Reviews from

in the past


Meio curtinho, mas tendo em vista que picotaram em duas partes dá pra entender, é muito legal rever Rapture numa pegada nova, tanto com ela ainda em funcionamento, como na Fontaine que mesmo toda destruída, ainda é bem mais colorida por conta do jogo base. Várias armas do Bioshock original voltam e ainda acrescentam a Macro-Ondas que dá literalmente pra explodir os inimigos com um ventilador, o que mais me agradou mesmo foi a DLC trazer de volta um pouco do backtracking do primeiro jogo ainda que a transição entre as áreas tenha um loading enorme, de resto, a luta com o Big Daddy foi uma puta adição e o cliffhanger no final é muito pica.

Gostei bastante desse primeiro episódio. Estou mais confuso do que queria estar coma história, mas em termos de gameplay achei essa direção mais interessante que o jogo base inteiro.

Assim como nos primeiros jogos da série, os plasmids agora interferem na progressão do mapa e volta também o backtracking que era tão divertido lá nos Bioshocks originais.

O fato de se passar em Rapture é nostalgico pra mim, mas não é o que me ganha. Gosto muito de Columbia, a construção de mundo no jogo base é maravilhoso, mas senti falta dessa identidade mais Bioshock que foi resgatada aqui no primeiro EP. dessa DLC.

This review contains spoilers

BioShock Infinite Burial at Sea continues the trend set by it’s main game- Surpassing all expectations and managing to be worse than its predecessor.

This $15 DLC doesn’t have enough content to be worth that price (especially when coupled with having to pay another $15 for the rest of the story- but part 2 will have to be its own review for the absolute dumpster fire it is). I mean for goodness’ sake this DLC’s first scene has Elizabeth, who’s boobs manage to get bigger with every outfit, borderline flirting with the man who she knows to be an alternate version of her dad. Like what a LOW bar to start off with and it only goes down hill as every moment and plot point is forced and contrived or built around fan service.

They try to score brownie points with the player by being like “hey here’s rapture PRE-fall isn’t that COOL” but the city feels like plastic, especially as they tie in some of the scale to fit Infinite’s style better so the city feels WAY taller than it did before combined with adding in the “need to know stations”, sky hook and their respective metal rails, big daddy’s having detachable drills and if you compare architecture in this DLC’s Rapture actually uses a later version of Art Deco instead of the same period as the first game. It very much feels like “not the Rapture from the first game.”- with the added value of that it’s the eve of 1959? Right before the initial riots that kick off the civil war? Rapture was in shambles after all the shoot outs between Ryan and Fontaine and the poor upkeep over the years. There were leaks everywhere and the city was failing. Sure there would’ve been some nice places left for the elite in Rapture but that’s a minority in the city, plus like Booker is still a drunk gambler here so I don’t know how he’s managing to afford to live in a clean part of the city instead of the poorer parts of town.

None of the NPCs even have anything interesting to say they’re all just very on the nose about Rapture’s ideals and going “wow have you heard about all that drama with Fontaine?” the only good bit of world building was the restaurant with Houdini Splicers as waiters warping around, that felt like a true moment to the city as they showed how Plasmids worked in the society outside of war times.

The story beats don’t even make any sense- Why would you go to Cohen to get information on Little Sisters and get into a sunken prison? Yeah, he’s connected to Ryan, but wouldn’t it make more sense to find people in the city who had experience with smuggling? Like Peach Wilkins? Realistically, its because Cohen is a big-name character, so more FANSERVICE if the player gets to do a drive by with Cohen instead of something that made more sense.

Having Cohen be Elizabeth’s contact also leads into the Elizabeth favoritism that is CLEAR through both parts of this forsaken DLC. Cohen let Elizabeth be one of his disciples, which is ridiculously stupid because Cohen is our Word of God Token Gay man, and his disciples is his boys club of people he wants to bone- but Elizabeth is just SO special and talented he’ll let her into his harem because she’s SUCH a good singer. (also side note: implicating the only gay character in human trafficking little girls to pedophiles is. Cool.) The hard on Ken Levine has for his fictional character hits harder in part two, but having like a full minute of Elizabeth resting her hand on her giant boobs and moan over music gives you a pretty good idea of the tone and treatment of her in this DLC. They don’t even bring back preexisting female characters to balance this out- Tenenbaum won’t appear at all and is almost exclusively referred in derogatory terms when talked about.

Once you actually get to the department store (and like?? When did Fontaine have a department store big enough to be its own building? The scale is TOO large for BS1 Rapture, and it would also compete with his smuggling business?? PLUS LIKE??? BS2 tells us about the prison Sinclair ran, Persephone, so why would Ryan need to sink a whole department store to lock up the left over splicers and Atlas’ supporters when he could’ve had then linked up for plasmid testing and the protector program? [I KNOW the answer is because Ken Levine hates BS2 but that doesn’t make it less stupid]) the gameplay just devolves back to the bland Infinite formula. It’s a bit harder because there’s less ammo but its by no means a challenge, the hardest part is suffering through Elizabeth talking and rambling to herself about constants and variables.

And like OKAY- I get they didn’t want to make new models for Plasmids- but couldn’t they have at least changed the names from Columbia Vigors to match the previous abilities? Like yeah I’m still like “Drinkables? In my Rapture?” but I could handwave it- but I CANNOT handwave them keeping “shock jockey” instead of swapping back to “electroblot” Having a cowboy ability in 1950s new deco atlantis is stupid, and lazy on the devs part.

Then you get the hamfisted plot twist that completely defeats the entire ending to BioShock Infinite- that you WEREN’T playing as Booker for this DLC but as a COMSTOCK that felt guilty and was starting over (and doing poorly but hey, points for trying) in Rapture. But like…. If he survived the ending of Infinite what stopping other Comstock’s from not having their existences deleted? How did THIS one avoid getting removed from existence? Sure he wasn’t in a Columbia dimension, but the end of Infinite wasn’t about deleting Columbia, it was about killing Comstock- so I don’t know how this guy survived.

So, Elizabeth went on this whole revenge quest to kill him so then all the Comstocks would be truly dead, which is kind of redundant because there was no way he was going to survive the civil war- he’d already stated splicing, so it was only a matter of time before he went mad. BUT- having Elizabeth’s means of going on this revenge being psychologically torturing Bookerstock and using an innocence little girl as bait and burning said girl alive in a vent and then getting mad at Bookerstock for trying to pull her out completely destroys whatever shreds of sympathy I could have for the character. Like girl I get you’ve had a hard life, but this is too much- Having Elizabeth’s gut reaction upon learning about Sally and her fate being “oh yeah, I can use this to my advantage” instead of having any concern for a child who was taken and tortured means she isn’t getting any of my sympathy. If part two had focused down on this flaw and actually explored what she did and held her as accountable as it did Daisy for pretending to kill a child that would be one thing- but that’s not what happens.

In the end it’s a contrived story, riddled with flawed logic and incest undertones, with the same old boring gameplay you’d expect from Infinite- and it’s only like 2 hours because its just a “taste” of what’s to come. And that’s an accurate statement because it only goes downhill from here.

This review contains spoilers

Story wise this part makes sense, as it piggyback rides off the end of Infinite but gameplay wise this was a mess.

For one, it was super glitchy. I got soft locked out of certain areas several times when I tried exploring. When I picked up a new gun, the game would delete the old one I had, hard locking me into choosing guns that I picked up.

In terms of good things, the story seems so far to be giving more context to the ending of Infinite, the Rangefinder gun is really cool but OP as shit, Elizabeth’s new design in Burial at Sea is a 10/10 (I want to marry her) and like the base game, the environments and art direction is beautiful with Rapture being perfectly recreated.

Besides that, there isn’t much Burial at Sea really has going for it.

They tried making the gameplay more like the original Bioshock games by giving you small ammo pools and lower health and also making it so you can hold more than two guns.

By the way, this is a big problem I had. I’ve played through this DLC twice now and only now did I realize that you can carry multiple guns because the game never tells you that it's an added feature in the DLC. I found out by looking at a joke review on steam of a guy saying “Booker can fit more than two guns in his trousers.” and I got so confused.

The dumb thing is that with the base game, you get so accustomed to just using the mouse wheel to switch since it's a two weapon limit anyway so it would be safe to assume the DLC wouldn’t change anything since it says literally NOTHING to tell you that you can hold multiple guns.

Anyway, The gameplay was pretty difficult for the first hour or so because of the small ammo pool and health but as soon as Elizabeth starts giving you tears, it's still harder than base infinite but it pretty much goes back to easy mode again even in 1999 difficulty.

Burial at Sea suffered from almost all the same issues of the level design being too linear and suffocating and not rewarding the player very well for exploring.

On top of that, I ran into so many glitches. At one point, the game would spawn splicers directly in front of me and they’d appear out of thin air, I got stuck in an area where the airlock door would endlessly spin, when I looted, I could only collect all items and I couldn’t collect specific items like the base game and for some reason, pressing “E” while looting would switch my weapons.

Probably the biggest issue of all is the fact that this DLC is around 2 hours long AT MOST! You can easily beat the whole thing in one sitting and I was playing 1999 Mode!

Very disappointing, even more so than the base game. I hope Part 2 adds more onto this but I doubt it will. Also, you only fight one Big Daddy fight at the very end and it's okay I guess. I like how he can use his drill to hook you in, it makes it more challenging but still pretty eh.

the first hour or so is all nostalgia ofc, but i'm eating it up! it's amazing

then the gun gameplay starts again and you remember "oh yeah i'm playing bioshock infinite"


You can practically hear Ken Levine masturbating out of frame.

Played this with the collection by far the best dlc for the series. Love how they tie infinite into the origins of BioShock 1 and Pre fall of rapture as well as the style of infinite but in the older setting.

This review contains spoilers

Disappointing. This is more like a Burial at Sea: Prelude, rather than an independent episode. You experience the strongest element from the beginning, and that is wondering around the pre-collapse Rapture. Hearing the Npc conversations and viewing the unique shops really makes Rapture feel alive. I wish that sleuthing through the city, tracking down leads on Sally was the main attraction of this episode. Instead, you are briskly moved along to the combat. A lack of variety of weapons and plasmids makes you feel very underpowered. However, the game still expects you to play like you do in the base game. The feeling of desperation I think they were going for wasn’t achieved for me, since there is virtually no penalty for dying. The lack of variety is also present in the setting, going between uninteresting, dilapidated zones. Any potential flow is disrupted by unnecessary loading-screens. Also, the Big Daddy fight sucks, way too op with that grapple-gun-thing he’s got. At its core, this is still Bioshock. But probably the weakest experience of them all.

don't get me wrong, columbia is great, but rapture... oh man.

After the massive disappointment that was my replay of Bioshock infinite, I decided to play Burial at Sea since I had not played it before, hoping it would be interesting and clear some of the bad taste Infinite left on my mouth. And fuck me that was not what happened. This game was even more annoying than infinite to play, so much so that I even considered just dropping the whole thing. Fortunately, by the time I was thinking that, the game was pretty much over. Ending with what might be the single worst boss fight I've played all year, I was relieved at how short his dlc was. Due to story reasons I don't feel like spoiling because the story has a somewhat interesting conclusion where it is explained, the character you play as is a lot weaker than Infinite's Booker. Enemies hit hard as fuck, and you are somewhat slower. besides these, combat is about the same, though instead of only 2 weapons at a time, the weapon wheel from Bioshock 1 and 2 is back, which is a very welcome change from Infinite. Very lamely, despite ocurring in Rapture, this game reuses a fuckton from Infinite, even weapon models, and the only new additions are one weapon I barely used and a plasmid I only used when the game demands you do so. Overall, while it was sorta cool to see some of rapture before everything went to shit, this dlc was quite unsubstantial, the gameplay a step down from Infinite despite the weapon wheel, and despite an interesting reveal right at the end, the story did not grab me at all.

the only good thing going on here is that its set in rapture, and you get to see the city at its peak

My main takeaway with this episode is that it feels and plays like it's just meant to bridge the gap between the main campaign and Episode 2, and greatly suffers from it.

I loved the art design of Infinite's main campaign, it's just a sight to behold on modern platforms and this expansion episode is no different. Rapture looks great in this game! Granted it's just using a preestablished setting but the contrast of going from Rapture before its downfall to the sunken Fontaine factories adds so much if you've already played Bioshock 1 and 2. Sadly, like the original campaign, I feel like the art direction is the strongest part while the combat suffers greatly.

Episode 1 places an emphasis on ammo and EVE management that the original campaign did not, though it doesn't push it enough to feel fair or fun in conjunction with the other mechanics this expansion offers. With ammo limited for 80% of the campaign the game tries to encourage you to seek creative solutions to take out splicers, the problem is that the game doesn't present you with many options much of the time. Stealth isn't viable since melee kills are very unreliable, and EVE is way too restrictive to be the difference between winning and losing a firefight. Tears never give many unique options that aren’t just a skyhook or an overpowered companion.

Another problem holding the combat back is with the weapon wheel, and even though having every weapon should let you be dynamic in combat, the way the weapon wheel works makes that feel impossible. In Bioshock 1 on KB+M you could use the number keys for swapping weapons and function keys for plasmids, it worked great! Going from plasmids to weapons let you have more control over fights. Episode 1 doesn't do that and it suffers for it.

When combat starts it shows just how weak the variety of playstyles is in this expansion especially. You get Old Man Winter which I never really used for the whole Episode, since it's basically just another plasmid that can stun, and it uses so much of your EVE that you're better off just using Devil's Kiss and Possession most of the time, since those at least provide a utility or can actually kill an enemy. If EVE costs for specific plasmids like Old Man Winter and Shock Jockey were paired back a bit I think it would’ve improved the combat drastically.

Tears are just as underwhelming as the base game, and I'd even say that they are either unimportant to combat or completely trivialize it. Sky hooks and ammo/health tears don't change much with combat, but spawning in companions completely destroys any challenge with an encounter. It's most egregious with the final boss, the Big Daddy, since you can just spawn a Motorized Patriot that aggros the Big Daddy, and you can kill the final boss without ever taking damage.

I didn't expect this expansion to be that long but it really doesn't have a long enough runtime to do anything interesting with the setting. I wasn't expecting a 10 hour campaign but I finished the episode in under 3 hours, and 30 minutes of that were spent in the beginning segment with no combat. If it was longer, you could’ve had more time to let the player build up their arsenal, since money is so scarce that you might have just enough for two upgrades by the end of the episode.

I thought the story was more intriguing than the base game since it felt more self contained, though it's obviously connected to how the base game ends, which I think hampers the storytelling if a player plays it not fully understanding what happened with all the multiverse shenanigans.

The ending boss like I mentioned above is really lame, I think if they fully committed to resource scarcity and dialed back the power of tears this could've been a really tense boss fight, give Old Man Winter more unique effect, and address the weapon switching. It's a shame to me since there's a lot of potential in the idea of a Bioshock game that has a heavy emphasis on resource scarcity, and leaning more into the lite-immersive sim elements the original had could've let this episode really shine. Let the player throw things, make stealth viable, let the player lean around corners, give tears more of a utility role rather than combat. Like the original campaign, it suffers from being indecisive, and I hope Episode 2 commits to a design and sticks to it.

The first half of this BioShock Infinite apology tour leaves much to be desired. As a staunch fan and defender of the core game's narrative despite its rampant flaws, Burial at Sea: Episode One seems content to make sure the BioShock critic of every stripe is dumbfounded and disappointed. Can I safely say this is Ken Levine's The Rise of Skywalker? I'll need to play the second part before I hand down that guilty verdict. Regardless, much of the problems from the base game carry over here: laborious FPS arenas, lacking level design, and the added bonus of copious 'member berries for fans of the original BioShock, all tied together into a narrative that undercuts BioShock Infinite's ending and adds more fuel to the fire for anyone with a negative disposition towards that game anyway. If I wasn't just coming off of revisiting BioShock Infinite, I'd probably call this expansion "perfectly cromulent." It isn't, however. It is remarkably worse.

A welcome journey back to a more familiar location with more familiar mechanics for Bioshock fans, but one that is quite simple.

i love seeing rapture in it's prime, i can't believe we had to wait so long for it

It was great seeing Rapture and it's SOBs again. They did yet another nice plot twist. I did not explore it all the way as I was only interested in the story.

Thought this was a great DLC! As soon as I saw Rapture in all it’s splendour and decadence, I got this warm fuzzy feeling that I’d not gotten since the original! It plays like infinite, which some hate ( for some reason) and it’s short, but I think that’s perfectly okay.

The game is beautiful and Rapture is stunning, I took my time just exploring and basking in all the detail.

new fursona pfp who this

there will be SPOILERS xoxo

unlike everyone who played that game I left my first ever playthrough of bioshock infinite with a really positive opinion sure it wasnt as good as the original duology but it was a nice addition to the series nonetheless who am I to judge

so leaving that experience wanting more im happy to see that this dlc is coming to my rescue

while I completely lost the grip on the lore of this series as soon as they introduced the multiverse albeit not as bad as the comically unbearable multiverse infodump that gets thrown in the latest marvel movies (i hate marvel so i may also be biased to say that their iteration of the multiverse sucks ass) but that being said it was a good excuse to go back to the roots of the series

we're back in the shoes of former protagonist booker dewitt still an investigative type of guy and this time elizabeth from another dimension and way series asks you a favor regarding a missing girl and youre back to being a super dooper duo

booker is more floaty headed due to him being a mish mash of multiverse version of himself and elizabeth got emotionally scarred again and again through her different realities so they make a really cool pair of mentally ill people

and this time we are back to the basics back to rapture

I wont lie seeing rapture again made me kind of teary eyed and seeing rapture in its former glory with shops and machinery and a lot of ocean and people normally living in it brimming with life obviously considering this is also technologically ahead of bioshock 1 they could put a lot more details in the city and a lot more character in the daily lives of the people of rapture adding even more to the lore of bioshock 1

sure the main focus of the game is still booker and his mentally unstable thought processes and particularly his troubled relationship with elizabeth but rapture will always take the cake for me as much as fictional cities go you can't deny rapture is one of the most intriguing and exciting environments to explore even now

while this installment probably just plants the basics for the next episode it sure is a damn good time to see my babies back again and since bioshock infinite defo has a really solid gameplay already it wasn't a big deal adding some more 2 - 3 hours of story beats for me

there's some gameplay changes here and there and they also adapt to bioshock 1 and 2 environment flawlessly the circus shop also sells weapons and the bottle is not vigor anymore but its obviously eve and THE WEAPON WHEEL IS BACK UGHHHH I hated only bringing 2 weapons so yeah nice addition

as for the story flow its very reminiscent of bioshock 1 in the fact that its basically fetch quest after fetch quest with some character interactions here and there and pauses to listen to the usual audio files but that's also the reason why bioshock gameplay is so fucking iconic so im not gonna complain about that

definitely the story is just gonna get deeper into the lore aspect when we get to episode 2 but what we have here is already a great dlc for the base game and rapture is the main reason I love this fictional city so fucking much

Traz uma nova historia e novos poderes e a otima jogabilidade e combate d serie bioshock, linkando com o universo dos outros jogos. So achei meio desnecessário essa divisão em dois episodios.

An improvement over the base game, whatever good that does at this point. The narrative is still up its own ass and the gameplay doesn't approach being as enjoyable as the previous peaks in the series (why do the weapons have such a low ammo capacity?). At least it was short.

The gear that triples your melee reach is the best upgrade in the series since the fast wrench mod in 1.

Gameplay melhor que o jogo base, mas infelizmente a historia deu uma capengada, eu realmente esperava um plot final mais legal, mas meh, é so um universo em que a Anna perdeu a cabeça por algum motivo o Dewitt foi pra rapture pra esquecer dos problema

A gameplay, como eu disse antes, é a melhor parte, tendo concertado o que fez o combate do Infinite meio plano pra mim, no caso, adicionando muitas armas para usar

Otima DLC, não dou uma nota maior porque a historia é meio meme, e não foi tão bem construida quanto a do Infinite

This review contains spoilers

This dlc is just literally unnecessary. its just the fact they just cant let go of BIoshock 1 altho i liked the affort they put to connect the dots

Review EN/PTBR

"Constants and variables"
A short and well-made dlc for those who love Rapture, giving a new perspective on Rapture lore following the ideas of the base game's ending and with a new gameplay vision to remember the good old Bioshock 1.

-----------------------------------------------------------------------------------------------

"Constants and variables"
Uma dlc curta e bem feita para aqueles que amam Rapture, dando uma nova perspectiva de Rapture seguindo as ideias do final do jogo base e com uma nova visão de gameplay pra lembrar o bom e velho Bioshock 1.

Я уже плохо помню то время, когда пытались продавать игры по условным "Эпизодам".
Интересно, но крайне мало. Больше тянет на демку первого эпизода.

Just watched Alfred Hitchcock’s movie “Rope” and immediately wanted to get back into Bioshock. Finally checking out the dlc for Infinite and it’s pretty fantastic. infinite gameplay in Bioshock 1’s world, sign me up. Also this game is going to make my Switch explode, the fan is going so hard whenever I boot this up lmao.


A pretty nice side story for the main game, Burial at Sea - Episode One is worth checking out, however, it's a bit too short, and doesn't add anything to the story.

There are some gameplay improvements such as being able to hold multiple weapons, and additional plasmids, which is cool.

Final Rating: "Decent" ~ 6/10.

Muito bom, eu achei que não tinha como melhorar o jogo e Rapture, mas isso mudou minha mente kasksaka

This review contains spoilers

By popular demand, BioShock Infinite’s DLC takes us back to good ol’ Rapture. What sense does it make to return to the franchise's original place of intrigue in a game set three decades prior to its inception? Well, with the new dimension-hopping tear plot device, anything is possible, and I mean that quite literally. The plot of the base game was almost completely ruined by Ken Levine’s liberal use of manipulating the fabric of time and space and the structural foundation of Infinite’s story and characters by proxy. At this point, I’m taking the Burial at Sea DLC at face value and am trying to enjoy the ride. I’ve spent all this time asking why when the game obviously wishes for me to revel in the “why nots?” Therefore, I will try my best not to criticize Burial at Sea too harshly, unless something truly absurd occurs.

The first of two chapters in Burial at Sea is set entirely in an alternate timeline to the base game of Infinite, which is why both Booker and Elizabeth exist in 1959 at the same ages they were in 1912. Booker is still the gruff private dick he was in the former half of the 20th century, but Elizabeth is practically unrecognizable. Here, she’s a sultry femme fatale with that fierce, cunning sexuality associated with the role. Unlike her demure self in Columbia, she’s got experience with the outside world and then some. She sashays into Booker’s office in the typical film noir fashion with a job to rescue a little girl named Sally from Rapture’s Little Sister Program, and Booker is highly invested in this job on account of her being his adopted daughter in this reality. Just roll with it.

Given that Burial at Sea takes place a few years before the ultimate fall of Rapture, Booker and Elizabeth arrive at the tailend of the city’s prime. Seeing Rapture in its state of regal prosperity that we all only heard of through audio diaries and other lord pieces is a succulent treat for every fan of the first two games. If Rapture is a wondrous spectacle as a darkened ruin, imagine how it looks with the lights still on. Rapture resembles the swanky, elegant, mid-century aesthetic seen by the billboard advertisements and general furbishing of the city. From the looks of the plaza on High Street, Andrew Ryan’s actual goal for Rapture was to surpass the scope of the surface world’s gallant balls. Imagine the New Year’s Eve photo from the end of The Shining but located at the aquarium at night. Elizabeth distracting the various shopkeepers from Booker stealing a bunny mask as entrance to Sander Cohen’s ongoing exhibit subtly gives the player a chance to bask in Rapture’s refined form. Oh, and seeing Sander Cohen again before he was TOO far gone from sanity is also a nice piece of fan service as well.

As Sander Cohen sends Booker and Elizabeth on the bathysphere set to Sally’s location after a fit of impassioned artistic rage, we are reminded that Rapture’s downfall was a gradual outcome of persisting corruption. We are also reminded that we’re still playing BioShock Infinite with its FPS-intensive gameplay mechanics. However, in order to keep this DLC section from becoming a Splicer bloodbath, ammunition for every weapon is incredibly scant. Booker can only blow through a few bullets of a select few weapons from the base game before his defenses run dry. Hope you got well acquainted with the sky-hook melee strike attack in the base game because Booker will have to resort to using it in lieu of the now-scarce resources. I’m glad the developers chose to approach combat like this because it makes Booker feel less capable in the more claustrophobic setting of Rapture as opposed to the sprawling skies of Columbia, retaining the effectiveness of the setting. EVE is still abundant, but the number of plasmids has been reduced along with being forced to use some for means of traversal. It’s fairly interesting using “Old Man Winter”, a stronger version of the “Winter Blast” plasmid, to freeze running water to make it into solid platforms. Also, the explosive laser Radar Range weapon is a thrilling new addition, but its use is hindered by the fact that it is unlocked so late in the chapter.

I was having fun with all of Burial at Sea’s new stipulations until the ending, and it’s when I can no longer reserve my vocal critiques on Ken Levine’s convoluted tomfoolery. To Booker’s dismay, poor little Sally has transformed into a Little Sister and is hiding from him in the sinuous Little Sister vent network. Booker’s solution is to force her out by cranking up the heat in the pipes, but Sally is a stubborn one. She sics a Big Daddy on Booker who serves as this chapter’s final boss, and it’s where the parsimonious ammunition system does not bode well against a burlier enemy. When Booker finally defeats the brute, Sally still won’t emerge because of Elizabeth. In this timeline, Booker is an amnesiac Comstock who regains the memory that he transferred to Rapture after he couldn’t shake the guilt of losing Anna/Elizabeth. Elizabeth doesn’t forgive him, leaving the Big Daddy to eviscerate Booker’s torso with its drill and kill him. I chose to ignore the Booker is Comstock resolution because it still doesn’t make any fucking sense. “But have you seen Booker and Comstock in the same room together?” YES!! Now, the falling action of Burial at Sea forces me to digest it along with a new spree of nonsense plot points that make it even harder to swallow. What does Sally have to do with any of this? How is this reality’s Elizabeth still alive after we see her get decapitated through the tear instead of severing her pinky finger, and why is she especially vengeful here as opposed to in the base game? What does any of this matter if there are infinite Comstocks/Bookers? I’m supposed to be gut-wrenched by the result, but I’m even more pissed off at the throngs of twists and turns the game expects me to accept. I can’t believe this hacky writing came from the same guy who wrote the first game.

------
Attribution: https://erockreviews.blogspot.com

man you have to accept a LOT of plot holes and forget the end of infinite for this to make any sense. I like being back in rapture but this doesn't need to exist.