Jump to content

BioShock Infinite

From Wikipedia, the free encyclopedia

BioShock Infinite
Developer(s)Irrational Games[a]
Publisher(s)2K
Director(s)Ken Levine
Producer(s)Adrian Murphy
Programmer(s)Christopher Kline
Artist(s)Scott Sinclair
Writer(s)Ken Levine
Composer(s)Garry Schyman
SeriesBioShock
EngineUnreal Engine 3
Platform(s)
Release
  • PlayStation 3,Windows,Xbox 360
  • March 26, 2013
  • OS X
  • August 29, 2013
  • Linux
  • March 17, 2015
Genre(s)First-person shooter
Mode(s)Single-player

BioShock Infiniteis afirst-person shootervideo game in theBioShockseries,developed byIrrational Gamesand published by2K.Infinitewas released worldwide for thePlayStation 3,Windows,Xbox 360,andOS Xplatforms in 2013. The game is set in the year 1912 and follows its protagonist,Booker DeWitt,who is sent to the airborne cityColumbiato retrieveElizabeth,a young woman held captive there. Booker and Elizabeth become involved in a class war between thenativistFounders that rule Columbia and the rebel Vox Populi, representing the city'sunderclass.Elizabeth possesses the ability to manipulate "Tears" in thespace-time continuum,and Booker and Elizabeth discover she is central to Columbia's dark secrets. The player controls Booker DeWitt throughout the game, fighting enemies and scavenging supplies, while thecomputer-controlledElizabeth provides assistance.

After the 2007 release ofBioShock,Irrational Games and creative directorKen Levinewere initially uninterested in creating a sequel, but they later renegotiated with 2K to produce anotherBioShockgame. Irrational based the game's setting on historical events at the turn of the 20th century, such as the 1893World's Columbian Exposition,and based the story on the concept ofAmerican exceptionalismwhile also incorporating influences from more recent events at the time such as the 2011Occupy movement.The relationship between Booker and Elizabeth became central to the story, with the team working to make Elizabeth feel like a real character rather than a computer-controlled sidekick.

The game's developmenttook five years and involved hundreds of employees at Irrational, in addition to support studios. The development process was troubled, with Levine's management style resulting in wasted work and missed deadlines. Outside help was brought in to make sure the game shipped.BioShock Infinitewas supported post-launch withdownloadable content,including the story expansionBurial at Sea,which linksInfinite's story to that of the originalBioShockgame.

BioShock Infinitereceived critical acclaim, with praise particularly directed at its story, setting, visual design, and art direction, though it also received minor criticism for some gameplay elements. It is widely considered one of thegreatest video games ever madeand like its predecessors an example ofvideo games as an art form.It has sold more than 11 million copies worldwide.Infinitewas released onPlayStation 4,Xbox One,andNintendo Switchas part ofBioShock: The Collection.

Synopsis

[edit]

Setting and characters

[edit]
BioShock Infinitetakes place in the flyingsteampunkcity of Columbia.[4]

BioShock Infiniteis set in 1912 and takes place in a floatingsteampunkcity-state in the sky called "Columbia", named for thefemale personification of the United States.[5]The city of Columbia was founded by self-proclaimedprophetZachary Hale Comstock, and funded by the United States government as a floatingworld's fairand display ofAmerican exceptionalism.[6]Tensions rose between Columbia and the government after the city intervened in theBoxer Rebellion,and Columbia ultimatelysecededfrom the United States and disappeared into the clouds.[7]Comstock transforms the city into atheocraticpolice state,with Comstock worshipped as a prophet, and theFounding Fathers of the United Statesvenerated as religious icons.[8]Institutional racismandelitismare widespread in the city, with minorities serving as a laborunderclassof Columbia. By the events of the game, Columbia is on the verge of civil war; the Founders of Columbia are opposed by the Vox Populi, aresistance groupled byDaisy Fitzroywho fight for the rights of the marginalized.[9][10]

Columbia is home to "Tears" in thefabric of space-time.[11]These Tears revealalternate universes.Some individuals exploit the insight offered by the tears to create new weapons and technologies, while several others replicate futuristic media heard from the Tears, bringinganachronisticelements into Columbia.[12]

The player controls protagonistBooker DeWitt,a disgraced member of thePinkerton National Detective Agencyscarred from a life of violence.[13]Faced with mounting gambling debts, he is sent to Columbia to find a young woman,Elizabeth,who has the ability to open Tears. Elizabeth has been confined since childhood in the city and guarded by Songbird, a large, robotic bird-like creature who has been both her friend and her warden.[6][14]Two individuals,Robert and Rosalind Lutece,direct Booker to Columbia and appear throughout his travels. Though they appear as twins, they are revealed to be the same person from two different realities, having figured out how to communicate through and subsequently cross realities.[15]

Plot

[edit]

In July 1912, Booker DeWitt arrives in Columbia, where he is pursued by authorities, who recognize him as a prophesied "False Shepherd" who will corrupt Elizabeth and overthrow Columbia.[16][17]Freeing Elizabeth from her tower, Booker narrowly evades Songbird. Commandeering anairship,Booker promises to take Elizabeth toParis;when she realizes they are going toNew York Cityto fulfill Booker's debts, Elizabeth knocks him out and flees. Booker awakens to find the airship under the control of Daisy Fitzroy, who offers to return the ship if Booker helps her arm the Vox Populi.

Booker and Elizabeth join forces to secure weapons from a local gunsmith. Traveling through Tears, they arrive in a world where Booker is a Vox Populi martyr and open warfare has erupted in Columbia. Elizabeth kills Fitzroy to prevent her from executing a Founder boy. Songbird attacks the duo as they try to flee Columbia, and their airship crashes back to the city. Elizabeth and Booker discover a conspiracy behind the city's founding: Elizabeth is Comstock's adopted daughter, whom he plans to groom into Columbia's leader after his death. Comstock killed his wife and the Luteces to hide the truth, and installed a siphon in Elizabeth's tower to limit her power.

Elizabeth is recaptured by Songbird. Pursuing her, Booker is brought forward in time to New Year's Eve of 1983 by an elderly Elizabeth as Columbia attacks New York City. This Elizabeth returns Booker to 1912 with information on controlling Songbird, in hopes he can save her younger self and erase the torture and brainwashing she suffered.[18]Booker rescues Elizabeth, and the pair pursue Comstock to his airship. Comstock demands that Booker explain Elizabeth's past to her, and the two begin to argue; an enraged Booker drowns Comstock in a baptismal font. Booker denies knowledge of Elizabeth's past, but she asserts that he has simply forgotten. Booker and Elizabeth direct Songbird to destroy the Siphon, unlocking Elizabeth's full powers.

Elizabeth opens a Tear and transports them to the underwater city ofRapture.[19]The newly aware Elizabeth explains there are countless alternate lighthouses and versions of Booker and Elizabeth; their reality is one of an infinite number depending on their choices.[20]She shows that Robert Lutece approached Booker on behalf of Comstock to acquire Booker's infant daughter, Anna DeWitt, in exchange for erasing his debts, as Comstock was rendered aged and sterile as a result of exposure to Tears. Booker attempted to take Anna back from Comstock, but the closing Tear severed Anna's finger. Comstock 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.[21]Robert Lutece, angry at Comstock's actions, convinced Rosalind to help him bring Booker to the reality where Columbia exists to rescue Elizabeth.[21]

Elizabeth explains that Comstock will always remain alive in alternate universes since the Luteces have enlisted the Bookers of numerous different universes to try to end the cycle.[18]Since 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 atWounded Knee;she explains that, while Booker changed his mind, some Bookers in alternate universes accepted the baptism and were reborn as Zachary Comstock.[18]Booker, joined by other universes' Elizabeths at the baptism, allows them to drown him at the moment of his choice, preventing Comstock's existence. One by one, the Elizabeths begin to disappear, the screen cutting to black on the last.[21]

In apost-credits scene,a Booker[b]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.[21]

Gameplay

[edit]

BioShock Infiniteis afirst-person shooterwithrole-playingelements.Infiniteadapts the gameplay formula ofBioShock,with weapons, powers, and upgrades often functioning similar as those in the earlier game, albeit named differently.[22]The player may carry only two weapons at a time, and can collect other weapons and ammunition from defeated enemies or the environment.[23]: 8 In addition to guns and melee attacks, the player can use superpower-bestowing Vigors; these include the ability to shoot lightning, disable enemies by launching them into the air, or controlling enemies or machines. Vigors can also be laid on the ground as traps.[22][23]: 9–10 Vigors require Salt, the equivalent ofmagic points,to power the abilities.[24]

Booker has health and a damage-absorbing shield; the shield automatically regenerates out of combat, while health must be replenished with medical kits or food.[23]: 4 If Booker dies, the player revives in a safe area at the cost of money, while local enemies are also partially healed.[25]Items called Gear grant passive abilities that can improve the player's strength or damage resistance.[26]A piece of Gear attaches to one of four slots; only one piece of Gear can be affixed to a slot at a time, with extras stored in the player's inventory.[27][23]: 14 Player attributes can also be improved by finding Infusions, which upgrade the players' shield, health, or Salt meters.[28]

The player is opposed by enemies representing the Founders and the Vox Populi. These foes range from normal infantry to Heavy Hitters, more formidable enemies that act asmini- Boss esthroughout the game. Armed automatons scattered throughout Columbia act as a security defense system for the city.[23]: 11–14 [29]Columbia is filled with large, open spaces that offer players freedom in how to approach enemy encounters.[22]The city is traversed on foot or via the Sky-Line, a rail system that Booker and enemies ride via special hooks. Booker can jump on, off, and between Sky-Line tracks at any time and fire one-handed weapons while riding them.[30][31][32]The hook also serves as a melee weapon, capable of performing executions on weakened foes.[23]: 6 

Booker is aided throughout the game by Elizabeth, a computer-controllednon-player character.[30]Elizabeth requires no protection and assists during combat by tossing helpful items to Booker as needed. She can also be directed to open Tears, bringing in items or pieces of the environment, such as medical kits or a ledge for higher ground.[25]Elizabeth can pick locks using her hairpin to open doors or find useful items. Cash, food, medical kits, ammunition and Salts can be found scattered throughout the game's environments.[33]Vending machines can be used to buy supplies and powerful upgrades for weapons and Vigors.[34]Optionalside-missionsare also available, where the player must unlock safes or decode hidden ciphers; completing them rewards Booker with supplies and upgrades.[35]Audio logs (Voxophones) and film projectors (Kinetoscopes) scattered through Columbia expand on the characters and events of the game.[36]

Infinitehas four difficulty levels: Easy, Normal, and Hard difficulties are available to start. After beating the game on a lower difficulty level or inputting theKonami Codein the main menu, the hardest "1999 Mode" is unlocked. Enemies are much tougher, the player's navigational aid and aim assist is removed, resource management is much more crucial to survival, and death is more punishing.[37][38][39]

Development

[edit]
Ken Levinewas the creative director and lead writer forBioShock Infinite.Levine had previously worked in the same roles forBioShock.

DeveloperIrrational Games(then 2K Boston) and publisher2K GamesreleasedBioShockin 2007 to critical and commercial acclaim. In late 2007, 2K Games approached Irrational about a sequel. Exhausted from shippingBioShockand wary of repeating themselves by returning to the same property, staff and studio head and creative directorKen Levinewere uninterested in immediately returning to anotherBioShockgame. Instead, Irrational and 2K struck an agreement that saw select personnel from Irrational form a new studio,2K Marin,to start work on a sequel. Levine and Irrational would instead join development of a game in theXCOMfranchise.[40][41]: 48–50 [c]By contract renewal negotiations in the middle of 2008, however, Levine had reportedly lost interest in theXCOMproject and wanted to return toBioShock.Levine's lack of interest was matched by disappointment within the studio's ranks that another company was making the nextBioShock,not Irrational. While 2K Marin continued working onBioShock 2and Irrational's Australia office (later 2K Australia) continued work onXCOM,the main Irrational team would draw up concepts for the nextBioShockgame.[41]: 51–2 

Concept work onInfinitebegan in February 2008;[42][41]: 54 2K granted Irrational a great degree of creative and financial freedom to develop the next game;[43]Irrational considered several settings for the game, including reusing Rapture or setting the story in theRenaissanceperiod, before deciding on the floating city of Columbia.[44]While the setting of a floating city would remain consistent, the time period, characters, and the story itself remained undefined as the team churned through different ideas. Designers and artists would sometimes spend months developing ideas that would be scuttled within minutes after priorities shifted or Levine changed his mind.[41]: 55–6 Levine's creative process was described as brilliant but time-consuming, as he focused on very small details; one department within Irrational ran dress rehearsals for any meetings with Levine.[43]At the same time as the story mode was undergoing constant revisions, a set of multiplayer modes was also being designed. The first mode, Border Control, was atower defensegame intended to be set within the game's world. The other multiplayer offering, code-named Spec-Ops, would have been a cooperative mode with up to four players. Matches would take place on maps that would evolve after release, using environmental storytelling to depict Columbia's evolving civil war.[43]

Irrational began hiring and expanding its team. One notable missing person from the originalBioShockteam was Jon Chey, who had worked with Levine since their days atLooking Glass Studiosin the 1990s, and who headed the Australian branch of Irrational. The two developers' differing aptitudes meant that the two teams had what Chey called a "synergy", with Chey's team emphasizing technical ability while Levine's team was more creative-minded. Dissatisfied with the questions of what Irrational's next project would be and dissatisfied with the dynamics of a large company, Chey left 2K in 2009.[45]Chey's departure meant Levine had to shoulder more production-focused work in opposition to his creative focus, and the staff buildup in Levine's estimation "shattered" the company culture in the process. "Managing 30 or 40 people where you know everybody's name is a very different process than managing 150 people. You walk by people in the studio and you don't know who they are," he recalled.[46]

Irrational worked in secrecy onInfinitefor two-and-a-half years prior to its announcement, teasing the game with the moniker "Project Icarus".[47][48]The game was announced at a press event on August 12, 2010, in New York City, where journalists were shown a teaser trailer and Levine outlined the basic story of the game; these were followed by several demos and showcases of the game at events in 2011.[41]: 57–60 The 2011Electronic Entertainment Expodemo was intended to communicate what kind of gameInfinitewould be not only to players, but also to the staff itself. While the demo was highly praised, it was also not an indicator of the game's current state; the demo was carefully rehearsed and encounters heavily scripted, as the game's artificial intelligence (AI) was not in a functional state.[49]The game was still undergoing a troubled development. While the big picture elements of the story were now locked, Levine continued to make changes to large parts of the game at a whim. Despite the expanding cost of development and additional staff, the game was not getting closer to completion.[41]: 59–61 

Within Irrational, there was concern that the game would never be finished. The game's ship date repeatedly slipped and staff left the company. Jordan Thomas, a formerBioShocklevel designer who had been creative director forBioShock 2,was hired in January 2012 to get the project back on track. Levine and Thomas created a roadmap for the game, deciding on cuts to reduce the scope of remaining work; this included the entirety of the multiplayer feature, with the staff reallocated to the single-player portion of the game.[43][41]: 59 Thomas was followed in March 2012 by game producer Don Roy. Experienced with closing out games at publishers like Sony and Microsoft, Roy said that there was no playable game available for him to try when he asked. Roy created a new workflow to bring order toInfinite's disorganized and inefficient project management. Irrational hiredRod Fergussonas vice president of development in August 2012. Fergusson had a reputation as someone who made tough decisions to ship difficult games, and reined in Levine's worst tendencies; Irrational staff recalled Levine worked best when under constraints, and that without Fergusson the game might not have shipped.[43][41]: 61–2 Thomas left Irrational in November, with the game on track to release.[43]

To finish the game, Irrational entered into a period of sustainedcrunch;one staffer estimated he spent most of the final year of development putting in 12-hour workdays.[41]: 62 Content such as Vigors, Tear mechanics, weapons, locations, characters, and other enemies, were cut from the game—enough material for five or six whole games, according to one developer.[50]After the game wasreleased to manufacturing,more than a dozen staff voluntarily left Irrational, with the number accelerating as the game's post-launch content began development.[43]The game ultimately took roughly five years to make,[51]and involved a team of around 200 from Irrational in addition to support from outside studios.[52][53]Infinitewould be the last game Irrational would make in the series, as much of Irrational's staff was fired in 2014 and the studio rebranded asGhost Story Games.The intellectual property would remain with2K Games.[54][55]

Story

[edit]
The 1893World's Columbian Exposition,considered to have flourished the idea ofAmerican Exceptionalism,is a major influence onInfinite's story and the design of Columbia.

Irrational artists had been readingErik Larson's 2003 bookThe Devil in the White City,which prominently featured the 1893World's Columbian Exposition,and they turned Levine onto the book as inspiration.[42][56]The setting was inspired by turn-of-the-century American culture andpropaganda,with some of the artwork around Columbia adapted from historical posters.[57][58][59]By selecting the hypothetical date of July 4, 1912, the team identified films to draw imagery from, likeThe Music Man,Meet Me in St. Louis,andHello, Dolly,which exhibited ideal views of Americana at the turn of the 20th century.[60]Other sources of inspiration for the game's art included photographs from before and after the1906 San Francisco earthquake,and fromSears-Roebuck catalogs.[61]

The bright, open-air environments of Columbia presented a challenge to the team to keep aspects of the horror genre within the game; the developers took inspiration fromStanley Kubrick'sThe ShiningandDavid Lynch'sBlue Velvetin how to transform bright, sterile environments into something frightening.[62][32] While initial designs of the flying city were darker and closer toArt Nouveau,Irrational felt this made the game world too claustrophobic and too similar to Rapture. Instead, they decided on a brighter, expansive architecture and color scheme.[63][64]Irrational designed the vertical and open-air spaces of Columbia to provide more opportunities to include various types of combat compared to the tight quarters of Rapture.[65]2K Marin assisted in building out the architecture and details of Columbia, given the much larger scope of the levels than previousBioShockgames.[66][67]

While the floating city setting was developed early, the name "Columbia" and the thematic ideas of American exceptionalism that would inspire the story did not come about until eight months before the game's reveal.[68][69]The game also incorporated influences from more recent events at the time such as theOccupy movementin 2011,[70]which inspired how the Vox Populi group would grow from its haphazard beginnings.[71]Levine reflected that despite the game's earlier setting, many of the modern day political turmoil calls back to similar tactics and behavior used in the early days of America's democracy, and thus provided a means to flesh out these aspects within the game.[72]

Central to the game is the relationship between the player character, Booker, and the AI companion, Elizabeth.[73]UnlikeBioShock'sJackandBioShock 2'sSubject Delta,both of whom aresilent protagonists,BioShock Infinite's protagonist, Booker, was given his own voice and identity.[62]Elizabeth, a crucial element of the game, was designed as a character which could not only be a useful AI companion to the player but a real partner with a significant emotional bond as well.[74]The voice actors for Booker and Elizabeth—Troy BakerandCourtnee Draper,respectively—helped refine the story and their characters.[75]Levine did not provide the actors with full knowledge of the story in order to help them develop their characters' relationship in a more natural manner.[76]

In the early development ofInfinite,Elizabeth was designed to be more of a useful tool than a partner; she would perform tasks like picking locks that the player could not, but otherwise was not a major part of the experience. After Irrational saw players react favorably to Elizabeth in the E3 2011 demo, they expanded her role and abilities to make her a bigger part of the game.[77]The approach to Elizabeth was inspired by the characterAlyx VancefromHalf-Life 2[78]as well as Monkey and Trip in the gameEnslaved: Odyssey to the West.[79]Irrational wanted to avoid giving Elizabeth any of the same tools that the player had, such as a gun.[80]Instead, they gave her helpful abilities such as tossing supplies to Booker or deciphering codes to connect her more emotionally to the player.[80]She also served to help Irrational avoid tropes of the genre, such as receiving information over a radio or from someone on the opposite side of a window.[62]Elizabeth's relationship to the Songbird was inspired by Levine's experience with a friend in an abusive relationship.[81]Her design and costume was designed so players could recognize her from a distance given the open-space nature of the game and limited resolution, with the color scheme inspired by that of superheroes.[82]

The time period's setting inspired the incorporation of quantum theory byAlbert Einstein,Max Planck,andWerner Heisenbergthat would lead to theMany Worlds Theory.[83]Irrational consulted with physicist Mackenzie Van Camp to ground the game's science fiction in realquantum mechanics.[84]Levine promised that the ending ofInfinitewas "like nothing you've experienced in a video game before", and wanted to avoid the issueBioShockhad where the story lost its momentum in its final third.[85]

Technology and gameplay

[edit]

The team had to revolutionize their previous work on theBioShockgame in order to realize Columbia, including both indoor and outdoor settings that take place thousands of feet above the ground.[86]The modifiedUnreal Engine 2.5used forBioShockwas inadequate for their vision. Instead, they used Unreal Engine 3, modifying it with their own lighting engine and means to simulate the movement and buoyancy of the buildings.[87]The development team found that the implementation of open spaces created new gameplay options for the player, such as deciding between long-ranged attacks or finding a means to move in for short-range or melee combat.[31]

The developers noticed that inBioShock,once players equipped specific plasmids and weapons, they could complete the game without having to alter their loadout.[31]Irrational wanted instead to create situations throughInfinite's weapons and powers that would force players to change their tactics.[87]The vertical and open-air spaces of Columbia provide more opportunity to include various types of combat compared to the close-ranged limits of Rapture within the firstBioShock.[65]The team developed a variety of enemies that would have certain strengths and weakness that would force the player to experiment and work with all their available tools given to them.[31]They also wanted moral choices in the game to be less obvious and with initially ambiguous results.[36]

Early versions of the games had includedNostrumsas gameplay elements.[80]Nostrums would have made permanent changes to the character and could not be removed once used.[88]The Nostrum system was scrapped in favor of using gear, as they found that the system was too similar to other ones that the player would have available in equipping their character, compared to the gear option.[80]Similarly, earlier demonstrations of the game did not use Salt to power vigors, but instead each vigor would have a limited number of uses before it was exhausted. While more could have been found around the game's environment, the player would have only been able to carry a limited number of vigors into battle, with more powerful vigors containing fewer charges.[88]In early builds of the game, as many as 16 enemies could be on-screen at once, but this was dialed back to just six, a constraint which impacted the game design. Now, each individual enemy had to be tougher, creating "bullet sponge" enemies.[49]

The AI for Elizabeth was a major technical challenge for Irrational; they wanted her to display realistic-feeling behavior in contrast to games where such companions are either highly scripted or are simplistic.[89]The developers used the AI routines of the roving Big Daddy and Little Sister characters fromBioShockas a starting point for improving Elizabeth, giving her the tendency to look and move around like a real person instead of a robotic non-player character that either fought the player or did nothing.[90][78]The developers looked to the banter between characters in theUnchartedseries byNaughty Dogas an inspiration.[76]Elizabeth's responses are driven by a player's action or are independent of them, with the levels filled room by room with elements that Elizabeth could react to.[90]Actions are performed based on a number of factors, including whether the player is near and looking at Elizabeth, and the current tension of the game.[91]The game also monitors the player's actions to try and keep Elizabeth out of the line of fire. Cutting Elizabeth from the game was considered during development because of the difficulty in programming her, but Levine insisted she remain.[90]

Music

[edit]

The original score forBioShock Infinitewas composed byGarry Schyman,who had previously contributed the scores forBioShockandBioShock 2.[92]The score was partly inspired byJonny Greenwood's score forThere Will Be BloodandPaul Buckmaster's score for12 Monkeys.[93]Because of the differences from previousBioShockgames—a different time period and focus on characters—Schyman opted for a fresh approach to the score forInfinite.[93][94]Schyman worked on the score over an extended period of time due to the game's long development cycle.[95]Schyman did not limit himself to themusic of the period,[93]with the game's 1912 setting influential, but not determinative.[95]Originally working with a moreorchestralapproach, Schyman later used very intimate smallstring ensembleswith anywhere from three to ten players to compose the game's relatively simpler score.[93]

Choosing thelicensed musicforInfinitewas more challenging thanBioShock.[96][97]The first game was set in 1960, and it was easy to acquire musical pieces representative of the era.[96][97]Levine felt that the contemporary 1910s music ofInfinite's setting was "not very listenable" to a modern listener. Consequently, the development team had to research more extensively for satisfactory music.[96][97]The developers did not strictly adhere to exact historical timeframes when choosing.[96]The game also features contemporary songs, such as "God Only Knows"byThe Beach Boysand "Girls Just Want To Have Fun"byCyndi Lauper,recorded in an anachronistic ragtime style. In-game, the covers are presented as compositions heard through Tears in Columbia and recorded by Columbia's own artists. These covers were arranged byScott Bradlee,a musician who had drawn Irrational audio lead Jim Bonney's attention for his music mashups.[98][99]

Promotion and release

[edit]

The game was teased with several trailers,[100][78][101][102]including a set that that presented the history of Columbia in the style of shows likeIn Search Of....[103]The official game cover was revealed by Irrational Games in early December 2012. Journalists and players were critical of the art, as it lacked Elizabeth and any of the unique elements from the game. Levine responded that the cover was designed to appeal to a casual player; Irrational had a poll to allow players to decide what the reversible cover art should be,[104]while alternate cover art were provided as downloadable files that players can print and use.[105]For the cover and other parts of the game's promotion including live-action commercials, the directors hired Anna "Ormeli" Moleva, a Russiancosplayerthat had earlier attracted attention for her recreation of Elizabeth back in 2011.[106][107][108]The game's release was accompanied by various tie-in merchandise, including replicas and figurines,[109]aboard gamebased on the game calledBioShock Infinite: The Siege of Columbia,[110]and a prequel novella,Bioshock Infinite: Mind in Revolt.[111]

BioShock Infinitewas released worldwide for thePlayStation 3,Windows,andXbox 360platforms on March 26, 2013.[112]Aspyrlater published and portedInfiniteto theMacOSplatform on August 29, 2013.[3][113]Two special editions were released alongside the game, for each release platform. The Special Edition includes an art book, a propaganda poster, a mini-figurine of the Handyman, a keychain, and the game's soundtrack, along with in-game codes for special powers and, for consoles, additional themes. The Ultimate Songbird edition, in addition to the above, includes a Songbird statuette, designed by Irrational's Robb Waters.[114]

Two major pieces ofdownloadable contentwere released by Irrational for the game. The first piece isClash in the Clouds,a non-story arena-based combat mode where the player is faced with increasingly difficult waves of enemies on various maps based on in-game settings. It was released on July 30, 2013.[115]The second piece isBurial at Sea,a story-basedexpansionset in Rapture that linksInfinite's story to that of the originalBioShockgame. It consists of twoepisodes,with the first one released on November 12, 2013, and the second one on March 25, 2014.[116][117]BioShock Infinite: The Complete Edition,bundlingBioShock InfinitewithClash in the CloudsandBurial at Sea,was released on November 4, 2014.[118]ALinuxport was announced on December 6, 2014.[119]

BioShock Infinitealong withBurial At Seawas remastered and released for thePlayStation 4andXbox Oneas part ofBioShock: The Collectionin September 2016; the Windows version ofInfinite,at this time, was considered already at par with the console version and did not receive any additional updates.[120]A standalone version ofBioShock Infinite(includingBurial at Sea) as well asThe Collectionwas released on theNintendo Switchon May 29, 2020.[121]

On September 3, 2022,Bioshock Infinitealong with its predecessors was updated with the "Quality of Life Update" which added a launcher developed by2K Games.This update was met with heavy criticism from fans of the game as it broke compatibility for Linux andSteam Deckusers.[122]The update was also criticized for serving no purpose except for addingtelemetry,and impacting the game's performance.[123]

Sales

[edit]

In its first week of release,BioShock Infinitewas the best-selling game onSteam's digital Top 10 PC Charts.[124]In the United States,BioShock Infinitewas the top-selling console game for March 2013, with more than 878,000 units sold; these figures do not include digital sales such as through Steam.[125]Take-Two Interactive reported that the game had shipped 3.7 million copies to retail by their May 2013 financial report,[126]and surpassed 4 million in late July.[127]According to Take-Two Interactive, the game has sold more than 6 million copies as of May 2014,[128]and 11 million a year later.[129]

During the first week of sales in the United Kingdom,BioShock Infinitedebuted as the number one selling PC game, and the best-selling game on all available formats, topping the UK PC Retail Sales and the UK All Formats video games charts.[124][130][131]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.[131]As of April 2, 2013, it is currently the second biggest launch of 2013 in the UK afterTomb Raider,and is the biggest UK game launch in theBioShockfranchise's history with approximately 9000 more sales thanBioShock 2.[130][131][132]During the game's second week in the UK, despite a 75 percent drop in sales,BioShock Infinitemaintained its lead in the UK All Formats charts.[133]In its third week,Infinitebecame the first 2013 game to top the UK charts for three weeks in a row.[134]

Reception

[edit]

BioShock Infinitereceived critical acclaim upon release, with reviewers particularly praising the story, setting and visual art design. Aggregating review websiteMetacriticsummarized critical consensus as "universal acclaim", with the game netting score of 93–94/100 across its released platforms.BioShock Infinitewas the third-highest rated video game of 2013 across all platforms on the site, behindGrand Theft Auto VandThe Last of Us.[147]Consensus among several critics was thatBioShock Infinitewas one of the best games of theseventh generationera of video game consoles,[141][148]withIGN's Ryan McCaffery praising the game as "a brilliant shooter that nudges the entire genre forward with innovations in both storytelling and gameplay."[22]Joe Juba ofGame Informerstated thatInfinitewas among the best games he had ever played,[140]while PlayStation Universe's Adam Dolge called it "one of the best first-person shooters ever made."[149]Identifying it as a "masterpiece that will be discussed for years to come", Joel Gregory ofPlayStation Official Magazineconcluded thatInfinitewas the latest game to join the hallowed ranks ofHalf-Life,Deus ExandBioShockas "the apotheosis of the narrative-driven shooter."[143]

Many critics favorably comparedBioShock Infiniteto the originalBioShock,[139][140][22][9][150]with some even believing thatInfinitehad surpassed it.[142][151][152]Entertainment Weekly's Darren Franich stated that "ifBioShockwasThe Godfather,thenBioShock InfiniteisApocalypse Now",[153]with Adam Kovic ofMachinimacalling them "two similar-yet-separate games that can co-exist and remain equal in quality."[154]

Wide acclaim was directed to the story, with several critics calling it among the best in video gaming.[142][155][156]The story's exploration of mature themes was well received,[25][157]withTime's Jared Newman praising its ability to prompt commentary and critiques from players as the game's true value.[158]Several critics, includingAdam SesslerofRev3Games,also praisedBioShock Infinite's storytelling, noting that its ability to finesse player agency and interaction resulted in a narrative that could only work in a game.[159][160]The story'stwist endingwas mostly praised,[140][142][159]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.[37][25][145][155]It was also generally agreed thatInfinite's ending was an improvement over the originalBioShock's,[22][150]with Gregory explaining that, unlike its predecessor,Infinitenever lost momentum after revealing its twist.[143]Some critics who overall praised the ending did concede that it suffered from plot holes and leaps in logic,[149][161]withEdgecalling it "a finality that doesn't make sense within the universe the game has created."[138]Several articles have since been released attempting to explain the game's ending.[15][18][21][162]

Critics particularly acclaimed the city of Columbia as the setting of the game, with Arthur Gies ofPolygonstating that it was "one ofBioShock Infinite's greatest assets. "[163]Columbia was praised by some critics as one of video games' best settings,[139][22][157]withDestructoid's Jim Sterling explaining that, unlikeBioShock 2,Infinitemade a wise decision in abandoning Rapture "for an all new story in an all new setting, introducing us to the cloud city of Columbia."[150]The setting's visual art design drew praise, with Columbia being described as beautiful and gorgeous.[22][150]Lucas Sullivan ofGamesRadarwent on to describeInfiniteas "one of the most visually captivating games ever made."[141]The setting's attention to detail was also well received,[151][159]with critics impressed at how diverse the game's environments were, and how no two of Columbia's many different areas ever felt alike.[141][22]Critics also enjoyed how the game encouraged them to explore more of Columbia,[149][164]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."[140]

Elizabeth's role in the gameplay and narrative received wide praise.[22][161]Her implementation as an AI partner for the player-controlled Booker was described by Sullivan to be "downright ingenious"[141]and was stated by some critics to be the main aspect that separatedInfinitefrom its predecessors.[139][22]Special praise was given not only to Elizabeth's ability to take care of herself in combat, but also for actively assisting the player by finding ammo and health, and opening Tears.[140][141]Critics also acknowledged Elizabeth as not just a combat partner, but a companion that invoked an emotional response from the player.[139]Eurogamer's Tom Bramwell felt that the game "creates a familial bond" between Elizabeth and the player,[37]with Sullivan stating that she felt like "a friend."[141]McCaffrey explained that Elizabeth's presence in the game provided motivation and emotional depth, something he believed the originalBioShocklacked.[22]Edgecalled Elizabeth "a technical triumph, the most human-seeming AI companion sinceHalf-Life 2's Alyx Vance ",[138]with Sullivan stating that her "behavior makes you forget she's a video game character."[141]Several critics also praised Elizabeth's relationship and interactions with Booker, believing that they formed the core of the game's story.[150][160]Mikel Reparaz ofOfficial Xbox Magazineexplained that "the evolving interplay between [Elizabeth] and Booker is the heart and soul of what makesBioShock Infinitesuch an involving, memorable experience. "[9]

The voice cast was well received,[142][151]with Troy Baker and Courtnee Draper being particularly praised for their performances as Booker and Elizabeth, respectively.[165]The audio and soundtrack also received positive responses,[140][151]with Cheat Code Central's Josh Wirtanen stating, "from the absurdly talented voice actors to the so-happy-it's-actually-creepy music selection to set the mood, this game sounds fantastic from start to finish."[166]

Although the gameplay's combat was mostly well received and praised,[140][25][159]it was the most polarizing aspect of the game, withThe Daily Telegraph's Tom Hoggins noting "the gunplay is far fromInfinite's most satisfying component. "[160]Nevertheless, critics opined that the game's gunplay and shooting was an improvement over its predecessors.[157][166]The game's expanded environments were well received,[143]withEdgenoting they encouraged the player to think more tactically and improvise.[138]Tom Francis ofPC Gamerand Hoggins felt thatInfinite's overall combat was an improvement over the previousBioShockgames largely due to the dynamism of the expanded environments.[144][160]The addition of the Sky-Line received special praise from critics.[22][159]Sullivan felt that the Sky-Line "delivers a new FPS experience entirely",[141]while Gregory hailed it as a "real game-changer".[143]Critics also enjoyed the Vigors, weapons, and upgrades,[140][25]with McCaffrey praising the game's "myriad combat options".[22]

In contrast, the gameplay was criticized by some as monotonous and repetitive,[161]withVideoGamer'sSteven Burns explaining the game's lack of real sense of escalation in either abilities or enemies made combat very tiresome and grating.[145]Some also noted thatInfinitehad regressed into a simple shooter compared to the role-playingSystem Shockgames,[157]with Newman stating that "combat feels too constrained as a result."[158]There were also complaints that the middle portion of the game was padded by gameplay flaws.[22][160]Critics expressed disappointment that the game limited the player to only two weapons,[145]with Reparaz feeling that this, along with the lack of outlandish upgrades, madeInfinite's "less inventive" combat "not quite up toBioShock's high standards. "[9]Criticism was also directed at the combat's "meager" death penalty,[140][9]with complaints that this resulted in a less challenging game.[157]

Infinite's graphic depiction of violence generated substantial discussion.Polygon's Chris Plante argued the violence in the game could repel players who are more interested in the game's themes and narrative. He believed that unlike films that are based on violence as part of their themes,Infinitedoes not attempt to rationalize its violence, claiming the "magnitude of lives taken" and the "cold efficiency in doing so" was "unfamiliar to even the mostexploitative films."[167]Kotaku's Kirk Hamilton agreed, stating that while violence is a common theme across video games, "[the] ridiculous violence stands out in such sharp relief when placed against the game's thoughtful story and lovely world." Hamilton acknowledged thatInfinitelikely would have been difficult to sell at the mass market if it lacked the first-person shooter elements, but still said that the violent kills felt "indulgent and leering" and unnecessary for the game.Cliff Bleszinski,the creative lead ofGears of War,a series Bleszinski acknowledges as being purposely violent, agreed with these sentiments, saying he "felt the violence actually detracted from the experience".[168]Dean Takahashi ofVentureBeatfelt that the game's nature as a first-person shooter limited its audience appeal due to the extreme violence inherent in the genre.[169]

In comparison, Rus McLaughlin of VentureBeat stated that the sudden onset of violence at the carnival at the start of the game was a necessary element to show that "Columbia is not perfect. It's ugly,xenophobic,and ready to explode. "McLaughlin also considered the message carried byInfiniteabout the extreme nature of the violent acts Booker commits to be tied to his redemption by the end of the game.[170]Similarly Jim Sterling fromDestructoidconsidered the game's violence justified because the game's story is about violence itself. They believed that having a non-violent option would go against everything natural to the game itself and "those asking for a non-violentBioShock Infiniteare asking for a different game entirely. "[171]

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".[172]He went on to say that art had a responsibility to authentically replicate and depict violence.[173]He later explained that he felt "the reaction to the violence [inBioShock Infinite] is more an expression of people building confidence in the industry's ability to express itself in more diverse fashions ".[174]

Awards

[edit]

BioShock Infinitewas nominated for or won multiple awards during its pre-release period. It was a nominee for Most Anticipated Game at the 2010 through 2012Spike Video Game Awards,[175][176][177]and won over 85 editorial awards at the 2011Electronic Entertainment Expo 2011,[6]39 of which were Game of Show.[178][179]The game also received two consecutiveGolden Joystick Awardnominations for One to Watch in2011and2012.[180][181]After release,Infinitewon theGame of the Yearaward from multiple publications, including theAssociated Press,[182]CNN,[183]Electronic Gaming Monthly,[184]Entertainment Weekly,[185]Forbes,[186]andGames.[187]The game also won Best Shooter of the Year awards from several publications, includingThe Escapist,[188]Game Informer,[189]GameTrailers,[190]Hardcore Gamer,[191]IGN,[192]andOfficial Xbox Magazine.[193]

Date Award Category Recipient(s) and Nominee(s) Result Ref.
October 26, 2013 Golden Joystick Award2013 Game of the Year BioShock Infinite Nominated [194]
Best Storytelling BioShock Infinite Nominated [194]
Studio of the Year Irrational Games Nominated [194]
Best Visual Design BioShock Infinite Won [195]
Best Gaming Moment Hallelujah Nominated [194]
December 7, 2013 Spike VGX 2013 Game of the Year BioShock Infinite Nominated [196]
Studio of the Year Irrational Games Nominated [196]
Best Shooter BioShock Infinite Won [196]
Best Xbox Game BioShock Infinite Nominated [196]
Best Voice Actor Troy Baker as Booker DeWitt Nominated [196]
Best Voice Actress Courtnee Draper as Elizabeth Nominated [196]
Best Soundtrack BioShock Infinite Nominated [196]
Best Song in a Game "Will the Circle Be Unbroken?"performed by Courtnee Draper and Troy Baker Won [196]
Character of the Year The Lutece Twins Won [196]
February 6, 2014 17th Annual D.I.C.E. Awards Game of the Year BioShock Infinite Nominated [197]
Action Game of the Year BioShock Infinite Won [197]
Outstanding Achievement in Art Direction BioShock Infinite Nominated [197]
Outstanding Achievement in Original Music Composition BioShock Infinite Won [197]
Outstanding Achievement in Sound Design BioShock Infinite Nominated [197]
Outstanding Achievement in Story BioShock Infinite Nominated [197]
February 23, 2014 18th Satellite Awards Outstanding Action/Adventure Video Game BioShock Infinite Nominated [198]
March 8, 2014 2014SXSWGaming Awards Game of the Year BioShock Infinite Nominated [199]
Excellence in Art BioShock Infinite Won [200]
Excellence in Narrative BioShock Infinite Nominated [199]
Excellence in Design and Direction BioShock Infinite Nominated [199]
Excellence in Musical Score BioShock Infinite Nominated [199]
Cultural Innovation Award BioShock Infinite Nominated [199]
March 12, 2014 10th British Academy Video Games Awards Artistic Achievement Scott Sinclair, Shawn Robertson, Stephen Alexander Nominated [201]
Audio Achievement Patrick Balthrop, Scott Haraldsen, James Bonney Nominated [201]
Original Music Garry Schyman, James Bonney Won [201]
Performer Courtnee Draper as Elizabeth Nominated [201]
March 19, 2014 14th AnnualGame Developers Choice Awards Best Audio BioShock Infinite Won [202]
Best Narrative BioShock Infinite Honorable Mention [202]
Best Visual Art BioShock Infinite Won [202]

Themes

[edit]

Levine stated that players are supposed to draw their own conclusions from the game, with many parts ofInfiniteopen to interpretation and speculation; to this end, Levine avoided providing an authoritative final answer regarding the game's ending, saying, "what actually matters is what people think. Why does my interpretation matter more than yours?"[203]Acknowledging thatInfinite's themes left fans debating and frustrated, Levine was nevertheless satisfied by the game's opacity, stating that it was his intent. Rob Crossley ofCVGstated that "To [Levine], the [game's]Many Worlds Theoryis astorytelling device;one that gives his narrative something unique in games yet celebrated in film:interpretability."[203]

Commentators discussed the associated themes ofsameness,[204][205]fatalism,[205]choice,[205]andunintended consequenceswithin the context of the Luteces' backstory and appearances.[205]The story's theme of multiple realities in particular was also commented as drawing parallels with the fact that, in contrast to previousBioShockgames,Infiniteonly 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 infinite number of ways, but that certain things would always be the same.[206]Tom Phillips ofEurogameragreed, interpreting Elizabeth's line ( "We swim in different oceans, but land on the same shore" ) as meaning that, just like Booker's journey in different worlds, different players would have different experiences throughout the game but would nevertheless all reach the same ending.[18]This has led some to identifyBioShock Infiniteas ametagameand meta-commentary on the whole process of players making different choices in games.[169][207][208]

In response to people discussing Columbia "as a particularly racist society", Levine said that the game was making no particular point about the theme ofracismand that the game's depiction of it was merely "more a factor of the time."[203]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 good and bad sides of racism and more just a reflection of the time and how it impacted that era."[209]He noted that several historic American figures such as the Founding Fathers,Abraham LincolnandTheodore Rooseveltwere "men of their times", great men 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.[209][210]Many reviewers praised the game for its treatment ofrace.[211][212]

In addition to overt depictions of racism, the possibility of multiple realities, and the themes explored by the concept of constants and variables, the game was interpreted as tackling political and social problems.[213]Other themes discussed by commentators within the context ofInfinite'ssetting and story include American exceptionalism,[214]extremism,[214]fundamentalism,[215]nationalism,[216]fanaticism,[217]cultism,[217]populism,[218]religion,[218]dichotomy,[204]free will,[219]hope,[219]self-loathing,[203]denial,[203]rebirth,[220]andredemption.[220]

A Columbian propaganda poster showing George Washington standing tall with theTen Commandmentsabove a throng of racist caricatures ofIrish,Chinese,Native Americans,Jews,Mexicans,andIndians.This Columbia propaganda poster, portraying the Founders as xenophobic, was briefly used by the National Liberty Federation.[221]

Reveals of the game had people from all sides of thepolitical spectrumaccusing the game of attacking the left or right; Levine considered thatInfinitewas aRorschach testfor 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".[210]The National Liberty Federation, a group in theTea Party movement,used a propaganda mural from the game espousing the Founders' racism and xenophobia on their Facebook page before its source was recognized and later taken down.[222]Fox Newscreated a logo extremely similar to theBioShock Infinitelogo for a segment titled "Defending the Homeland" relating to immigration control.[223]

Comstock was altered after Levine spoke with a developer who threatened to quit over the game's presentation of the character and religion; the developer helped Levine to reconsider the notion of forgiveness in theNew Testamentand set to figure out why people came to follow Comstock and to understand the ecstatic religious experience they would be seeking.[224][225]In another case, a player that considered himself a "devout believer" of Christianity was offended by the forced baptism that Booker receives prior to entering Columbia proper, prompting him to request a refund due to being unaware of this content in the game.[226]Patricia Hernandez ofKotakuconsidered that the baptism scene was "admirable" in the context ofvideo games as an art form,and the scene elicited numerous responses on social media.[226]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.[204][219][220][227][228]

Notes

[edit]
  1. ^Additional work by2K Australia[1]andHuman Head Studios.[2]Ported to OS X byAspyr.[3]Ported to Linux byVirtual Programming.
  2. ^The game does not clarify if this is the same version of Booker that the player has played as, or a Booker from a different alternate reality.
  3. ^TheXCOMgame would eventually becomeThe Bureau: XCOM Declassified(2013).

References

[edit]
  1. ^Pitcher, Jenna (February 12, 2013)."2K Australia's role in BioShock Infinite's development".Polygon.Vox Media.Archivedfrom the original on June 14, 2014.RetrievedSeptember 17,2014.
  2. ^R. Conklin, Aaron (July 24, 2014)."Inside the minds of Human Head Studios".Isthmus.Archivedfrom the original on April 14, 2017.RetrievedJuly 24,2014.
  3. ^abJackson, Mike (August 3, 2013)."News: BioShock Infinite coming to Mac on August 29".Computer and Video Games.Archivedfrom the original on March 16, 2014.RetrievedMarch 16,2014.
  4. ^Williams, Nakisha (April 9, 2013)."'BioShock Infinite': The steampunk style floating city, the 'virtual actress,' and more design notes ".Entertainment Weekly.Archivedfrom the original on February 22, 2014.RetrievedFebruary 8,2014.
  5. ^Narcisse, Evan (March 6, 2013)."Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One".Kotaku.Archivedfrom the original on November 8, 2013.RetrievedNovember 1,2013.
  6. ^abc"The Game".BioShock Infinite Official Website. Archived fromthe originalon March 30, 2013.RetrievedOctober 31,2013.
  7. ^Irrational Games(January 28, 2013)."Columbia: A Modern Day Icarus?".YouTube.Archivedfrom the original on January 2, 2014.RetrievedNovember 11,2013.
  8. ^Sydell, Laura (April 1, 2013)."'Bioshock Infinite': A First-Person Shooter, A Tragic Play ".NPR.Archivedfrom the original on April 2, 2013.RetrievedApril 1,2013.
  9. ^abcdefReparez, Mikel (March 24, 2013)."BioShock Infinite review".Official Xbox Magazine.Archivedfrom the original on March 27, 2013.RetrievedMarch 25,2013.
  10. ^Bertz, Matt (September 12, 2010)."Columbia: A City Divided".Game Informer.pp. 1–2. Archived fromthe originalon May 31, 2012.RetrievedSeptember 12,2010.
  11. ^Nguyen, Thierry (May 23, 2011)."BioShock Infinite Jumps From 1912 to 1983 And Back".1UP.Archivedfrom the original on October 19, 2012.RetrievedMay 23,2011.
  12. ^Kohler, Chris (December 8, 2012)."If You Leave Me, I'll Die: 9 Popular Songs That Unlock BioShock Infinite's Mysteries".Wired.Archivedfrom the original on December 9, 2012.RetrievedDecember 9,2012.
  13. ^Rosenberg, Adam (December 10, 2012)."Irrational Games will offer fans an alternative to BioShock Infinite's cover art".Digital Trends.Archivedfrom the original on December 14, 2012.RetrievedDecember 18,2012.
  14. ^Goldstein, Hilary (May 23, 2011)."E3 2011: BioShock Infinite – Beware the Songbird".IGN.Archived fromthe originalon May 26, 2011.RetrievedMay 24,2011.
  15. ^abTassi, Paul (March 27, 2013)."An Attempt to Understand BioShock Infinite's Brilliant and Bizarre Ending".Forbes.Archivedfrom the original on March 29, 2013.RetrievedMarch 27,2013.
  16. ^Mutelef, Jeffrey (December 7, 2012)."BioShock Infinite preview: back on track?".Eurogamer.Archivedfrom the original on December 10, 2012.RetrievedDecember 7,2012.
  17. ^Vary, Adam (December 7, 2012)."'Bioshock Infinite' snap judgment: Taking to the skies, and taking on religion and race ".Entertainment Weekly.Archivedfrom the original on December 9, 2012.RetrievedDecember 9,2012.
  18. ^abcdePhillips, Tom (April 4, 2013)."BioShock Infinite ending explained".Eurogamer.Archivedfrom the original on April 7, 2013.RetrievedApril 4,2013.
  19. ^Amini, Tina (April 1, 2013)."Seeing Through The Eyes Of A BioShock Infinite Villain".Kotaku.Archivedfrom the original on April 4, 2013.RetrievedApril 1,2013.
  20. ^Kohler, Chris (April 3, 2013)."Letters From Columbia: Breaking Down BioShock Infinite".Wired.Archivedfrom the original on April 3, 2013.RetrievedApril 3,2013.
  21. ^abcdeKelly, Andy (April 5, 2013)."Unlocking the secrets and mysteries behind BioShock Infinite".Computer and Video Games.Archivedfrom the original on April 8, 2013.RetrievedApril 5,2013.
  22. ^abcdefghijklmnopMcCaffery, Ryan (March 21, 2013)."BioShock Infinite PC Review".IGN.Archivedfrom the original on March 23, 2013.RetrievedMarch 24,2013.
  23. ^abcdefIrrational Games, ed. (2013).BioShock Infinite manual(US Xbox 360 ed.). 2K Games.
  24. ^Lahti, Evan (December 8, 2012)."What I didn't love about BioShock Infinite".PC Gamer.Archivedfrom the original on December 12, 2012.RetrievedDecember 12,2012.
  25. ^abcdefgVanOrd, Kevin (March 25, 2013)."BioShock Infinite Review - Xbox 360 & PC".GameSpot.Archivedfrom the original on October 14, 2013.RetrievedOctober 11,2013.
  26. ^McWheartor, Michael (December 7, 2012)."BioShock Infinite hands-on: Mysteries in the clouds".Polygon.Archivedfrom the original on December 10, 2012.RetrievedDecember 7,2012.
  27. ^Haley, Sebastian (March 26, 2013)."BioShock Infinite guide: The best Vigors and Gear to make Columbia burn".VentureBeat.Archivedfrom the original on July 8, 2022.RetrievedJuly 8,2022.
  28. ^Narcisse, Evan (March 26, 2013)."Tips for Playing BioShock Infinite".Kotaku.Archivedfrom the original on November 17, 2022.RetrievedNovember 17,2022.
  29. ^Ivan, Tom (March 8, 2012)."Ken Levine talks to us about the wider role the game's new adversaries will play".Computer and Video Games.Archivedfrom the original on March 12, 2012.RetrievedMarch 8,2012.
  30. ^abTolito, Stephan (August 16, 2010)."It Would Be Dishonest To Say This Is Not BioShock".Kotaku.Archivedfrom the original on August 18, 2010.RetrievedAugust 16,2010.
  31. ^abcdShuman, Sid (September 22, 2010)."BioShock Infinite: 10-minute Gameplay Video, Ken Levine Talks Combat".Sony Computer Entertainment.Archivedfrom the original on September 26, 2010.RetrievedSeptember 24,2010.
  32. ^abClayman, David (August 19, 2010)."Building the World of BioShock Infinite".IGN.Archived fromthe originalon August 23, 2010.RetrievedAugust 23,2010.
  33. ^Gregory, Joel (February 20, 2013)."Bioshock Infinite PS3 hands-on: A question of faith".Official PlayStation Magazine.Archived fromthe originalon January 7, 2014.RetrievedNovember 14,2013.
  34. ^Nye Griffiths, Daniel (April 9, 2013)."BioShock Infinite Review - Xbox 360 Version".Forbes.Archivedfrom the original on November 11, 2013.RetrievedNovember 14,2013.
  35. ^Thielenhaus, Kevin (March 28, 2013)."Bioshock Infinite: Side-quest Chests & Vox Messages Locations Guide".GameFront.Archivedfrom the original on November 8, 2013.RetrievedNovember 14,2013.
  36. ^abGera, Emily (January 17, 2013)."Bioshock Infinite will fix the faults of its predecessor's system of choice".Polygon.Archivedfrom the original on January 21, 2013.RetrievedJanuary 18,2013.
  37. ^abcdBramwell, Tom (March 25, 2013)."BioShock Infinite review".Eurogamer.Archivedfrom the original on March 26, 2013.RetrievedMarch 25,2013.
  38. ^Petitte, Omri (March 26, 2013)."Unlock BioShock Infinite's 1999 mode with the Konami code".PC Gamer.Archivedfrom the original on November 5, 2013.RetrievedNovember 14,2013.
  39. ^Fahey, Mike (January 23, 2012)."Average Gamers are Going To Hate BioShock Infinite's 1999 Mode".Kotaku.Archivedfrom the original on March 28, 2014.RetrievedMarch 10,2014.
  40. ^Yin-Poole, Wesley (August 12, 2010)."Levine: Why I passed on BioShock 2".Eurogamer.Archivedfrom the original on January 4, 2014.RetrievedJanuary 4,2014.
  41. ^abcdefghiSchreier, Jason (2021).Press Reset: Ruin and Recovery in the Video Game Industry.Grand Central Publishing.ISBN978-1-5387-3548-0.
  42. ^abCowen, Nick (December 2, 2011)."How BioShock Infinite will be prescient – interview with Ken Levine".The Guardian.Archivedfrom the original on January 4, 2014.RetrievedJanuary 4,2014.
  43. ^abcdefgPlante, Chris (March 6, 2014)."The final years of Irrational Games, according to those who were there".Polygon.Archivedfrom the original on March 27, 2018.RetrievedMarch 26,2018.
  44. ^Cook, Dave (February 1, 2013)."BioShock Infinite originally set in Rapture: dev explains 'terrifying' move to Columbia".VG247.Archivedfrom the original on February 4, 2013.RetrievedFebruary 1,2013.
  45. ^Bottams, Tim (October 25, 2021)."Jon Chey: 'A rock in the ocean' of Australian games development".The Standard.Swinburne University of Technology.Archivedfrom the original on September 20, 2022.RetrievedSeptember 19,2022.
  46. ^Suellentrop, Chris (September 14, 2016)."Inside the Making of 'BioShock' Series With Creator Ken Levine".Rolling Stone.Archived fromthe originalon September 16, 2016.RetrievedSeptember 15,2016.
  47. ^Nunneley, Stephany (August 19, 2010)."Interview – Irrational Games' Ken Levine".VG247.Archivedfrom the original on February 20, 2016.RetrievedAugust 19,2010.
  48. ^Gaskill, Jake (July 28, 2010)."Teaser Site For Irrational Games'" Project Icarus "Goes Live".G4.Archivedfrom the original on January 3, 2014.RetrievedJanuary 4,2014.
  49. ^abKlepek, Patrick (June 10, 2016)."The Real Stories Behind E3s Glossy Game Demos ".Kotaku.Archivedfrom the original on January 23, 2023.RetrievedJanuary 23,2023.
  50. ^Pitcher, Jenna (February 18, 2013)."BioShock Infinite had enough cut from it to make five or six full games".Polygon.Archivedfrom the original on February 22, 2013.RetrievedFebruary 19,2013.
  51. ^Petitte, Omri (February 20, 2013)."BioShock Infinite goes gold, Irrational says it cut enough content to" make five or six games "".PC Gamer.Archivedfrom the original on January 4, 2014.RetrievedJanuary 4,2014.
  52. ^Goldberg, Harold (March 21, 2013)."The Nerd as Auteur in BioShock Infinite".The New York Times.Archivedfrom the original on April 1, 2013.RetrievedApril 10,2013.
  53. ^Pitcher, Jenna (February 12, 2013)."2K Australia's role in BioShock Infinite's development".Polygon.Archivedfrom the original on March 5, 2014.RetrievedMarch 16,2014.
  54. ^Peckham, Matt (February 18, 2014)."BioShock Creator Ken Levine 'Winding Down Irrational Games as You Know It'".Time.Archivedfrom the original on February 18, 2014.
  55. ^Suellentrop, Chris (September 14, 2016)."Inside the Making of 'BioShock' Series With Creator Ken Levine".Rolling Stone.Archived fromthe originalon September 16, 2016.RetrievedSeptember 15,2016.
  56. ^Laughlin, Andrew (November 20, 2011)."Telling tales: 'BioShock's Ken Levine on video game storytelling".Digital Spy.Archivedfrom the original on January 4, 2014.RetrievedJanuary 4,2014.
  57. ^Alexander, Leigh (August 12, 2010)."Interview: Irrational Games Leaves The Sea For The Sky With BioShock Infinite".Gamasutra.Archivedfrom the original on August 15, 2010.RetrievedAugust 12,2010.
  58. ^Sharkey, Mike (August 27, 2010)."Interview with BioShock Infinite Lead Artist Shawn Robertson".GameSpy.Archivedfrom the original on August 31, 2010.RetrievedAugust 27,2010.
  59. ^Bertz, Matt (September 16, 2010)."Smear Campaign: The Propaganda of BioShock Infinite".Game Informer.Archived fromthe originalon September 19, 2010.RetrievedSeptember 16,2010.
  60. ^Juba, Joe (November 26, 2010)."BioShock Infinite Cover Story - BioShock Infinite".Game Informer.Archived fromthe originalon September 22, 2022.RetrievedDecember 26,2013.
  61. ^Sharkey, Mike (August 27, 2010)."Interview with BioShock Infinite Lead Artist Shawn Robertson".GameSpy.Archivedfrom the original on August 31, 2010.RetrievedAugust 27,2010.
  62. ^abcHerring, Will (February 1, 2011)."Ken Levine talks BioShock Infinite inspirations".GamePro.Archived fromthe originalon August 25, 2011.RetrievedFebruary 1,2011.
  63. ^Gillen, Kieron (August 13, 2010)."The Bioshock: Infinite Ken Levine Interview".Rock, Paper, Shotgun.Archivedfrom the original on August 14, 2010.RetrievedAugust 13,2010.
  64. ^Parish, Jeremy (March 11, 2011)."Postcard from PAX: The Iterative Evolution of BioShock Infinite".1UP.Archived fromthe originalon June 29, 2011.RetrievedMarch 11,2011.
  65. ^abIvan, Tom (May 25, 2012)."BioShock Infinite: 'Combat has evolved in a very substantial way'".Computer and Video Games.Archivedfrom the original on May 27, 2012.RetrievedMay 27,2012.
  66. ^Pitcher, Jenna (February 12, 2013)."BioShock Infinite development relied heavily on Australian team".Polygon.Archivedfrom the original on February 15, 2013.RetrievedFebruary 12,2013.
  67. ^Bertz, Matt (September 16, 2010)."Smear Campaign: The Propaganda of BioShock Infinite".Game Informer.Archived fromthe originalon September 19, 2010.RetrievedSeptember 16,2010.
  68. ^de Matos, Xav (August 12, 2010)."BioShock Infinite Interview: Ken Levine on Exceptionalism, Expectations & Returning to the Well".Shacknews.Archived fromthe originalon November 8, 2010.RetrievedAugust 12,2010.
  69. ^Robinson, Andy (August 23, 2010)."Irrational prototyped other games before Bioshock: Infinite".Computer and Video Games.Archived fromthe originalon January 4, 2014.RetrievedJanuary 4,2014.
  70. ^Tsukayama, Hayley (October 25, 2011)."The tea party, Occupy Wall Street and 'BioShock Infinite': How a video game is reflecting life".The Washington Post.Archivedfrom the original on January 10, 2012.RetrievedOctober 26,2011.
  71. ^Tsukayama, Hayley (October 25, 2011)."The tea party, Occupy Wall Street and 'BioShock Infinite': How a video game is reflecting life".The Washington Post.Archivedfrom the original on January 10, 2012.RetrievedOctober 26,2011.
  72. ^Hawkins, Matthew (March 7, 2013)."Ken Levine on the politics 'BioShock Infinite'".MSNBC.Archived fromthe originalon December 16, 2012.RetrievedMarch 10,2012.
  73. ^Cowen, Nick (December 21, 2012)."Interview: Ken Levine on religion and racism in BioShock Infinite".Computer and Video Games.Archived fromthe originalon January 4, 2014.RetrievedJanuary 4,2014.
  74. ^Nunneley, Stephaney (December 7, 2012)."BioShock Infinite – Elizabeth's role in the game deepened as development progressed".VG247.Archivedfrom the original on January 4, 2014.RetrievedDecember 7,2012.
  75. ^Kohler, Chris (September 2, 2011)."Rare Collaboration Adds Weight to BioShock Infinite".Wired.Archivedfrom the original on January 8, 2012.RetrievedDecember 21,2011.
  76. ^abScimeca, Dennis (January 9, 2012)."Ken Levine on the Storytelling Craft of BioShock Infinite".Gamasutra.Archivedfrom the original on January 10, 2012.RetrievedJanuary 9,2012.
  77. ^Nunneley, Stephaney (December 7, 2012)."BioShock Infinite – Elizabeth's role in the game deepened as development progressed".VG247.Archivedfrom the original on January 4, 2014.RetrievedDecember 7,2012.
  78. ^abcVaranini, Giancarlo (December 12, 2011)."How Half-Life Influenced BioShock Infinite".GameSpot.Archivedfrom the original on January 10, 2012.RetrievedDecember 15,2011.
  79. ^Morales, Aaron (February 14, 2013)."'BioShock Infinite': Creator Ken Levine on violence in games and the world of 'BioShock'".Entertainment Weekly.Archivedfrom the original on February 18, 2013.RetrievedFebruary 18,2013.
  80. ^abcdGoldfarb, Andrew (December 11, 2012)."Ken Levine on Reinventing BioShock Infinite".IGN.Archivedfrom the original on December 13, 2012.RetrievedDecember 12,2012.
  81. ^Porter, Will (October 11, 2011)."BioShock Infinite: Ken Levine talks us through his new dystopia".Computer and Video Games.Archivedfrom the original on December 17, 2011.RetrievedDecember 16,2011.
  82. ^Evans-Thirlwell, Edwin (January 3, 2012)."Ken Levine" disappointed "by focus on breasts in Bioshock Infinite".Official Xbox Magazine (UK).Archivedfrom the original on January 4, 2014.RetrievedJanuary 5,2012.
  83. ^Rossignol, Jim (February 1, 2013)."Bioshock's Ken Levine Talks Stories, Systems & Science".Rock, Paper, Shotgun.Archivedfrom the original on February 3, 2013.RetrievedFebruary 1,2013.
  84. ^Crigger, Lara (July 2, 2013)."Mad science: developers turn to science to build a better apocalypse".Polygon.Archivedfrom the original on January 23, 2023.RetrievedJanuary 23,2023.
  85. ^Yin-Poole, Wesley (December 18, 2012)."Levine: BioShock Infinite ending" like nothing you've experienced in a video game before "".Eurogamer.Archivedfrom the original on December 31, 2012.RetrievedDecember 18,2012.
  86. ^Molina, Brett (August 12, 2010)."'BioShock Infinite' unveiled, third game takes to the skies ".USA Today.Archivedfrom the original on August 15, 2010.RetrievedAugust 12,2010.
  87. ^abde Matos, Xav (August 12, 2010)."BioShock Infinite Interview: Irrational's Timothy Gerritsen".Shacknews.Archivedfrom the original on January 4, 2014.RetrievedJanuary 4,2014.
  88. ^abFrushtick, Russ (June 1, 2011)."Ken Levine Talks Vigors, Nostrums And Major Gameplay Changes For 'BioShock Infinite'".MTV. Archived fromthe originalon June 3, 2011.RetrievedJune 1,2011.
  89. ^Suellentrop, Chris (December 6, 2012)."Why BioShock Infinite's Creator Won't Settle for Success".Wired.Archivedfrom the original on January 15, 2014.RetrievedDecember 6,2012.
  90. ^abcYin-Poole, Wesley (December 17, 2012)."BioShock Infinite's Elizabeth: Ken Levine on creating the best AI companion since Half-Life 2's Alyx Vance".Eurogamer.Archivedfrom the original on January 3, 2014.RetrievedDecember 17,2012.
  91. ^"BioShock Infinite: Ken Levine on choice, consequence and parallel universes".Computer and Video Games.March 3, 2012. Archived fromthe originalon April 14, 2012.RetrievedMarch 4,2012.
  92. ^Hillier, Brenna (December 20, 2012)."BioShock: Infinite scored by series composer Garry Schyman".VG247.Archivedfrom the original on December 24, 2012.RetrievedDecember 20,2012.
  93. ^abcdGoldfarb, Andrew (March 12, 2013)."The Music of BioShock Infinite".IGN.Archivedfrom the original on February 19, 2014.RetrievedJanuary 7,2014.
  94. ^Helgeson, Matt (March 19, 2013)."Game Music Spotlight: BioShock Infinite Composer Gary Schyman".Game Informer.Archived fromthe originalon January 10, 2014.RetrievedJanuary 7,2014.
  95. ^abPC Gamer (March 15, 2013)."BioShock Infinite's composer Garry Schyman on making music for the Songbird".PC Gamer.Archivedfrom the original on January 7, 2014.RetrievedJanuary 7,2014.
  96. ^abcdMix Meyer, John (April 26, 2012)."Q&A: Ken Levine's Brave New World of BioShock Infinite".Wired.Archivedfrom the original on June 2, 2013.RetrievedJanuary 7,2013.
  97. ^abcCox, Kate (March 26, 2012)."Jazz, Teddy Roosevelt, and Jumping Off the Edge: What Makes BioShock Infinite Tick".Kotaku.Archivedfrom the original on March 29, 2012.RetrievedMarch 26,2012.
  98. ^"The Caged Bird Sings: Five Stirring Musical Covers in BioShock Infinite".GameSpot.April 17, 2013.Archivedfrom the original on January 31, 2023.RetrievedJanuary 31,2023.
  99. ^Bradlee, Scott (2018). "From Pianist to Producer".Outside the Jukebox: How I Turned My Vintage Music Obsession into My Dream Gig.Hachette Books.ISBN978-0-316-41573-6.
  100. ^Savage, Phil (January 31, 2013)."Bioshock Infinite's City in the Sky trailer provides Comstock footage".PC Gamer.Archivedfrom the original on February 3, 2013.RetrievedFebruary 1,2013.
  101. ^Peckham, Matt (October 23, 2012)."Watch: What BioShock Infinite's New Trailer Tells Us About the Game".Time.Archivedfrom the original on October 23, 2012.RetrievedOctober 23,2012.
  102. ^Phillips, Tom (January 31, 2013)."Rapturous new BioShock Infinite trailer soars".Eurogamer.Archivedfrom the original on February 3, 2013.RetrievedFebruary 1,2013.
  103. ^Cork, Jeff (February 15, 2013)."Second BioShock Infinite Trailer Separates Truth From Legend".Game Informer.Archived fromthe originalon January 26, 2023.RetrievedJanuary 25,2023.
  104. ^Matulef, Jeffrey (December 12, 2012)."Ken Levine asks players to vote on BioShock Infinite's reversible cover".Eurogamer.Archivedfrom the original on December 15, 2012.RetrievedDecember 12,2012.
  105. ^Kohler, Chris (December 8, 2012)."Ken Levine Explains BioShock Infinite's Bland Box Art".Wired.Archivedfrom the original on February 21, 2014.RetrievedDecember 9,2012.
  106. ^Levine, Ken (December 2, 2012)."We love our BioShock cosplayers so much we hired one!".Irrational Games.Archivedfrom the original on December 4, 2012.RetrievedDecember 3,2012.
  107. ^Hillier, Brenna (December 3, 2012)."BioShock: Infinite box art features" official "Elizabeth".VG247.Archivedfrom the original on December 4, 2012.RetrievedDecember 3,2012.
  108. ^Westbrook, Logan (September 2, 2011)."Russian Cosplayer Wows With Second Wave of BioShock Infinite Pictures".The Escapist.Archivedfrom the original on May 21, 2013.RetrievedDecember 3,2012.
  109. ^Corrira, Alexa Ray (February 7, 2013)."BioShock Infinite's Elizabeth and Boys of Silence immortalized in plastic figures".Polygon.Archivedfrom the original on February 11, 2013.RetrievedFebruary 11,2013.
  110. ^Crecente, Brian (October 19, 2012)."BioShock Infinite board game drops players into the middle of a floating civil war".The Verge.Archivedfrom the original on October 21, 2012.RetrievedOctober 22,2012.
  111. ^Molina, Brett (January 22, 2013)."'BioShock Infinite' prequel to launch on Kindle ".USA Today.Archivedfrom the original on September 20, 2022.RetrievedJanuary 22,2013.
  112. ^Nichols, Scott (March 26, 2013)."'BioShock Infinite' new trailer celebrates launch - watch ".Digital Spy.Archivedfrom the original on January 22, 2018.RetrievedJanuary 4,2014.
  113. ^Prescott, Shaun (August 30, 2013)."News: BioShock Infinite releases for Mac today".Computer and Video Games.Archivedfrom the original on August 31, 2013.RetrievedMarch 16,2014.
  114. ^Phillips, Tom (October 18, 2012)."BioShock Infinite Ultimate Songbird Edition includes monstrous statue".Eurogamer.Archivedfrom the original on October 19, 2012.RetrievedOctober 18,2012.
  115. ^Bramwell, Tom (July 30, 2013)."BioShock Infinite: Clash in the Clouds review".Eurogamer.Archivedfrom the original on August 1, 2013.RetrievedJuly 30,2013.
  116. ^Goldfarb, Andrew (October 25, 2013)."BioShock Infinite: Burial at Sea Episode 1 DLC Release Date".IGN.Archivedfrom the original on March 20, 2014.RetrievedMarch 19,2014.
  117. ^Karmali, Luke (February 5, 2014)."BioShock Infinite: Burial at Sea Episode 2 Release Date".IGN.Archivedfrom the original on March 20, 2014.RetrievedMarch 19,2014.
  118. ^Makuch, Eddie (September 22, 2014)."BioShock Infinite Complete Edition Confirmed for Xbox 360, PS3, PC".GameSpot.CBS Interactive.Archivedfrom the original on September 23, 2014.RetrievedSeptember 23,2014.
  119. ^Williams, Katie (December 6, 2014)."BioShock Infinite Is Coming to Linux".IGN.Ziff Davis.Archivedfrom the original on October 12, 2022.RetrievedOctober 12,2022.
  120. ^Alexander, Julia (June 30, 2016)."BioShock: The Collection officially announced".Polygon.Archivedfrom the original on August 13, 2016.RetrievedJune 30,2016.
  121. ^Carpenter, Nicole (March 26, 2020)."BioShock, Borderlands games coming to Nintendo Switch in May".Polygon.Archivedfrom the original on November 21, 2020.RetrievedMarch 26,2020.
  122. ^Crider, Michael (September 6, 2022)."'Quality of Life' update makes Bioshock games unplayable on Steam Deck, Linux ".PC World.Archivedfrom the original on September 6, 2022.RetrievedSeptember 6,2022.
  123. ^Kennedy, Victoria (September 5, 2022)."Bioshock Infinite Steam update adds new launcher, to upset of its community".Eurogamer.Archivedfrom the original on September 5, 2022.RetrievedSeptember 5,2022.
  124. ^abPapadopoulos, John (April 2, 2013)."Weekly Top 10 PC Charts; UK PC Retail and Steam Digital Charts [24th - 30th]".DSOGaming.Archivedfrom the original on September 23, 2015.RetrievedApril 3,2013.
  125. ^Matulef, Jeffrey (April 19, 2013)."BioShock Infinite bests Tomb Raider as March's top-selling in the US".Eurogamer.Archivedfrom the original on April 19, 2013.RetrievedApril 19,2013.
  126. ^Cooke, Taylor (May 15, 2013)."BioShock Infinite shipped 3.7 million copies, Take-Two says".Edge.Archivedfrom the original on June 19, 2013.RetrievedMay 15,2013.
  127. ^MAtulef, Jeffrey (July 31, 2013)."BioShock Infinite sells over 4 million copies".Eurogamer.Archivedfrom the original on August 3, 2013.RetrievedJuly 31,2013.
  128. ^Makuch, Eddie (May 15, 2014)."Borderlands 2 ships 9 million units, BioShock Infinite climbs to 6 million".GameSpot.Archivedfrom the original on May 17, 2014.RetrievedMay 15,2014.
  129. ^Makuch, Eddie (May 28, 2015)."BioShock Franchise Still" Really Important, "Publisher Says".GameSpot.Archivedfrom the original on May 30, 2015.RetrievedMay 28,2015.
  130. ^abKubba, Sinan (April 2, 2013)."BioShock Infinitegoes sky-high in this week's UK charts ".Joystiq.Archived fromthe originalon April 3, 2013.RetrievedApril 2,2013.
  131. ^abc"BioShock InfiniteandLuigi's Mansion 2triumph in UK games chart ".Metro.April 2, 2013.Archivedfrom the original on April 5, 2013.RetrievedApril 3,2013.
  132. ^Orry, James (April 2, 2013)."UK Video Game Chart:BioShock Infinitetakes No.1 with record launch ".VideoGamer.Archivedfrom the original on October 29, 2013.RetrievedApril 3,2013.
  133. ^Kubba, Sinan (April 8, 2013)."BioShock Infiniteclings to top spot in this week's UK Charts ".Joystiq.Archived fromthe originalon April 11, 2013.RetrievedApril 11,2013.
  134. ^Kubba, Sinan (April 15, 2013)."BioShock Infinitekeeps on going in this week's UK charts ".Joystiq.Archived fromthe originalon April 18, 2013.RetrievedApril 16,2013.
  135. ^"BioShock Infinite for PC Reviews".Metacritic.Archivedfrom the original on December 14, 2015.RetrievedMarch 26,2013.
  136. ^"BioShock Infinite for PlayStation 3 Reviews".Metacritic.Archivedfrom the original on November 28, 2015.RetrievedMarch 26,2013.
  137. ^"BioShock Infinite for Xbox 360 Reviews".Metacritic.Archivedfrom the original on January 14, 2016.RetrievedMarch 26,2013.
  138. ^abcdEdge Staff (March 24, 2013)."BioShock Infinite review".Edge.Archivedfrom the original on March 28, 2013.RetrievedMarch 24,2013.
  139. ^abcdeFitch, Andrew (March 25, 2013)."EGM Review: BioShock Infinite".Electronic Gaming Monthly.Archivedfrom the original on March 29, 2013.RetrievedApril 4,2013.
  140. ^abcdefghijJuba, Joe (March 25, 2013)."Enjoying The View From Above - BioShock Infinite - PC".Game Informer.Archived fromthe originalon January 27, 2014.RetrievedJanuary 18,2014.
  141. ^abcdefghiSullivan, Lucas (March 25, 2013)."BioShock Infinite Review".GamesRadar.Archivedfrom the original on April 23, 2013.RetrievedApril 3,2013.
  142. ^abcdede Matos, Xav (March 25, 2013)."Bioshock Infinite review: Of lions, lambs and liars".Joystiq.Archived fromthe originalon March 27, 2013.RetrievedMarch 25,2013.
  143. ^abcdeGregory, Joel (March 25, 2013)."Bioshock Infinite PS3 review & gameplay video – lofty ambitions take flight in a true modern classic".PlayStation Official Magazine.Archived fromthe originalon March 28, 2013.RetrievedMarch 25,2013.
  144. ^abFrancis, Tom (March 24, 2013)."BioShock Infinite review".PC Gamer.Archivedfrom the original on March 27, 2013.RetrievedMarch 24,2013.
  145. ^abcdBurns, Steven (March 25, 2013)."BioShock Infinite Review".VideoGamer.Archivedfrom the original on May 13, 2013.RetrievedApril 4,2013.
  146. ^Hall of Fame listing, PlayStation Official Magazine issue 107,Future Publishing,March 2015
  147. ^Dietz, Jason (December 30, 2013)."The Best Videogames of 2013".Metacritic.Archivedfrom the original on January 5, 2014.RetrievedDecember 30,2013.
  148. ^Cullinane, James (March 26, 2013)."BioShock Infinite review".Gameplanet.Archivedfrom the original on April 23, 2014.RetrievedApril 14,2014.
  149. ^abcDolge, Adam (March 27, 2013)."BioShock: Infinite Review".PSU.Archivedfrom the original on November 10, 2013.RetrievedApril 13,2014.
  150. ^abcdeSterling, Jim (March 25, 2013)."Review: BioShock Infinite".Destructoid.Archivedfrom the original on November 3, 2013.RetrievedNovember 2,2013.
  151. ^abcdGerstmann, Jeff (March 25, 2013)."BioShock Infinite Review".Giant Bomb.Archivedfrom the original on November 10, 2013.RetrievedNovember 9,2013.
  152. ^Narcisse, Evan (March 25, 2013)."BioShock Infinite: The Kotaku Review".Kotaku.Archivedfrom the original on December 20, 2013.RetrievedDecember 18,2013.
  153. ^Franich, Darren (March 25, 2013)."'BioShock Infinite' review, with an addendum ".Entertainment Weekly.Archivedfrom the original on February 1, 2014.RetrievedJanuary 24,2014.
  154. ^Kovic, Adam (March 25, 2013)."BioShock Infinite Review".Machinima.Archivedfrom the original on November 10, 2013.RetrievedNovember 9,2013.
  155. ^abWehner, Mike (March 25, 2013)."BioShock Infinite Review: A Head in the Clouds".The Escapist.Archivedfrom the original on November 4, 2013.RetrievedNovember 2,2013.
  156. ^Orland, Kyle (March 26, 2013)."BioShock Infinite review".Wired UK.Archived fromthe originalon March 31, 2013.RetrievedApril 1,2013.
  157. ^abcdeDale, Alex (March 25, 2013)."BioShock Infinite review: Cloud nine".Computer and Video Games.Archivedfrom the original on December 14, 2013.RetrievedDecember 14,2013.
  158. ^abNewman, Jared (April 9, 2013)."BioShock Infinite Review: Elevated Action".Time.Archivedfrom the original on April 16, 2014.RetrievedApril 14,2014.
  159. ^abcdeSessler, Adam(March 25, 2013)."BioShock Infinite REVIEW! Adam Sessler Reviews".Rev3Games.Archived fromthe originalon April 16, 2014.RetrievedApril 14,2014.
  160. ^abcdeHoggins, Tom (March 25, 2013)."BioShock Infinite review".The Daily Telegraph.Archivedfrom the original on April 28, 2014.RetrievedApril 14,2014.
  161. ^abcHornshaw, Phil (March 29, 2013)."BioShock Infinite Review: A Gleaming City of Unrealized Potential".GameFront.Archivedfrom the original on April 12, 2014.RetrievedApril 14,2014.
  162. ^Lee, Ben (December 29, 2013)."Why BioShock Infinite's ending was one of 2013's biggest moments".Digital Spy.Archivedfrom the original on March 2, 2014.RetrievedFebruary 23,2014.
  163. ^Gies, Arthur (March 25, 2013)."BioShock Infinite review: above and below".Polygon.Archivedfrom the original on November 10, 2013.RetrievedNovember 9,2013.
  164. ^danielrbischoff (March 27, 2013)."BioShock Infinite Review".Game Revolution.Archivedfrom the original on December 28, 2013.RetrievedApril 14,2014.
  165. ^Kesten, Lou (March 26, 2013)."Review: Brilliant BioShock Infinite takes flight".The Boston Globe.Archivedfrom the original on April 10, 2013.RetrievedApril 1,2013.
  166. ^abWirtanen, Josh (March 26, 2013)."BioShock Infinite Review for PC".Cheat Code Central.Archivedfrom the original on April 1, 2018.RetrievedApril 15,2014.
  167. ^Plante, Chris (April 2, 2013)."Opinion: Violence limits BioShock Infinite's audience — my wife included".Polygon.Archivedfrom the original on April 5, 2013.RetrievedApril 3,2013.
  168. ^Hamilton, Kirk (April 4, 2013)."BioShock Infinite Is Insanely, Ridiculously Violent. It's A Real Shame".Kotaku.Archivedfrom the original on April 8, 2013.RetrievedApril 4,2013.
  169. ^abTakahashi, Dean (April 12, 2013)."The DeanBeat: BioShock Infinite is art trapped in a violent video game".VentureBeat.Archivedfrom the original on December 28, 2013.RetrievedDecember 28,2013.
  170. ^McLaughlin, Rus (April 10, 2013)."BioShock Infinite's extreme violence is completely valid".VentureBeat.Archivedfrom the original on April 13, 2013.RetrievedApril 10,2013.
  171. ^Sterling, Jim (April 12, 2013)."Why does BioShock Infinite need to be non-violent?".Destructoid.Archivedfrom the original on November 3, 2013.RetrievedNovember 1,2013.
  172. ^Petitte, Omri (April 4, 2013)."Violence is" a part of the storyteller's toolkit, "says Ken Levine".PC Gamer.Archivedfrom the original on December 29, 2013.RetrievedDecember 28,2013.
  173. ^O'Brien, Lucy (December 4, 2013)."Ken Levine on BioShock Infinite's Explicit Violence".IGN.Archivedfrom the original on December 8, 2013.RetrievedDecember 28,2013.
  174. ^Staff (June 28, 2014)."Modern Video Games Go Beyond 'Jumping On Blocks'".NPR.Archivedfrom the original on July 2, 2014.RetrievedJuly 2,2014.
  175. ^Schille, Jeff (November 17, 2010)."Spike TV Video Game Awards Nominees Revealed".Game Rant. Archived fromthe originalon March 4, 2016.RetrievedDecember 14,2013.
  176. ^Keyes, Rob (December 10, 2011)."2011 Spike Video Game Awards: Complete Winners List".Game Rant.Archivedfrom the original on January 26, 2013.RetrievedDecember 14,2013.
  177. ^Taormina, Anthony (December 7, 2012)."2012 Spike Video Game Awards Winners List".Game Rant.Archivedfrom the original on March 17, 2015.RetrievedDecember 14,2013.
  178. ^Romano, Sal (June 30, 2011)."BioShock Infinite takes home 75 E3 awards".Gematsu.Archivedfrom the original on February 21, 2014.RetrievedFebruary 18,2014.
  179. ^Orland, Kyle (June 28, 2011)."BioShock Infinite Leads E3 Game Critics Awards Winners".Gamasutra.Archivedfrom the original on December 29, 2015.RetrievedJune 28,2011.
  180. ^Orland, Kyle (September 7, 2011)."Nominees Announced For 2011 Golden Joystick Awards".Gamasutra.Archivedfrom the original on November 13, 2013.RetrievedApril 11,2014.
  181. ^Reynolds, Matthew (August 24, 2012)."Golden Joystick Awards 2012 public voting now open".Digital Spy.Archivedfrom the original on March 24, 2014.RetrievedApril 11,2014.
  182. ^Kesten, Lou; Lang, Derrik J. (December 19, 2013)."AP critics pick the best video games of 2013; agree 'Bioshock Infinite' is No. 1".Newser.Archived fromthe originalon December 20, 2013.RetrievedDecember 19,2013.
  183. ^Frum, Larry (December 20, 2013)."2013: The year in video gaming".CNN.Archivedfrom the original on March 4, 2016.RetrievedDecember 21,2013.
  184. ^EGM Staff (December 29, 2013)."EGM's Best of 2013: Part Five: #05 ~ #01".Electronic Gaming Monthly.Archived fromthe originalon April 4, 2015.RetrievedJanuary 23,2014.
  185. ^Franich, Darren; Morales, Aaron (December 20, 2013)."Top 10 (and 3 Worst) Videogames of 2013".Entertainment Weekly.p. 10. Archived fromthe originalon January 22, 2014.RetrievedJanuary 23,2014.
  186. ^Kain, Erik (December 23, 2013)."The Best Video Games Of 2013".Forbes.p. 2.Archivedfrom the original on December 25, 2013.RetrievedDecember 24,2013.
  187. ^"GAMES Game Awards".Games.Archived fromthe originalon November 3, 2013.RetrievedDecember 6,2013.
  188. ^The Escapist Staff (January 1, 2014)."The Winners of The Escapist Awards and Game of the Year Nominees".The Escapist.p. 2.Archivedfrom the original on January 2, 2014.RetrievedJanuary 1,2014.
  189. ^Bertz, Matt (January 7, 2014)."Game Informer Best Of 2013 Awards".Game Informer.p. 5. Archived fromthe originalon January 11, 2014.RetrievedJanuary 17,2014.
  190. ^"2013 GameTrailers Game of the Year Awards Video - Winners Montage".GameTrailers.January 7, 2014.Archivedfrom the original on March 12, 2015.RetrievedJanuary 11,2014.
  191. ^HG Staff (December 21, 2013)."2013 Best Shooter".Hardcore Gamer.Archivedfrom the original on March 4, 2016.RetrievedDecember 24,2013.
  192. ^"Best Overall Shooter Game - IGN's Best of 2013".IGN.January 10, 2014.Archivedfrom the original on October 11, 2015.RetrievedJanuary 11,2014.
  193. ^OXM Staff (January 13, 2014)."Official Xbox Magazine's 2013 Awards: Categories, Genres, and Platforms - Best Shooter".Official Xbox Magazine.Archivedfrom the original on April 15, 2014.RetrievedJanuary 17,2014.
  194. ^abcdRobinson, Andy (August 29, 2013)."Golden Joysticks 2013 voting begins".Computer and Video Games.Archivedfrom the original on August 31, 2013.RetrievedNovember 3,2013.
  195. ^Hussain, Tamoor (October 26, 2013)."Golden Joysticks 2013: Full list of winners".Computer and Video Games.Archivedfrom the original on October 28, 2013.RetrievedOctober 26,2013.
  196. ^abcdefghiDane, Patrick (December 7, 2013)."'Grand Theft Auto V' Tops Spike VGX 2013 Award Winners List ".Game Rant.Archivedfrom the original on April 1, 2015.RetrievedDecember 9,2013.
  197. ^abcdef"Game Title: BioShock Infinite".Academy of Interactive Arts & Sciences.February 7, 2014.Archivedfrom the original on December 21, 2015.RetrievedJanuary 26,2015.
  198. ^"2013 - Categories".International Press Academy.Archivedfrom the original on January 10, 2014.RetrievedDecember 20,2015.
  199. ^abcdeNorth, Dale (February 13, 2014)."SXSW Gaming Awards finalists announced, fan vote open".Destructoid.Archivedfrom the original on April 2, 2015.RetrievedDecember 20,2015.
  200. ^Blanchard, Bobby (March 9, 2014)."2014 SXSW Gaming Awards: So Many Amazing Winners!".South by Southwest.Archivedfrom the original on March 16, 2015.RetrievedDecember 20,2015.
  201. ^abcdKarmali, Luke (March 13, 2014)."BAFTA Games Awards 2014 Winners Announced".IGN.Ziff Davis.Archivedfrom the original on August 28, 2015.RetrievedDecember 20,2015.
  202. ^abcPitcher, Jenna (March 20, 2014)."The Last of Us cleans up at the 2014 Game Developer Choice Awards".Polygon.Vox Media.Archivedfrom the original on May 19, 2015.RetrievedDecember 20,2015.
  203. ^abcdeCrossley, Rob (June 26, 2013)."Interview: Ken Levine and the search for meaning in BioShock Infinite".Computer and Video Games.pp. 1–3. Archived fromthe originalon November 29, 2014.RetrievedNovember 8,2013.
  204. ^abcPC Gamer (April 5, 2013)."BioShock Infinite's ending explained, and what we think about it".PC Gamer.Archivedfrom the original on December 28, 2013.RetrievedDecember 27,2013.
  205. ^abcdParrish, Peter (April 8, 2013)."The bird, or the cage: What BioShock Infinite says about choice and fatalism".IncGamers.Archivedfrom the original on December 29, 2013.RetrievedNovember 8,2013.
  206. ^Kohler, Chris (April 3, 2013)."Letters From Columbia: Breaking Down BioShock Infinite".Wired.Archivedfrom the original on December 27, 2013.RetrievedDecember 28,2013.
  207. ^Parrish, Peter (October 29, 2013)."Telltale's Walking Dead Season Two: What else we'd like to see".IncGamers.Archivedfrom the original on November 9, 2013.RetrievedDecember 29,2013.
  208. ^Wong, Kevin (2013),Bioshock Infinite is a Metacommentary on Game Narrative,archivedfrom the original on January 4, 2014,retrievedJanuary 3,2014
  209. ^abQuan-Madrid, Alejandro (December 7, 2012)."BioShock Infinite forces players to confront racism (hands-on preview)".VentureBeat.Archivedfrom the original on October 14, 2013.RetrievedNovember 8,2013.
  210. ^abLahti, Evan (December 13, 2012)."Interview: Ken Levine on American history, racism in BioShock Infinite:" I've always believed that gamers were underestimated. "".PC Gamer.Archivedfrom the original on December 17, 2012.RetrievedDecember 18,2012.
  211. ^"What Bioshock Infinite Gets Right About Racism".April 8, 2013.Archivedfrom the original on October 18, 2016.RetrievedOctober 14,2016.
  212. ^"BioShock Infinite forces players to confront racism (Hands-on preview)".December 7, 2012.Archivedfrom the original on October 14, 2013.RetrievedNovember 8,2013.
  213. ^LeJacq, Yannick (March 25, 2013)."Brains over brawn: Why smart people are drawn to 'BioShock Infinite'".NBC.Archivedfrom the original on December 30, 2013.RetrievedDecember 30,2013.
  214. ^abKain, Erik (April 17, 2013)."'BioShock Infinite' Refunded On Religious Grounds ".Forbes.Archivedfrom the original on December 31, 2013.RetrievedDecember 29,2013.
  215. ^Nowak, Peter (March 28, 2013)."BioShock Infinite a shooting game for deep thinkers".The Globe and Mail.Archivedfrom the original on December 17, 2013.RetrievedDecember 29,2013.
  216. ^Sterling, Jim (December 14, 2012)."Racists call BioShock Infinite a white-killing simulator".Destructoid.Archivedfrom the original on December 31, 2013.RetrievedDecember 29,2013.
  217. ^abKenreck, Todd (March 25, 2013)."Review: 'BioShock Infinite' is a masterpiece".NBC.Archivedfrom the original on December 30, 2013.RetrievedDecember 30,2013.
  218. ^abEkeroth, Jordan (April 17, 2013)."In Defense Of Religion In BioShock Infinite".Kotaku.Archivedfrom the original on January 3, 2014.RetrievedDecember 29,2013.
  219. ^abcMiller, Matt (April 9, 2013)."Free Will And Hope In BioShock Infinite".Game Informer.Archived fromthe originalon January 1, 2014.RetrievedDecember 27,2013.
  220. ^abcTan, Nicholas (April 9, 2013)."Dies, Died, Will Die: An Analysis of BioShock Infinite".Game Revolution.Archivedfrom the original on December 28, 2013.RetrievedDecember 27,2013.
  221. ^"Tea party group posts racist image to Facebook".MSNBC.Archivedfrom the original on April 22, 2018.RetrievedApril 12,2018.
  222. ^Tassi, Paul (December 16, 2013)."Tea Party Group Unironically Utilizes BioShock Infinite Propaganda".Forbes.Archivedfrom the original on January 4, 2014.RetrievedJanuary 3,2014.
  223. ^Barsanti, Sam (July 2, 2014)."Fox News rips off BioShock Infinite logo, irony ensues".The A.V. Club.Archivedfrom the original on July 3, 2014.RetrievedJuly 2,2014.
  224. ^Hurley, Leon (January 18, 2013)."Bioshock Infinite altered after" conversations with religious people on the team "says Levine".PlayStation Official Magazine (UK).Archived fromthe originalon January 22, 2013.RetrievedJanuary 20,2013.
  225. ^Makuch, Eddie (February 28, 2013)."BioShock Infinite's religious themes led dev to consider quitting".GameSpot.Archivedfrom the original on March 1, 2013.RetrievedFebruary 28,2013.
  226. ^abHernandez, Patricia (April 16, 2013)."Some Don't Like BioShock's Forced Baptism. Enough To Ask For A Refund".Kotaku.Archivedfrom the original on April 19, 2013.RetrievedApril 16,2013.
  227. ^Gamespot Staff (April 21, 2013)."BioShock Infinite: Baptism of the Human Heart".GameSpot.Archivedfrom the original on January 5, 2014.RetrievedDecember 27,2013.
  228. ^Barber, Andrew (April 11, 2013)."What 'Bioshock Infinite' Gets Right".Relevant.Archivedfrom the original on December 28, 2013.RetrievedDecember 27,2013.
[edit]