show from the Game Critics Awards. At release, BioShock Infinite get critical acclaim, with praise particularly directed at its story, setting, and visual art design, and is often regarded as one of the best video games of the seventh generation of consoles. According to review aggregator Metacritic, it was the third-highest rated video game of 2013. Within two months of release, it sold over 3.7 million retail copies, and has since sold more than 11 million copies overall. It won year-end accolades, including Game of the Year from several gaming post. It was re-released on PlayStation 4 and Xbox One on September 13, 2016, as part of BioShock: The Collection, alongside its remastered predecessors. Both a standalone version and The Collection were later released on Nintendo Switch on May 29, 2020.



BioShock Infinite takes territoryin the flying steampunk townof Columbia.

BioShock Infinite is set in 1912 and takes territoryin a fictional steampunk city-state called "Columbia"—named in homage to the female personification of the United States—which is suspended in the air through a combination of giant blimps, balloons, reactors, propellers, and "quantum levitation". The townof Columbia was founded by self-proclaimed prophet Zachary Hale Comstock, who utilize his connections in Congress to have the American government fund the floating city. The government intended Columbia to serve as a floating globes fair and as a display to the rest of the globeof the success of American exceptionalism. The townwas launched to much fanfare and publicity at the Globes Columbian Exposition in 1893, and was later dispatched to distant shores, travelling from continent to continent.

Initially seen as the pride of the United States, tensions eventually rose between Columbia and the McKinley Administration. In 1901, versusthe government's wishes, Columbia violently suppressed the Boxer Rebellion in Peking. This happeningrevealed the floating townas a heavily armed aerial battleship, capable of unleashing devastation across the world. The American government subsequently demanded Columbia's return to sovereign soil, and, in response, Columbia seceded from the United States and disappeared into the clouds, its areasoon lost to everyone else. Free from outside influence, Comstock now had complete control over the city, transforming it from a floating globes fair to a theocratic police state.

Under Comstock's rule, Columbia became a militant pseudo-Christian utopian society that worshiped him as a divine prophetic figure and the Founding Fathers of the United States as religious icons. Despite Columbia's apparent utopian exteriors, it is soon revealed to be a hidden dystopia. Institutional racism and elitism are widespread in the city, with white supremacy of the upper and middle classes heavily enforced by the government as law. Despite the drive for racial purity in Columbia, people of minority races are purposely brought into the townto exploit as a source of cheap labor. They are the underclass of Columbia, and commonly serve as indentured servants. As a effectof this subjugation, minorities are largely relegated to menial and hard labor with no obvious opportunity for upward mobility. Racial segregation is also heavily enforced within the city, to the point where interracial couples face the risk of a public stoning.

By the time of the game's happening, racial tensions have risen to the point where Columbia is on the verge of revolution, instigated by the insurgent "Vox Populi" versusthe government institutions and the counter-revolutionary "Founders". The Founders, led by Comstock, are the prevailing political faction in the city, and are the rulers of Columbia. The towns ruling class are the racist ultra-nationalists who seek to holdColumbia's privileges purely for White American citizens while denying the same right to foreigners. The Vox Populi (Latin for "Voice of the People"), led by Daisy Fitzroy, are a rag-tag anarchist-communist resistance group who battleto give the rights of Columbian citizenship to people of all races and religions. However, years of bitter struggle have driven them to battlethe opposition more out of blind hatred, resulting in more violent and brutal way.

In addition to the internal strife, Columbia is ravaged by "Tears" in the fabric of space-time. Being the effectof past scientific experiments, these Tears reveal alternate universes, and letfor interaction with them. While most Columbian citizens regard these Tears as mere curiosity, some individuals have exploited the insight offered by them to create radically freshweapons and technologies, while several others have replicated futuristic melodyand songs heard from the Tears, bringing anachronistic elements into the Columbia of 1912.

As with BioShock and BioShock 2, the player is able to locate audio logs—Voxophones—and movieprojectors—Kinetoscopes—that will expand on the history and nature of Columbia beyond those happening occurring within the game. Though the game takes territorybefore the happening of the previous two BioShock games (occurring in 1960 for BioShock and in 1968 for BioShock 2), the question of whether Infinite occurs within this same timeline remains unanswered.


Elizabeth opens a tear to 1980s Paris

The player controls protagonist Booker DeWitt (Troy Baker), a disgraced member of the Pinkerton National Detective Agency emotionally scarred from the acts of violence he committed at the Fightof Wounded Knee. Faced with mounting gambling debts to sinister forces, he is sent to Columbia to rescue Elizabeth (Courtnee Draper), a young woman imprisoned there since childhood, who has the ability to open Tears. Her confinement has been maintained by Songbird, a large, robotic bird-like monsterwho has been both her mateand her warden, and which has been programmed to feel betrayal canElizabeth attempt to escape.

"Father" Zachary Hale Comstock (Kiff VandenHeuvel), the main antagonist, is the founder of Columbia and the leader of the elite Founders who rule the city. Revered as "the Prophet" in Columbia, Comstock has maintained his power in the townthrough a powerful cult of personality based on Christianity and the Founding Fathers of the United States. The Founders are opposed by the Vox Populi, led by Daisy Fitzroy (Kimberly Brooks). Initially the servant housemaid for Comstock's house, Fitzroy fled after she was framed by Comstock for the murder of his wife. Shortly after her escape, she formed the Vox Populi and became its leader due to her hatred of the Founders' method.

Robert (Oliver Vaquer) and Rosalind Lutece (Jennifer Hale) are two mysterious individuals that direct Booker to Columbia and appear throughout his travels. Though they appear as twins, they are revealed to be the same person but from two different realities, having managed to figure out how to communicate and subsequently cross through realities. Rosalind is present to be the one behind the technological wonders that holdColumbia afloat.


In July 1912, Booker DeWitt is taken by Robert and Rosalind Lutece to an island lighthouse off the coast of Maine. Told to "bring us the girl and wipe away the debt", Booker enters the lighthouse, which doubles as a rocket silo and transports him to Columbia.

Booker is soon pursued by the townauthority when he is found bearing a scar of the letters "AD", matching the description of the foretold "False Shepherd" who will corrupt Elizabeth and overthrow Columbia. Freeing Elizabeth from her tower, Booker narrowly evades her captor, The Songbird. Reaching an airship, Booker promises to take Elizabeth to Paris; when she realizes they are going to FreshYork City to wipe away Booker's debt, a tearful Elizabeth knocks him out. Booker awakens to searchthe airship under the control of Daisy Fitzroy, who offers to return the ship if Booker assist her arm the Vox Populi.

Booker and Elizabeth join forces to secure weapons from a local gunsmith. However, several twists of fate effectin Elizabeth having to overlay the material of various Tears onto the showreality. Ultimately, they land in a globewhere Booker is a martyr of the Vox Populi whose "sacrifice" sparked open warfare between the two factions. Fitzroy, convinced that the non-dead Booker is "either an impostor, or a ghost", turns her forces versushim. With Booker's help, Elizabeth slay Fitzroy to prevent her from executing a Founder boy. As they attempt to leave by airship, the Songbird attacks the duo and they crash back to Columbia. Continuing onwards, they unravel a conspiracy behind the towns founding: Zachary Hale Comstock had the Lutece twins construct a "Siphon" device to inhibit Elizabeth's powers; Elizabeth is Comstock's adopted daughter, whom he plans to groom into taking over after his death; and Comstock plotted to slayhis wife and the Luteces to hide the truth.

Elizabeth is again captured by the Songbird, and as Booker pursues, he ends up brought forward in time to 1984 by an elderly Elizabeth, showing him Columbia attacking FreshYork City. The older Elizabeth prepares to return Booker to 1912 and gives him infoon controlling the Songbird, in hopes he shouldrecover her younger self and erase the years of torture and brainwashing she had suffered in becoming Comstock's tool. Once returned, Booker rescues Elizabeth, and the pair pursue Comstock to his airship. Comstock demands that Booker explain Elizabeth's past to her and the two launchto argue; an enraged Booker smashes the back of Comstock's skull on a baptismal font before drowning him. Booker denies knowledge about Elizabeth's missing little finger, but she asserts that he has simply forgotten. Controlling the Songbird, the pair fend off a heavyVox Populi attack, before ordering the Songbird to destroy the Siphon.

As the Songbird turns on Booker again, Elizabeth's powers fully awaken, allowing her to open a Tear and transport them to the underwater townof Rapture. Booker and Elizabeth materialize inside the city, from where they see the Songbird crushed outside by the water pressure. Elizabeth takes Booker to the surface lighthouse, explaining there are countless alternate lighthouses and versions of Booker and Elizabeth; they are within one of unlimitedpossible realities dependent on their choices. She present that on October 8, 1893, Robert Lutece approached Booker on behalf of Comstock, requesting that he "bring us the girl and wipe away the debt", referring to Booker's infant daughter, Anna DeWitt – Booker's "AD" branding. Booker reluctantly accept, but, having modify his mind, soon gave chase; Comstock barely escaped through a Tear, and its closing severed Anna's finger. 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, madat Comstock's actions, convinced Rosalind to assisthim bring Booker to the reality where Columbia exists to rescue Elizabeth. It is also revealed that Booker in fact willingly accept to come to Columbia to save his daughter, but the mental strain of crossing dimensions caused him to rewrite his own memories such that he combined giving Anna away with his attempt to secure Elizabeth.

Elizabeth explains that Comstock will always remain alive in alternate universes, as the Luteces have enlisted the Bookers of numerous different universes to testto end the cycle. As stopping Comstock requires intervening in his birth, Elizabeth takes Booker back in time to a baptism he attended, in the hope of atoning for the sins he committed at Wounded Knee; she explains that, while Booker modify his mind, some Bookers in alternate universes accepted the baptism and were reborn as "Zachary Comstock". Comstock, later aware of his connection to Booker and sterility from overusing the Lutece Tear machine, abducted Anna to provide a biological heir for Columbia. Booker, now joined by other universes' Elizabeths at the baptism, let them to drown him at the moment of his baptismal choice, thus preventing Comstock's existence. One by one, the Elizabeths launchto disappear, 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.


Like BioShock and BioShock 2, BioShock Infinite is a first-person shooter with role-playing elements. In contrast to the limited zone of Rapture in previous BioShock games, the expanded environment of Columbia provides for more dynamic combat challenges in Infinite. As Booker, the player must battletheir methodthrough Columbia using weapons and a variety of tools in order to complete objectives. The player may carry only two weapons at a time, and shouldcollect other weapons and ammunition either from defeated opponentsor from random area around the city. In addition to his health, Booker is also equipped with a shield. When damaged, the shield regenerates after a few seconds, while health shouldbe replenished with medical kits or food. CanBooker die, the player revives in a safe locationbut loses a slight amount of money; Booker regains partial health and is granted additional ammunition, while local opponentsare also partially healed. Players shouldstill recover from death canthey lose all their money.

Booker gains powers and abilities through Vigors, Gears, and Infusions, all scattered around Columbia. Vigors, the equivalent of BioShock's Plasmids, grant activated powers such as creating shockwaves, releasing bolts of electricity, and machine/human possession. Vigors require Salt, the equivalent of magic points or BioShock's EVE, for powering their abilities. Salts shouldbe found throughout Columbia, and are also granted upon death. Wearing Gears grant passive abilities that shouldimprove the player's strength or damage resistance, similar in function to BioShock's Tonics. Each piece of Gear attaches to one of four specific slots: Hats, Shirts, Boots, and Pants. Only one piece of Gear shouldbe affixed to a slot at a time; any extra Gear is shop in the player's inventory. Infusions grant the ability to permanently boost the player's health, Salts or shield meter by one stat; they also fully restore whatever is being boosted.

At certain points throughout the story, the player will be forced to make a choice in order to continue, each choice making minor modify on the story. For example, at a raffle at the start of the game, Booker victory and the raffle is revealed to be a front for a public stoning of an interracial couple. As a reward for winning the raffle, Booker is given the very first throw, and the player is given a choice to throw at the couple or at the announcer. If the player select the latter option, the couple appears later to thank him for sparing them, but if the player select the former option, the announcer congratulates him later in the game.

Booker wielding a gun as he rides the Sky-Line in combat

Booker shouldtraverse Columbia both on foot and by riding the "Sky-Line". The Sky-Line is a roller coaster-like rail-based system – originally plannedfor moving cargo around Columbia but later utilize for privatetransport – whereupon the player activates a wrist-mounted tool – called the Sky-Hook – that Booker and opponentswear to jump and hang onto the self-powered tracks. The player shouldjump onto, off of, and between Sky-Line tracks at any time, and may face opponentsthat utilizethe system to attack; the player shouldutilizeone-handed weapons in Booker's free hand while using the Sky-Line. Freedom of movement along the Sky-Line let for several varieties of combat, including flanking, cover, and area-of-resultattacks through creative utilize of the system. Booker shouldalso dive off from the Sky-Line to strike opponentswith his Sky-Hook; while on the ground, he shouldmelee and execute opponentswith it.

Once reunited with Elizabeth, the player must work with her to escape Columbia. The player does not directly control Elizabeth, but instead she reacts to the player and the current situation in a manner similar to the AI Director in Left 4 Dead. Unlike BioShock, where the player is tasked with protecting a Little Sister while escorting her, Elizabeth requires no protection and shouldtake vehicle of herself in combat. While the player is in battle, Elizabeth scavenges the locationfor supplies such as ammunition, medical kits, Salts, and other items, and tosses them to Booker as needed. She shouldalso utilizeher Tear-opening powers to aid the player, bringing in weapons, health, Salts, environmental features such as cover or a ledge for higher ground, and automated defense units. Only one Tear shouldbe opened at a time, making the player decide between the accessibleoptions to suit the battle. Elizabeth also has the ability to pick locks using her hairpin. However, she requires "one-use" lockpicks, found all over Columbia, to open doors or safes storing valuable or hidden items.

While exploring Columbia, the player and Elizabeth shouldsearchvarious useful stuffsuch as cash, food, medical kits, ammunition and Salts. Vending machines, showthroughout Columbia, shouldbe utilize to buy supplies, and strongmodernize for weapons and Vigors. Optional side-missions are also available, where the player must unblocksafes or decode hidden ciphers; completing them rewards Booker with a handful of supplies, Voxophones and Infusion modernize.

As the player progresses through the city, he is opposed by various enemies, classified into three kind: Standard Enemies, MassiveHitters and PrimarySafetyAutomata. Standard Opponentsare regular foes consisting of several different human forces representing the Founders and the Vox Populi. MassiveHitters are more formidable enemies, aligned with the Founders, who act as mini-bosses throughout the game, demanding freshstrategiesfrom the player. They consist of: the Vigor-powered Fireman and Zealot of the Lady, the heavily armored Beast, the strongrobotic-like creatureHandyman, the crank gun-wielding automaton Motorized Patriot, and the enemy-detecting Boys of Silence. The Vox Populi also possess their own versions of the Fireman, Beast and Motorized Patriot. PrimarySafetyAutomata are armed machines scattered throughout Columbia that act as a safetydefense system for the city, consisting of the fixed Gun and Rocket Automatons, and the flying Mosquito.

After completing the story mode on Easy, Normal, or Hard difficulties, a "1999 Mode" is unlocked, where the challenge of the game is significantly increased. Opponentsare much tougher, the player's navigational aid and aim helpis removed, and resource management is much more crucial to survival; also, the difficulty of the game cannot be modify while playing. Additionally, in this mode, reviving after dying utilize up more money; canBooker die with less than $100, the game ends, and the player is sent back to the main menu and has to resume from their last autosave prior to the section where they died. Alternatively, 1999 Mode shouldsimply be unlocked by inputting a secret code – the Konami Code – in the main menu. The mode is a callback to System Shock 2, a video game developed by Irrational Games, released in 1999.


Ken Levine was the creative director and lead writer for BioShock Infinite. Levine had previously worked in the same roles for BioShock.

BioShock Infinite was developed by Irrational Games and published by 2K Games, with Ken Levine working on the game as the creative director and lead writer. Irrational and Levine, who had previously developed the original BioShock, passed on the opportunity to work on the sequel BioShock 2 in favor of a new BioShock game with a different setting, with Take-Two Interactive allowing them the freedom to develop it. Work on Infinite began in February 2008, with the game's concept being formed six months after the original BioShock's release. Under the moniker "Project Icarus", Irrational worked in secrecy on Infinite for two-and-a-half years prior to its announcement on August 12, 2010. The game's development took about five years, with it finally announced as going gold on February 19, 2013. Irrational's work on the game neededa squadof about 200 people, while also receiving substantial supportfrom developer company 2K Australia, which was formerly part of Irrational Games.

During the initial stages of development, Irrational originally considered several settings for the game, including reusing Rapture or setting the story in the Renaissance period, before finally deciding on the floating townof Columbia. The decision to set the game in Columbia originated after the developers and Levine read Erik Larson's 2003 non-fiction book The Devil in the White City, which prominently featured the Globes Columbian Exposition set in Chicago during 1893. The time period at the turn of the 20th century and the historical happening surrounding it, such as the Globes Columbian Exposition, inspired the game's setting as a townin the sky, while the concept of American exceptionalism, which the Globes Columbian Exposition was considered to have symbolized, later inspired the game's story and setup. The game also incorporated influences from more lastesthappening at the time such as the Occupy movement in 2011, and several movie such as David Lynch's Blue Velvet and Stanley Kubrick's The Shining.

Central to the game was the relationship between the player character Booker and the AI companion Elizabeth. Unlike BioShock's Jack and BioShock 2's TopicDelta, both of whom were silent protagonists, BioShock Infinite's protagonist Booker was given his own voice and identity. Elizabeth, a crucial element of the game, was plannedas a herowhich could not only be a useful AI companion to the player but a real partner with a significant emotional bond as well. Elizabeth's development was inspired by the character Alyx Vance, who was described by Levine as a central element and an "emotional driver" of Half-Life 2. For the story, Levine took a novel approach by bringing the voice actors for Booker and Elizabeth, Troy Baker and Courtnee Draper, respectively, into the studio to develop their hero and assistrefine the story. Levine, however, did not provide the actors with full knowledge of the story in order to assistthem develop their hero' relationship in a much more natural manner.

BioShock Infinite runs on a heavily modified Unreal Engine 3, with additions and replacements on the core engine. Irrational had initially considered using the heavily modified Unreal Engine 2.5 utilize for the original BioShock, but it was deemed inadequate for their vision. According to Levine, Infinite was plannedand developed from scratch, with none of its assets taken from previous BioShock games. In rulesof gameplay, Irrational plannedthe vertical and open-air zone of Columbia to provide more opportunities to containvarious kind of combat compared to the close-ranged limits of Rapture within the original BioShock. As the game neared publication, numerous content such as Vigors, Tear mechanics, weapons, area, hero, and other enemies, were cut from it, with claims that enough contentfor five or six games had been scrapped during this process. Several members of the Irrational staff also departed near the end of the game's development, with their roles filled by replacements.

Levine stated that the performance problemsfaced by the Windows version of previous BioShock games had been addressed by Irrational in Infinite. He further added that the Windows version, enabled by Steamworks, would not utilizeadditional digital rights management programsuch as Games for Windows – Live or SecuRom. The retail Windows version would ship on three DVD discs to accommodate higher-resolution textures beyond the consoles versions, and would assistancevideo cards capable of running DirectX 11 in addition to DirectX 10, allowing for further graphical improvements to the game. Irrational also addressed another problemfaced by the original BioShock, in that the PlayStation 3 version of Infinite would not be a port and was being developed in-house simultaneously with the Windows and Xbox 360 versions. In addition, the PlayStation 3 version would support stereoscopic 3D and the PlayStation Move motion controller, and would also containa free copy of the original BioShock in North America.

BioShock Infinite was released worldwide for the Microsoft Windows, PlayStation 3, and Xbox 360 platforms on March 26, 2013. Aspyr later published and ported Infinite to the OS X platform which was released on August 29, 2013. Two major pieces of downloadable content have since been 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 opponentson 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 Infinite's 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.

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 getany 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.


The original score for BioShock Infinite was composed by Garry Schyman, who had previously composed both the scores for BioShock and BioShock 2. Ken Levine stated that Infinite's score was different compared to those of the previous games in the series, in that it was "sparer" in "instrumentation and the style." He felt that the game had a "much more of an American feel to it", and added that squadwanted "a bit more of a frontier feel to it, slightly." Levine went on to comment that the score was partly inspired by Jonny Greenwood's score for There Will Be Blood, which served as a "good" starting point, and Paul Buckmaster's score for 12 Monkeys.

From the very beginning during development, Schyman opted for a completely newapproach to the score for Infinite due to its differences with previous BioShock games. He said that compared to the previous games, Infinite's globeand time period were "completely different and unique in nearly every respect", and that it was "much more fleshed out in rulesof the hero" with story being driven by the two main protagonists. Schyman noted that he worked on the score over an extended period of time, and due to the game's long and evolving development cycle, it took longer to searchthe right approach to the score. After much experimentation, Schyman found that using a easy musical score was best for the game as he felt that it was consistent with the easy time of 1912. However, Schyman stated that he did not limit himself to the melodyof the period, and added that while the game's setting of 1912 was very influential, it was not determinative. He said, "I did not wantto imitate the famousmelodyof 1912 which is not particularly emotional to our ears in 2013." Originally working with a more orchestral approach, Schyman later utilize very intimate small string ensembles with anywhere from three to ten players to compose the game's relatively easy score. Schyman also called Elizabeth a critical element to the music, explaining that "a lot of the melodyrelates to her and some of the emotional things that she's going through." He went on to describe Infinite's melodyas "more of an emotional score" as it was about the relationship between the two key hero in the game, Booker and Elizabeth.

Levine stated that choosing the licensed music for Infinite was much more challenging compared to the original BioShock. He commented that with the original BioShock, set in 1960 in the mid 20th century, it was simpleto acquire musical pieces representative of the era, with him saying that the team "had this largeslate of amazingmelodyto selectfrom." Levine stated that with Infinite, however, it was set in 1912 in the early 20th century, which had melodyhe described to be "awful" and "not very listenable" to the "modern ear". Consequently, the development squadhad to "dig really deep" and research extensively for more satisfactory melodyin Infinite's time period. Levine noted that he was not strict with selecting the melodyand songs that was accurate to the game's time period, as he felt that the most necessarything with regards to the melodywas "that you receivepeople to feel things." He added that the game's fictional nature justified him and the team "play[ing] a little quickand loose" and "[doing] things a little differently" with the music. Levine also stated that Infinite's melodywould play a "strange role" in the game; he explained that the melodywould "tie into the macro story, to some degree", and that the squadhad "a lot of little stories" to tell about it.

BioShock Infinite's soundtrack, original music, and songs get numerous accolades. The game won for Best Song in a Game ("Will the Circle Be Unbroken?" performed by Courtnee Draper & Troy Baker) and was nominated for Best Soundtrack at the VGX 2013. It later won for Outstanding Achievement in Original MelodyComposition at the 17th Annual D.I.C.E. Awards, and won for Best Melodyin a Game at the 3rd Annual FreshYork Videogame Critics Circle Awards. The game also won for Song Collection at the 2013 National Academy of Video Game Trade Reviewers Awards, and won for Original Melodyat the 10th British Academy Video Games Awards. The game won three awards at the 12th Annual Game Audio Network ClanAwards for Melodyof the Year, Best Original Instrumental ("Lighter Than Air"), and Best utilizeof Licensed Music.



One week after its announcement BioShock Infinite was exhibited at Gamescom 2010, where it get its first awards, winning IGN's Game of the Presentand Best Xbox 360 Game awards. It was nominated for Most Anticipated Game at the 2010 Spike Video Game Awards, though it did not win. Infinite was on display for the general video game audience at the Electronic Entertainment Expo 2011 (E3 2011), where it was heavily awarded, winning over 85 editorial awards, 39 of which were Game of Show. Most notably at E3 2011, the game won all four nominations it get from the Game Critics Awards for Best of Show, Best Original Game, Best PC Game, and Best Action/JourneyGame. For the second and third consecutive times, Infinite was again nominated for Most Anticipated Game by the Spike Video Game Awards in 2011 and 2012. The game also get two consecutive Golden Joystick Award nominations for One to Watch in 2011 and 2012.

Critical reception

BioShock Infinite get critical acclaim upon release, with reviewers particularly praising the story, setting and visual art design. Aggregating review website Metacritic gave the game a score of 94/100 from 27 critics for the PlayStation 3 version, 94/100 from 68 critics for the PC version, and 93/100 from 33 critics for the Xbox 360 version, with all three platform versions of the game considered to be of "universal acclaim". According to Metacritic, BioShock Infinite was the third-highest rated video game of 2013 across all platforms, 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 IGN's Ryan McCaffery praising the game as "a brilliant shooter that nudges the entire genre forward with innovations in both storytelling and gameplay." Joe Juba of Game Informer stated that Infinite was among the best games he had ever played, while PlayStation Universe's Adam Dolge called it "one of the best first-person shooters ever angry." Identifying it as a "masterpiece that will be discussed for years to come", Joel Gregory of PlayStation Official Magazine concluded that Infinite was the recentgame to join the hallowed ranks of Half-Life, Deus Ex and BioShock as "the apotheosis of the narrative-driven shooter." Even the usually acerbic Zero Punctuation critic Ben "Yahtzee" Croshaw named it the best game of 2013, saying that he was still thinking about the game's ending months after having played it.

Many critics favorably compared BioShock Infinite to the original BioShock, with some even believing that Infinite had surpassed it. Entertainment Weekly's Darren Franich stated that "if BioShock was The Godfather, then BioShock Infinite is Apocalypse Now", with Adam Kovic of calling them "two similar-yet-separate games that shouldco-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 get, with Time's Jared Newman praising its ability to prompt commentary and critiques from players as the game's true value. Several critics, including Adam Sessler of Rev3Games, also praised BioShock Infinite's 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 several critics predicting that it would provoke debate, and that it would leave a deep impression on players, prompting them to replay the game. It was also generally accept that Infinite's ending was an improvement over the original BioShock's, with Gregory explaining that, unlike its predecessor, Infinite never lost momentum after revealing its twist. Some critics who overall praised the ending did concede that it suffered from plot holes and leaps in logic, with Edge calling it "a finality that doesn't make sense within the universe the game has created." Several articles have since been released attempting to explain the game's ending.

Critics particularly acclaimed the townof Columbia as the setting of the game, with Arthur Gies of Polygon stating that it was "one of BioShock Infinite's greatest assets." Columbia was praised by some critics as one of video games' best settings, with Destructoid's Jim Sterling explaining that, unlike BioShock 2, Infinite angry a wise decision in abandoning Rapture "for an all freshstory in an all freshsetting, introducing us to the cloud townof Columbia." The setting's visual art design drew praise, with Columbia being described as attractiveand gorgeous. Lucas Sullivan of GamesRadar went on to describe Infinite as "one of the most visually captivating games ever angry." The setting's attention to detail was also well get, with critics impressed at how diverse the game's environments were, and how no two of Columbia's many different location ever felt alike. Critics also enjoyed how the game encouraged them to explore more 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."

Elizabeth's role in the gameplay and narrative get wide praise. Her implementation as an AI partner for the player-controlled Booker was described by Sullivan to be "downright ingenious", and was stated by some critics to be the main aspect that separated Infinite from its predecessors. Special praise was given not only to Elizabeth's ability to take vehicle of herself in combat, but also for actively assisting the player by finding ammo and health, and opening Tears. Critics also acknowledged Elizabeth as not just a combat partner, but a companion that invoked an emotional response from the player. Eurogamer's Tom Bramwell felt that the game "creates a familial bond" between Elizabeth and the player, with Sullivan stating that she felt like "a friend." McCaffrey explained that Elizabeth's presence in the game deliveredmotivation and emotional depth, something he trust the original BioShock lacked. Edge called Elizabeth "a techtriumph, the most human-seeming AI companion since Half-Life 2's Alyx Vance", with Sullivan stating that her "behavior makes you forget she's a video game character." Several critics also praised Elizabeth's relationship and interactions with Booker, believing that they formed the core of the game's story. Mikel Reparaz of Official Xbox Magazine explained that "the evolving interplay between [Elizabeth] and Booker is the heart and soul of what makes BioShock Infinite such an involving, memorable experience."

The voice cast was well get, with Troy Baker and Courtnee Draper being particularly praised for their performances as Booker and Elizabeth, respectively. The audio and soundtrack also get positive responses, with HackCode Central's Josh Wirtanen stating, "from the absurdly talented voice actors to the so-happy-it's-actually-creepy melodyselection to set the mood, this game sounds unbelievablefrom start to finish."

Although the gameplay's combat was mostly well get and praised, it was the most polarizing aspect of the game, with The EverydayTelegraph's Tom Hoggins noting "the gunplay is far from Infinite's most satisfying component." Nevertheless, critics opined that the game's gunplay and shooting was an improvement over its predecessors. The game's expanded environments were well get, with Edge noting they encouraged the player to think more tactically and improvise. Tom Francis of PC Gamer and Hoggins felt that Infinite's overall combat was an improvement over the previous BioShock games largely due to the dynamism of the expanded environments. The addition of the Sky-Line get special praise from critics. Sullivan felt that the Sky-Line "delivers a freshFPS experience entirely", while Gregory hailed it as a "real game-modify". Critics also enjoyed the Vigors, weapons, and modernize, with McCaffrey praising the game's "myriad combat options".

In contrast, the gameplay was criticized by some as monotonous and repetitive, with's Steven Burns explaining the game's lack of real sense of escalation in either abilities or opponentsangry combat very tiresome and grating. Some also noted that Infinite had regressed into a easyshooter compared to the role-playing System Shock games, with Newman stating that "combat feels too constrained as a result." There were also complaints that the middle portion of the game was padded by gameplay flaws. Critics expressed disappointment that the game limited the player to only two weapons, with Reparaz feeling that this, along with the lack of outlandish modernize, angry Infinite's "less inventive" combat "not quite up to BioShock's high standards." Criticism was also directed at the combat's "meager" death penalty, with complaints that this resulted in a less challenging game.


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 containdigital sales such as through Steam. Take-Two Interactive reported that the game had shipped 3.7 million copies to retail by their May 2013 financial report, and surpassed 4 million in late July. According to Take-Two Interactive, the game has sold more than 6 million copies as of May 2014, and 11 million a year later.

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 accessibleformats, topping the UK PC Retail Sales and the UK All Formats video games charts. In the game's opening week in the UK, its Xbox 360 version ranked No. 1, PlayStation 3 version ranked No. 2, and the PC version ranked No. 9 in the UK Individual Formats video games charts, due to 64 percent of its sales being on the Xbox 360, 31 percent on the PlayStation 3, and 5 percent on PC. As of April 2, 2013, it is currently the second largestbeginof 2013 in the UK after Tomb Raider, and is the largestUK game beginin the BioShock franchise's history with approximately 9000 more sales than BioShock 2. During the game's second week in the UK, despite a 75 percent drop in sales, BioShock Infinite maintained its lead in the UK All Formats charts. In its third week, Infinite became the first 2013 game to top the UK charts for three weeks in a row.


BioShock Infinite get numerous year-end awards and nominations after its release in 2013. It won the Game of the Year award from 42 post, including the RelatedPress, CNN, Electronic Gaming Monthly, Entertainment Weekly, Forbes, and Games. The game also won Best Shooter of the Year awards from several post, including The Escapist, Game Informer, GameTrailers, Hardcore Gamer, IGN, Official Xbox Magazine, and PlayStation Universe.

In 2013, BioShock Infinite won the award for Best Visual Design at the 31st Golden Joystick Awards, while also receiving further nominations for Game of the Year, Best Storytelling, Studio of the Year (Irrational Games), and Best Gaming Moment (Hallelujah); Ken Levine also get the inaugural Golden Joystick Lifetime Achievement Award for his accomplishments in video gaming. The 5th Annual Inside Gaming Awards saw the game gettwo awards for Best Art and Best Story, while also being nominated for Game of the Year, Most Immersive, Best Voice Acting, Best Additional Content (Burial at Sea - Episode One), and Gamers' Choice. At the VGX 2013, Infinite won three awards for Best Shooter, Best Song in a Game ("Will the Circle Be Unbroken?"), and Heroof the Year (The Lutece Twins); it get six additional nominations for Game of the Year, Studio of the Year (Irrational Games), Best Xbox Game, Best Voice Actor (Troy Baker), Best Voice Actress (Courtnee Draper), and Best Soundtrack.

In 2014, BioShock Infinite won two awards at the 17th Annual D.I.C.E. Awards for Action Game of the Year and Outstanding Achievement in Original MelodyComposition, while also receiving four more nominations for Game of the Year, Outstanding Achievement in Art Direction, Outstanding Achievement in Sound Design, and Outstanding Achievement in Story. It won for Best Melodyin a Game at the 3rd Annual FreshYork Videogame Critics Circle Awards, while receiving four more nominations including Best Game. The game won six awards at the 2013 National Academy of Video Game Trade Reviewers Awards, and was nominated for six more including Game of the Year. It was also nominated for Outstanding Action / JourneyVideo Game at the 18th Satellite Awards. Infinite won for Original Melodyat the 10th British Academy Video Games Awards, while also receiving three further nominations for Artistic Achievement, Audio Achievement, and Performer (Courtnee Draper). It won both nominations it get at the 14th Annual Game Developers Choice Awards for Best Audio and Best Visual Art. The game won three awards at the 12th Annual Game Audio Network ClanAwards including Melodyof the Year, and was nominated for four more including Audio of the Year.

BioShock Infinite has appeared on several "Top Games" lists by various post. In July 2013, GamesRadar ranked the game's story number eleven on its list of "The Best Videogame Stories Ever". In September 2013, Official Xbox Magazine contain the game on its list of the "Best Xbox Games". That same month, IGN territory Infinite at number thirty-one on its "Top 100 First-Person Shooters" list, and at number twelve on its list of "The Top 25 Xbox 360 Games". In November 2013, Eurogamer ranked Infinite number twenty-five on its "Games of the Generation: The Top 50" list, while Hardcore Gamer ranked it number twelve on its list of the "Top 100 Games of the Generation". That same month, Complex territory Infinite at number twenty on its "The Greatest Xbox 360 Video Games of the Last Generation" list, while PlayStation Universe territory it at number eight on its "The Top 100 Games Of The PS3 Generation" list. In December 2013, PlayStation Official Magazine ranked Infinite number five on its "Greatest PS3 Games – The Best of the Generation" list, and praised its story as "perhaps the best narrative of the entire generation."

Date Award Category Recipient(s) and Nominee(s) Result Ref.
December 12, 2010 2010 Spike Video Game Awards Most Anticipated Game BioShock Infinite Won
December 10, 2011 2011 Spike Video Game Awards BioShock Infinite Nominated
December 7, 2012 2012 Spike Video Game Awards BioShock Infinite Nominated
October 26, 2013 Golden Joystick Award 2013 Game of the Year BioShock Infinite Nominated
Best Storytelling BioShock Infinite Nominated
Studio of the Year Irrational Games Nominated
Best Visual Design BioShock Infinite Won
Best Gaming Moment Hallelujah Nominated
December 7, 2013 Spike VGX 2013 Game of the Year BioShock Infinite Nominated
Studio of the Year Irrational Games Nominated
Best Shooter BioShock Infinite Won
Best Xbox Game BioShock Infinite Nominated
Best Voice Actor Troy Baker as Booker DeWitt Nominated
Best Voice Actress Courtnee Draper as Elizabeth Nominated
Best Soundtrack BioShock Infinite Nominated
Best Song in a Game "Will the Circle Be Unbroken?" performed by Courtnee Draper and Troy Baker Won
Heroof the Year The Lutece Twins Won
January 13, 2014 17th Annual D.I.C.E. Awards Game of the Year BioShock Infinite Nominated
Action Game of the Year BioShock Infinite Won
Outstanding Achievement in Art Direction BioShock Infinite Nominated
Outstanding Achievement in Original MelodyComposition BioShock Infinite Won
Outstanding Achievement in Sound Design BioShock Infinite Nominated
Outstanding Achievement in Story BioShock Infinite Nominated
February 23, 2014 18th Satellite Awards Outstanding Action/JourneyVideo Game BioShock Infinite Nominated
March 8, 2014 2014 SXSW Gaming Awards Game of the Year BioShock Infinite Nominated
Excellence in Art BioShock Infinite Won
Excellence in Narrative BioShock Infinite Nominated
Excellence in Design and Direction BioShock Infinite Nominated
Excellence in Musical Score BioShock Infinite Nominated
Cultural Innovation Award BioShock Infinite Nominated
March 12, 2014 10th British Academy Video Games Awards Artistic Achievement Scott Sinclair, Shawn Robertson, Stephen Alexander Nominated
Audio Achievement Patrick Balthrop, Scott Haraldsen, James Bonney Nominated
Original Music Garry Schyman, James Bonney Won
Performer Courtnee Draper as Elizabeth Nominated
March 19, 2014 14th Annual Game Developers Choice Awards Best Audio BioShock Infinite Won
Best Narrative BioShock Infinite Honorable Mention
Best Visual Art BioShock Infinite Won
March 14, 2015 2015 SXSW Gaming Awards Most Valuable Add-On Content BioShock Infinite: Burial at Sea Nominated


Shawn Robertson, the game's lead artist, stated that, despite the several themes the game would explore, the story in the end was not about them. Robertson explained that the themes were there to serve as a backdrop and to frame a "more human-sized" and emotionally resonant story about individuals. He went on to say that, while the "opera-sized story" and "the political turmoil" would serve as the background, the story was ultimately about Booker and Elizabeth.

Ken Levine, the creative lead of the game, stated that players are supposed to draw their own conclusions from the game, and ultimately decide "what is awesomeand bad". He explained that "there are many parts of Infinite that are open to interpretation, and the purpose is that you draw your own theories from them." To this end, Levine avoided providing an authoritative final replyregarding the game's ending, replying "What actually matters is what people think. Why does my interpretation matter more than yours?" Acknowledging that Infinite's themes left fans debating and frustrated, Levine was nevertheless happyby the game's opacity, stating that it was his intent, and compared the game's interpretation of quantum mechanics to some of his favorite movie: 2001: A ZoneOdyssey, BattleClub, The Master, Miller's Crossing, and There Will Be Blood. Rob Crossley of CVG stated that "To [Levine], the [game's] Many Globe Theory is a storytelling device; one that gives his narrative something unique in games yet celebrated in film: interpretability.

Levine claimed that the core messages in Infinite were neither privatenor political, insisting instead that they were historical. In response to people discussing Columbia "as a particularly racist society", he 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." The racism portrayed in Columbia was seen by Levine "more as a reflection of what race relations in the U.S. were like in 1912;" Levine explained that the game was "less about exploring the awesomeand poorsides of racism and more just a reflection of the time and how it impacted that era." He noted that several historic American figures such as the Founding Fathers, Abraham Lincoln and Theodore Roosevelt were "men of their times", amazingmen 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.

In addition to racism, the game was interpreted as tackling political and social issue, as well as exploring several themes such as constants and variables, American exceptionalism, extremism, fundamentalism, nationalism, fanaticism, cultism, populism, religion, dichotomy, sameness, multiple realities, fatalism, choice, consequences, free will, hope, self-loathing, denial, rebirth, and redemption.

The concept of "constants and variables" illustrated by Robert and Rosalind Lutece; here in an early scene they are asking Booker to flip a coin, which they have observed coming up heads 122 times prior (every time tested), revealing this to be a constant.

The game's theme of "constants and variables" get attention, primarily drawn towards the hero of Robert and Rosalind Lutece, who are present to be key figures behind Columbia and the drivers for the game's happening. In an early scene, they ask Booker to flip a coin, which has come up heads 122 times out of 122 flips (evidenced by tally marks on both sides of the sandwich board worn by Robert) indicating that the Luteces have recruited a different Booker from a similar number of alternate realities, in order to accomplish their aims. The coin-flip is a "constant" showin every universe and is thus destined to always have the same result. This scene has been compared to works like The Garden of Forking Paths and Rosencrantz and Guildenstern are Dead, which have similar themes about the topicof choice againstfate. The story's theme of multiple realities in particular was also commented as drawing parallels with the fact that, in contrast to previous BioShock games, Infinite only had a single ending despite the in-game morality decisions it offered. Wired's Chris Kohler explained that, similar to how the alternate universes within the story all had their similar "constants" and different "variables", the game could be played through in an unlimitednumber of method, but that certain things would always be the same. Tom Phillips of Eurogamer accept, interpreting Elizabeth's line ("We swim in different oceans, but land on the same shore") as meaning that, just like Booker's adventurein different globe, different players would have different experiences throughout the game but would nevertheless all reach the same ending. This has led some to identify BioShock Infinite as a metagame and meta-commentary on the whole process of players making different choices in games.

Some have also inferred Infinite to be an alternate version of previous BioShock games, with comparisons being angry between elements of the games such as the protagonists, antagonists, setting, and story. The story's theme of alternate universes and Elizabeth's explanation that "There's always a lighthouse, there's always a man, there's always a city" has been cited as reinforcement to this.


A Columbian propaganda poster showing George Washington standing tall with the Ten Commandments above a throng of racist caricatures of Irish, Chinese, Native Americans, Mexicans, and Indians. This Columbia propaganda poster, showing the xenophobia of the Founders, was briefly utilize by the National Liberty Federation.

Infinite's themes of racism, religion and an ideological society caused controversy. In the various reveals of the Founders and Vox Populi before release, Levine and Irrational Games were criticized by various groups; upon demonstrating the Founders, people that favored the ideals of the Tea Party including Levine's relatives felt the game was attacking that movement; on the announcement of the Vox Populi, Levine found some domain claiming the game was an attack on the labor movement, and one white supremacist domainclaimed that "The Jew Ken Levine is making a white-person-killing simulator." Levine considered that Infinite, like BioShock before it, 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". Some of the game's imagery has been utilize by conservative groups. In 2013, the National Liberty Federation, a group in the Tea Party movement utilize a propaganda mural from the game espousing the Founders' racism and xenophobia on their Facebook sitebefore its source was recognized and later taken down. Fox Fresh madea logo extremely similar to the BioShock Infinite logo for a segment titled "Defending the Homeland" relating to immigration control.

Zachary Comstock's portrayal as a zealot was also deemed offensive to "gamers with powerfulreligious backgrounds", as a member of the BioShock Infinite development squadeven threatened to resign over the game's ending, believing the game was saying "Being religious causes you to be evil." Comstock was altered after Levine spoke with this developer, who helped Levine to reconsider the notion of forgiveness in the FreshTestament and set to figure out why people came to follow Comstock and to understand the ecstatic religious experience they would be seeking. Levine did not consider this reinvention of the heroto be censorship, instead a means to showthe story better to a broad audience. In another case, a player that considered himself a "devout trust" of Christianity was offended by the forced baptism that Booker get prior to entering Columbia proper, prompting him to request a refund due to being unaware of this materialin 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. The baptism scenes throughout the game were also interpreted by some not as a critique of Christianity or religion, but as a representation of themes such as free will, evil, rebirth and redemption.

Graphic violence

Infinite's graphic depiction of violence generated substantial discussion. Polygon's Chris Plante considered that the degree of violence in the game could detract it to players who are more interested in the game's themes and narrative. He trust that unlike movie that are based on violence as part of their themes, Infinite does not attempt to rationalize its violence, claiming the "magnitude of lives taken" and the "cold efficiency in doing so" was "unfamiliar to even the most exploitative movie." Kotaku's Kirk Hamilton accept, stating that while violence is a common theme across video games, "[the] ridiculous violence stands out in such sharp relief when territory versusthe 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 slay 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, accept 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.

Rus McLaughlin of VentureBeat stated that the sudden onset of violence at the carnival at the start of the game was a essentialelement to presentthat "Columbia is not perfect. It's ugly, xenophobic, and ready to explode." McLaughlin also considered the message carried by Infinite about the extreme nature of the violent acts Booker commits to be tied to his redemption by the end of the game, that "there shouldbe no morality in an extreme". Jim Sterling from Destructoid said that the violence in the game is justified because "BioShock Infinite is a game about violence." They claimed that "Though [Booker] feels guilt for what he did, he's a violent man at heart, who inescapably resorts to butchery to solve his issue" and "His entire story is one of denial." Similarly, Sterling also pointed out that "Columbia is a fake, a sham, with an atmosphere of horror under its manufactured surface." They trust that having a non-violent option would go versuseverything natural to the game itself and "Those asking for a non-violent BioShock Infinite are asking for a different game entirely." They claimed that those asking for a non-violent BioShock were asking for "yet more homogenization in games" and "BioShock Infinite is not your game if you wisha non-violent exploration of its themes, because Infinite's themes revolve around violence as a core concept".

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".


In February 2014, while promoting Burial at Sea: Episode Two, series director Ken Levine revealed that BioShock Infinite would be Irrational Games' last game in the BioShock series, leaving the intellectual property in the hands of 2K Games, canthey like to continue the franchise with another developer. That same month, 2K Games stated that the BioShock series will continue, telling Game Informer they "look forward to exploring the next BioShock". In May 2014, 2K Games stated that work on the BioShock series is continuing with 2K Marin at the helm. In a 2016 interview, Levine explained that the pressure and stress of managing a hugesquadas he had to for Infinite had impacted his health and privaterelationships, and rather than stay on to build a huge game, decided to leave the BioShock franchise.

In an April 2018 Kotaku feature on the state of Hangar 13, another development studio within 2K Games (which had undergone significant restructuring after the release of Mafia III), several employees stated that some Hangar 13 developers had joined a freshstudio in the Bay Locationand were working on a project known under the working title Parkside, which they stated was the next game in the BioShock franchise.

2K formally announced in December 2019 that a new BioShock title was under development but was still some years from release. The game is being developed by a freshinternal studio, Cloud Chamber, with offices based in San Francisco (2K Marin's old offices) and a newly established areain Montreal. The studio is led by Kelley Gilmore, who had previously worked at Firaxis. The lead staff containlead art director Scott Sinclair, who had worked on the first BioShock, Jonathan Pelling as design director having previously done level work for BioShock and Infinite, and Hoagy de la Plante as creative director after having worked on the other BioShock games in numerous roles.


Bioshock Infinite Hack Mod Tricks with Tons of Advices and Bonuses.



BioShock InfiniteDeveloper(s)Irrational GamesPublisher(s)2K GamesDirector(s)Ken LevineProducer(s)Adrian MurphyProgrammer(s)Christopher KlineArtist(s)Scott SinclairWriter(s)Ken LevineComposer(s)Garry SchymanSeriesBioShockEngineUnreal Engine 3Platform(s)Release
March 26, 2013
  • Windows, PS3, Xbox 360
  • March 26, 2013
  • OS X
  • August 29, 2013
  • Linux
  • March 17, 2015
  • Nintendo Switch
  • May 29, 2020
Genre(s)First-person shooterMode(s)Single-player
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