BioShock Infinite
Bioshock Infinite cover1


One of the sillier controversies of last year centred around the content of Bioshock Infinite's cover. It was more a mild consternation than white-hot internet outrage, but fans were still disappointed to find that one of the year's most anticipated games was choosing to display itself to the public using the same man and a gun design used by every game ever released. Probably.

In response, Irrational opened voting for a reversible cover - with a beautifully muted sketching of Songbird winning voters' blessing. And now they've also released a series of hi-res covers online, available for printing.

The new covers offer two different Elizabeth designs, three containing Booker and Elizabeth, and a further three featuring concept art for Handyman, Songbird and Murder of Crows. Which means, even with 10 possible cover variants available, there are still none which accurately display the true Bioshock Infinite experience: snaffling up ice creams from bins and corpses.

A bigger problem is figuring out how to apply them. Having downloaded the fetching Falling Art cover, I've yet to find a way to wrap it around my Bioshock Infinite box, also known as "Steam". I've tried dragging it, pasting it, everything! Maybe I need to print it out and staple it to my monitor. Yeah, I'll give that a go next.
BioShock™ - contact@rockpapershotgun.com (Kieron Gillen)

Heavy Spoilers, obv. (more…)

BioShock Infinite
BioShock Infinite


You know, if it wasn't teeming with magical racists, Columbia would be a seriously idyllic vacation spot. Irrational's masterful hand at worldbuilding is seen at every turn in BioShock Infinite, making us stop again and again to let our eyeballs drink in everything. Artist Ben Lo was part of the concept team piecing together Columbia's works, and he's shared a number of his postcard-like sketches of the floating city's beauty on his official website.

Columbia is so beautiful, sky-high urban explorers might miss some if its secrets—we can help with that. Also be sure to check out the next page for an additional set of illustrations.









































BioShock Infinite
Image1


BioShock Infinite has a fair bit of hidden content which can be missed on your first playthrough, so we put together a video on how to quickly access a few of the more interesting secrets, including the hugely valuable caches of goodies unlocked by solving the three Vox ciphers throughout Columbia. There are minor spoilers, so we recommend this guide for those of you going for completion, achievements, or a second playthrough just for the heck of it.

Know of anything we missed? We're particularly interested in discovering new red tears, as they seem to be the most hidden of Infinite's collectibles. Let us know in the comments.
BioShock Infinite
PCG252.rev_bioshock.grab12


Have you finished it yet? Once you’re through puzzling over the game’s conclusion, you may well be thinking about where the promised story DLC will take you next. We’ve put together a short list of tweaks and twists we’d like to see - but we’re sure you have more and better ideas. Let us know in the comments. Of course, spoilers lie within.

A pilotable haberdashery shop
One of the great things about Columbia is that it’s not a single, monolithic floating structure, which is what everyone else would have done with the idea. It’s modular, and bits of it can fly off and link up with other bits. One of the crap things about Columbia is that this is never used or explored. I want a pilotable independently-run gentleman’s outfitters, which for story purposes I must ride to different locations, and eventually pilot in fierce dogfights against heavily armed airships while maintaining a strict standard of sartorial elegance.

More radical rifts
Early previews of BioShock Infinite suggested a less prosaic use for the rifts than simply summoning turrets and medpacks. Elizabeth resurrected a horse (temporarily) in one memorable trailer, while the doors that appear alongside freight hooks were originally intended to open up, allowing you to pop out elsewhere in the level. Presumably some of this posed problems in implementation and had to be axed - but it seems like tearing holes in space-time should offer wilder solutions to combat and level navigation than they currently do. It would be great to see something startlingly different on the other side of the tears, too. Clearly rifts offer windows onto the future, as well as parallel worlds, and yet most are mildly differentiated Columbia variants - hardly making the most of “Infinite” possibilities. Dinosaurs? Jet fighters? A world where everything is made of dinnerware? Why not? That said, whether tears are accessible at all depends very much on the narrative direction of the sequel - there’s no reason to expect that Elizabeth will be along for the ride.



An undeniable compulsion to experiment with different vigors
Though the ability to shoot man-eating crows from your hands doesn’t get boring fast, Infinite’s arsenal of vigors offers lot more to explore. While this means there’s room for real expertise to flourish, and makes multiple playthroughs rewarding, anecdotal evidence suggests a lot of players just missed out, opting for the path of least resistance instead. Even though Infinite barely punishes failure, once I’d found a vigor combo that I was comfortable, I was reluctant to invest upgrades in anything else. The climactic battles should have been showcases for Booker’s vast repertoire of interacting vigors - but mostly I just stuck with what worked. I don’t deny that’s ultimately my fault, but DLC scenarios could do more to coax lazy/over-cautious players like myself out of our natural inertia, helping us to explore new vigors and providing the resources to deploy multiple solutions in combat.

Autoloot
Booker’s love of bin-raiding is already the stuff of memes, but aside from the amusing weirdness of scavenging corpses for their hidden bounty of pineapples and sausages, the sheer amount of loot changed the relationship between player and environment in a distracting, negative way. Frequently, I’d find myself ignoring the spectacular setting and making a beeline straight for the nearest trashcan. Ultimately, I wandered through the world spamming the “om nom” key, stuffing everything I could into my face without spending a second to identify it. Save me from myself, Irrational.



An expanded and differentiated armoury
There are an awful lot of very similar, vaguely described guns in BioShock Infinite and only two weapon slots. Like the vigors, there’s a reluctance to experiment, particularly once you’ve put money into upgrading a reliable range weapon and a reliable heavy weapon - a combo that covers the majority of combat encounters. One extra slot in your arsenal would invite players to fill it with whatever new weapon they encounter, and perhaps encourage them to change their favoured tactics as a result. Meanwhile, more obviously differentiated weaponry wouldn’t leave you confused as to whether or not to pick up a “heater” or a “repeater” or a “burst gun” - names which mean pretty much nothing.

No ghostly bullet-sponges
Because: come on now.

Let’s not be Booker again
The multiverse allows Irrational to take the narrative in any direction it wants - and perhaps return to the same characters in some parallel plane. They could, for instance, retell the story of the Booker who ends up martyred for the Vox. But it seems like Infinite has already concluded that character’s arc. Returning to it might feel messy, and narratively unsatisfying - partly because the player might not want to inhabit a Booker who makes a different set of choices, and partly because we already know how it ends. Instead, it might be better to explore another part of Columbia as another character entirely. In a mirroring of Bioshock 2, in which you play as a Big Daddy, you might embody one of Columbia’s mechanical monstrosities - say, a Handyman, or even an alternate-universe Songbird? I wouldn’t bet on the latter though; expecting Irrational to whip out free aerobatic movement is a flight of fantasy in itself.

BioShock™
BioShock Infinite Elizabeth


Spoiler Alert! Don’t read this post or its comments unless you’ve finished BioShock Infinite. Experience it for yourself so you can come back and analyze it with us when you’re done. Don't even scroll down a little. There are screenshots.

Those of you still reading can appreciate why we say that—the ending needs to be experienced fresh, but not talking about it is excruciating, even when your friends are cupping their ears. We’ve been going back and forth about Infinite for a few days, and that conversation comes in two flavors: the technical exercise of untangling all the interdimensional spaghetti, and our critical response to it.

The best way to express that conversation is with the conversation itself, so Evan and Tyler have written out their key points in the dialog below. Evan, you have the floor:

Evan: Let’s talk this out, Tyler. I think it’s fair to call Infinite’s ending one of the most intricate ever. With multiple realities being a theme, mechanic, and plot device, there’s a bunch of inherent complexity to the story. Part of the fun is unraveling the ball of quantum yarn Irrational throws at you, but more simply: did you like the ending, and how it was executed?

Tyler: I did! Well, mostly. I've been untangling it for a couple days, and that it can be untangled is pleasing. It gives me the same kind of pleasure I get from solving logic problems or riddles. Thematically, though, it's less appealing.

Evan: Yeah, I feel similarly. I feel like Infinite’s appeal lies in its complexity more than the characters and the game’s theme, which were the strengths of the original BioShock. But before we dig into more analysis, why don’t we try and unpackage what happened?



Tyler: The Internet has already done some great detective work on this, with pretty graphs! Here’s the gist: After surviving Wounded Knee, Booker DeWitt can either be baptized or not baptized. If he’s baptized, he goes on to become Comstock and create Columbia. If he refuses, he becomes a degenerate drunk. They’re two sides of the same coin.

Now here’s the conflict: The Comstock version of Booker can’t have kids, but he can travel between dimensions, so he invades the dimension where unbaptized Booker exists and buys his daughter Anna, who he renames to Elizabeth. Booker goes back to reclaim her, but is caught in a loop in which he always fails. The loop is broken at the end, we presume, when Anna becomes a Time Lord and Booker returns to the baptism and dies in place of the version of him who would become Comstock.

Or not, we can’t be sure.

Evan: Bingo. It’s not a coincidence that Booker and Elizabeth break into the song “Will The Circle Be Unbroken” near the middle of the game. That song represents one of the central questions Infinite is posing—is it possible to make a change, to be absolved, to reverse a bad decision... like selling your daughter to “wipe away the debt,” as Booker does. It’s a pretty relatable theme—it’s human to make mistakes, and it’s human to fantasize about unmaking them.

http://youtu.be/yx8GowKaRpM?t=1m9s

Tyler: It’s a redemption story without a redemption, which makes it more tragic. The hero is the villain, even after Comstock is erased, because Booker is the same drunk who would’ve sold his own daughter (unless he somehow remembers his Columbia adventure, but I’d expect a plot-device nosebleed to take the place of that.)

This theme of dichotomies and sameness runs through the whole game. I took the pivotal baptism to mean that we can’t escape our past or wash it away. Whether or not he refuses, Booker is still a jackass. Even if we confront what we've done, it may still consume us.

Booker’s death in that scene meant to me that we can’t change the past, but we can try to change the future...and it really helps if we have a few interdimensional lighthouses. I don’t mean to sound glib. I didn't take it as a positive message, which is welcome. But how did you feel about how we got there?

Evan: A tiny thing that bugged me was the way the twist got telegraphed before you come face to face with Comstock. During the big airship battle at the end he says something along the lines of “Well, you always had a penchant for self-destruction,” which was too much of a wink and a nudge for me. I knew right then that Comstock was Booker.

Tyler: I finished the game at about 4 a.m., so a lot of that foreshadowing bounced off my eyelids. Looking back, it was pretty heavy handed, but I liked that line. It was fun to go “Ooooohhhh” when things started clicking. Figuring out that the Luteces are the same person, and that the coin flip at the beginning represents the number of loops, was neat.

Evan: So, yeah, I think we agree that the technical exercise of mapping out the plot is enjoyable. It reminds me of piecing together the underlying logic of Inception or Lost with my friends. But did we like the ending? Awful boss battle aside, I liked the original BioShock’s conclusion more. Hints are scattered throughout Infinite, but I didn’t like how much exposition and explanation was crammed into the final few minutes.

Tyler: Yes, absolutely. There’s this slow build during the first three-quarters of the game, where you know something is off, and then someone hits the fast-forward button and woosh, we’re traveling through time and space explaining everything to wrap it all up



Evan: Yeah, I wasn’t thrilled with that execution. It leaves you with questions that are fun to unwrap, but in the moment I felt slightly disappointed. Comstock is so central to the premise of the game, but he was weirdly underdeveloped, and that undermined the meaning of everything for me.

Comstock didn’t pester you in the way that Andrew Ryan did. He wasn’t as enigmatic or menacing. I didn’t feel let inside his head. I didn’t feel like I was being constantly watched. I’m not saying that they need to be perfect mirrors of one another in order to be good characters, but killing him felt like an eventuality, and Ryan’s death in BioShock was a dramatic surprise. Infinite also gives you less time after that climax to walk around the world with that blood on your hands.

Related to that, and at the risk of sounding completely cold, I’m not sure how much I cared about Elizabeth at the end. I think the insane asylum level made me care less about her; I had a hard time accepting that her personality just shifted into being so misantropic. I didn’t like how that level fed into her being a damsel in distress rather than the capable, human, gifted person.

Tyler: I disagree about the asylum. Elizabeth became helpless right as I was putting together that this had happened before—the message, to me, was that Booker is the helpless one.

But then, yeah, Comstock becomes a pawn—a willing victim who somehow underestimates Anna and the Luteces—and Anna becomes practically omnipotent, which I didn't like at all. She figures it all out so she can explain it to the player, but I’d have preferred to keep discovering the truth with her. It would have been great to see both Anna and Booker react to the revelation that Booker is her father. That would have been a character-driven scene, instead of a quantum physics-driven scene, which the entire ending is.

Evan: It makes me wonder what Infinite would’ve been like if it had fewer characters, or a mute protagonist. Anyway, what about that moment where you enter Rapture? It’s fan servicey, but I LOOOOVED it. Maybe I just miss being in that world.

Tyler: From the perspective of a fan, I love that the Rapture cameo lets me build theories—like, say, that Andrew Ryan is Booker DeWitt. Comstock is much older than Booker, so we already know that time is irrelevant and BioShock taking place later than Infinite doesn’t negate this theory.

But as we’ve established, that kind of speculative fun is only really fun after the fact, when I’m going back and forth with a friend like we are now.



Evan: We’re friends? Aww.

Yeah, being thrown into Rapture filled me with this intense curiosity about how far they were going to take that scene, that visit. And I think I would’ve liked the ending more if that moment were more than an empty room.

Tyler: I can’t deny that it made me a little giddy, but it reminded me I was playing a game, because all these different worlds and possibilities could have been interpreted to mean “all these different games and players.”

That’s interesting—turning the camera around and pointing it at the medium—but it was winking so hard it squished my relationship with Booker and Anna (if her becoming a god hadn't already) and made it about my relationship with the game, the series, and Ken Levine. Not that I don’t want to hug Ken Levine for making something so clearly meaningful to me.

But, there are technical issues, too. Some of the sound mixing was off—I couldn't hear half of what Ghost Mom was saying—and I can’t be the only one who started playing a Voxophone only to have an important line of dialog interrupt it, and then the sound of munching corpse food interrupt that. I know I should have taken it slower, but standing still and listening is hard when there’s so much to interact with.

Evan: Mmm, corpse food. But yeah, I think we’re coming to a similar conclusion: Infinite’s ending was cerebrally satisfying, and BioShock’s was emotionally manipulative in the best way possible and more interesting on the merits of its characters.



Tyler: Totally. Both have merits, and that’s a great point with which to conclude my critique of the execution. My biggest issue is that BioShock’s emotional narrative can be decoded by playing it naturally—however that may be for each individual—whereas Infinite is a mess if you don’t play it in a specific way. Listening to every Voxophone is essential if you want a fulfilling ending, and that’s not communicated well. There are people reading this because the credits rolled and they looked at their screens and said, “Uh, what?” I think that’s something storytellers want to avoid.

Evan: Yeah, there’s a ton of vital stuff that’s dropped in the Voxophones. There’s literally one called “The Source of Her Powers” from Lutece (“It would seem the universe does not like its peas mixed with its porridge”). Again, back to BioShock: I think it was clever for Irrational to give Rapture multiple mechanisms for the game to talk to the player: your radio, Rapture’s PA system, and audio diaries.

Tyler: Even so, whether it takes one long playthrough, two playthroughs, or reading a thread on NeoGAF, Infinite is a fantastic logic puzzle to figure out. And when you do get the complete story, the themes are there, if a bit overshadowed by all the wibbly wobbly timey wimey.

We expect BioShock to make us think and to reconfigure tropes, and Infinite does that despite the mechanical approach to narrative that tends to happen when you deal with interdimensional time travel. That’s very praise-worthy, and more than we’ve come to expect from games.

Evan: Yeah, shortcomings included, it’d be foolish not to celebrate an ambitious story like this. We need more of them. We need more big publishers to take creative risks and trust their designers to have big, insane dreams that are worthy of deconstructing and writing 2,000-word responses to.
BioShock Infinite - contact@rockpapershotgun.com (Alec Meer)

The following theory is not true, but it could be. It’s surely no accident that BioShock Infinite often evokes The Wizard of Oz – there’s even an early stage of the game named after it. Even so, the similarities, be they deliberate or coincidental, run deeper than a turn-of-the-century character being mysteriously transported to an amazing world of technology and magic. Once I started down the yellow brick road of looking for parallels between Dorothy’s adventure in Oz and Booker’s adventure in Columbia, I couldn’t stop – I identified what seemed> to be dozens of them. Am I onto something, or am I projecting? It doesn’t matter – this is purely a thought experiment, not a claim to accuracy, and I’m entirely sure you could achieve a similar effect by comparing Binfinite to Star Wars or the Bible or Peppa Pig. I’m doing this for fun. Mostly.

Also, SPOILERS UNBOUND. Do not read past this point if you haven’t completed the game. (Or if you somehow haven’t seen/read The Wizard of Oz). If you have, fire up Dark Side of the Moon and let’s go off to see the wizard. (more…)

BioShock™
BioShock Infinite


BioShock Infinite lead Ken Levine addressed the ongoing debate about violence in games in an NPR interview (via GameSpot) yesterday. During the talk, Levine defended games by stating that using violence as a narrative device is as old as storytelling itself.

"Violence, for better or for worse, goes back to the dawn of narrative and is a part of the storyteller's toolkit," Levine said. Games, like all new things, are subject to extra scrutiny, he suggested, using his own childhood memories of nerding about in Dungeons & Dragons as an example.

"I wasn't a very popular kid," he explained. "I was a nerdy, little kid. And I didn't have friends because I wasn't very good at socializing. And I found Dungeons & Dragons—if you remember, back in the '70s there was this big human cry about Dungeons & Dragons; kids were going off and killing themselves and disappearing into caves. And that happened with comic books and that happened with rock and roll music.

"My point is, for me personally, games were a way around being 'that kid,'" he continued. "I'm not speaking as a scientist here. We can argue the science, but I'm not the best guy to do that."
Team Fortress 2
Poker Night 2


Telltale has dusted off its green, felt battlefield of chips and difficult-to-remember card combinations for Poker Night 2, and it's calling up another quirky cast hailing from games and TV/film to humorously overreact whenever you're dealt a superior hand. You'll practice your poker face against Borderlands' Clatrap, Brock Samson from The Venture Bros. show, the beady-eyed Sam from Sam & Max, and the always-groovy Ash Williams from Army of Darkness.

Telltale explains the stakes: "Poker Night 2 will offer the chance to win Bounty Unlocks: rewards for use within other games when special goals are achieved. With cunning and skill, players will unlock prizes, including exclusive skins and heads for use within Borderlands 2 and character accessories for Team Fortress 2."

I'd also advise against any shady movements, because Portal's very own GLaDOS is Poker Night 2's dealer, and she has a tendency to fire up a flamethrower or two for dishonesty. And for possessing flesh. In any case, you'll be able to grab the game near the end of this month.
Borderlands 2 - Valve
Borderlands 2: Ultimate Vault Hunters Upgrade Pack, all new content for Borderlands 2 is Now Available on Steam!

Take Borderlands 2 to the next level. The Ultimate Vault Hunter’s Upgrade lets you get the most out of the Borderlands 2 experience. This pack includes level increases up to level 61. Play through the game again with access to new weapons, gear and more. The Ultimate Pack is part of the Borderlands 2 Season Pass, now offering even more value for the price!

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