
His level of evil and the ways in which he harasses you indirectly are something of a cross between the sadism of System Shock 2’s SHODAN and the manipulation imposed by BioShock’s Andrew Ryan. Almost from the moment Booker arrives on Columbia he's antagonized by Zachary Comstock, aka “The Prophet,” who makes for an easily hateable villain both for his morally reprehensible views on race and for his oddly personal verbal attacks towards Booker over loudspeakers and other communiques. Play Booker and Elizabeth have a strong supporting cast to work with as well. What's great about Elizabeth is that her presence always adds something, and never takes anything away. And from a purely mechanical perspective, it’s a half-miracle that she never gets in the way – but she doesn't. She provides motivation and moves the story forward, and like the clear bond the Big Daddies and Little Sisters had in the first game, I was compelled to protect her.

Over our time together, Elizabeth's expressive performances elicited everything from sympathy to fear and even guilt. Not only does the action revert to feeling very much like BioShock 1, but it made me feel as if something was genuinely missing: emotional depth. Once she’d established herself at my side, any period of separation was noticeable. Elizabeth herself, in fact, plays a central role in BioShock Infinite’s story, and in the moment-to-moment experience. The guns may not be wholly original, and the vigors may be familiar, but in concert with the Elizabeth wildcard and the open, large-scale play spaces, Infinite offers tangible, meaningful choices in each encounter. It’s yet another option that'll affect how the fight plays out in a big way – a layer that makes Infinite’s combat so refreshingly nimble. In firefights, that means you might have the choice to teleport in any one of a flying gun turret, a wall of cover, a powerful weapon, or a stash of medkits. To the contrary, she'll take care of you, tossing you ammo and health in the heat of battle, randomly throwing you money at idle moments, and even bending the layout of a combat area to your will using her dimensional-portal-opening abilities. Our mystery girl rarely leaves your side once she joins you a short time into the campaign, and unlike the vast majority of AI companions throughout the ages, she requires zero babysitting. Two things evolve Infinite past its predecessor, however, and the first is one of its central characters: Elizabeth. I'd put the artwork, meticulously crafted detail, and overall atmosphere of Columbia right up there with BioShock's Rapture, Half-Life 2's City 17, and Mirror’s Edge’s unnamed dystopian metropolis. If that's a criticism at all, it's a weak one BioShock's about as sound a starting point to build upon as a game could hope for, and Infinite has made the most of that. Early on, thanks to the weapons, powers, and upgrades having new names but functioning in largely the same way, it’d be fair to call Infinite an elaborate, blue-sky reskin of the first BioShock. Pleased to Meet You, ElizabethIt’s that inaugural hour – and in fact the few that follow it – that build the foundation upon which the rest of BioShock Infinite stands. Under your stewardship, he oscillates between doing good deeds and some clearly bad ones, but his words and actions eventually left me thinking of myself as a fan of the man by the time the credits rolled. The first hour chronicles DeWitt’s unusual journey to Columbia under orders to recover a teenage girl named Elizabeth so that he might “wipe away the debt.” Though he begins as both a bit unlikeable and mysterious, eventually Booker's backstory is fully filled-in and brought to a satisfactory end.

He's a reluctant hero on a mission, vaguely referred to as a less-than-virtuous man with a shady past. Play This world is easy to buy into because its characters believe in it so convincingly, chief among them our player character, war veteran-turned-PI Booker DeWitt.
