
So to get a sense of how it scales up, I asked to play a late-game fight. Your set of abilities expands gradually, and the spaces you're fighting in get bigger and have more interesting stuff going on in them.
#Bioshock infinite handyman annoying full#
Taking cover usually just gets you cornered by someone you can't take on at close range, but hooking onto a skyrail and going full throttle makes you too fast to track.įrom there, you can aim a jump to any of the various platforms and vantage points, pounce on an enemy with lethal force, or just stay on the rail until it loops around, to get an overview of the war zone. That, ultimately, is how you avoid getting hit. Steel tracks worm their way through the plentiful empty space in Columbia, and your sky hook lets you launch yourself onto them and ride them like a rollercoaster. It gets better when skyrails are introduced. Hooking onto a skyrail and going full throttle makes you too fast to track." There doesn't seem to be a good way to avoid getting hit. Not just its videogameyness in a world that's otherwise so real I also felt like I didn't have a lot of options, and you're fighting a crazy number of soldiers and turrets.

At first, I didn't think much of Infinite's combat.

Most of them, of course, are also battlegrounds. And each one has an extraordinary visual design that makes you stop and gawp. Each one has that depth of story I described earlier: dozens of clues and hints and references and traces of people's lives and stories.

Even taking it slowly, these new places come at a rate and a density of detail that feels like sensory overload.
