Irrational Games – a studio that’s made a name for itself in eschewing predictability and is known for pathological cybervillains and brutish Big Daddies who earned our sympathy in their staunch protection of Little Sisters – somehow makes a city built on the clouds seem plausible. It's a place that feels alive. Townsfolk bustle in the plaza streets, birds flit about almost everywhere, and propaganda extols the local prophet's racist, ultra-nationalist beliefs. Columbia has its own history and hierarchy, to a degree that most shooters – or games of any genre, for that matter – can’t even aspire. It's created using a vibrant color palette and a unified vision of a twisted, jingoistic take on America. Simultaneously, no two of its many diverse areas ever feel alike. All these elements give this fantastical city a sterling sense of genuine place.
This world is easy to buy into because its characters believe in it so convincingly, chief among them our player character, war veteran-turned-PI Booker DeWitt. He's a reluctant hero on a mission, vaguely referred to as a less-than-virtuous man with a shady past. The first hour chronicles DeWitt’s unusual journey to Columbia under orders to recover a teenage girl named Elizabeth so that he might “wipe away the debt.” Though he begins as both a bit unlikeable and mysterious, eventually Booker's backstory is fully filled-in and brought to a satisfactory end. Under your stewardship, he oscillates between doing good deeds and some clearly bad ones, but his words and actions eventually left me thinking of myself as a fan of the man by the time the credits rolled.
It’s that inaugural hour – and in fact the few that follow it – that build the foundation upon which the rest of BioShock Infinite stands. Er, floats. Early on, thanks to the weapons, powers, and upgrades having new names but functioning in largely the same way, it’d be fair to call Infinite an elaborate, blue-sky reskin of the first BioShock. If that's a criticism at all, it's a weak one; BioShock's about as sound a starting point to build upon as a game could hope for, and Infinite has made the most of that. I'd put the artwork, meticulously crafted detail, and overall atmosphere of Columbia right up there with BioShock's Rapture, Half-Life 2's City 17, and Mirror’s Edge’s unnamed dystopian metropolis. Two things evolve Infinite past its predecessor, however, and the first is one of its central characters: Elizabeth.
Our mystery girl rarely leaves your side once she joins you a short time into the campaign, and unlike the vast majority of AI companions throughout the ages, she requires zero babysitting. To the contrary, she'll take care of you, tossing you ammo and health in the heat of battle, randomly throwing you money at idle moments, and even bending the layout of a combat area to your will using her dimensional-portal-opening abilities.

Some "Patriot" this robot is.
In firefights, that means you might have the choice to teleport in any one of a flying gun turret, a wall of cover, a powerful weapon, or a stash of medkits. It’s yet another option that'll affect how the fight plays out in a big way – a layer that makes Infinite’s combat so refreshingly nimble. The guns may not be wholly original, and the vigors may be familiar, but in concert with the Elizabeth wildcard and the open, large-scale play spaces, Infinite offers tangible, meaningful choices in each encounter.
Elizabeth herself, in fact, plays a central role in BioShock Infinite’s story, and in the moment-to-moment experience. Once she’d established herself at my side, any period of separation was noticeable. Not only does the action revert to feeling very much like BioShock 1, but it made me feel as if something was genuinely missing: emotional depth. Over our time together, Elizabeth's expressive performances elicited everything from sympathy to fear and even guilt. She provides motivation and moves the story forward, and like the clear bond the Big Daddies and Little Sisters had in the first game, I was compelled to protect her. And from a purely mechanical perspective, it’s a half-miracle that she never gets in the way – but she doesn't. What's great about Elizabeth is that her presence always adds something, and never takes anything away.
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