Compare BioShock Infinite prices across trusted key stores and find the best deal. Developed by Irrational Games. Published by 2K. Released on 3/25/2013. Available on PC, Mac, Linux, Xbox. Genres: Action. Metacritic score: 94/100.

Possibly the most argued-about FPS of its generation, and still worth every minute: Columbia is a world you won't forget, and Elizabeth is the AI companion the genre rarely gets right.

I've gone back to BioShock Infinite twice now, and the opening hour still lands. You arrive in Columbia, a gleaming city pinned to the clouds above 1912 America, and Irrational Games spends real time letting you breathe in a place that feels genuinely wrong underneath all that sunshine and brass-band patriotism. Religious zealotry, extreme nationalism, and barely disguised racism are baked into the architecture before a single shot is fired. That worldbuilding work is the game's strongest card, and it plays it with confidence. When the shooting starts, you're working with a two-weapon limit, a roster of Vigors (the series' bottled superpowers, equivalent to the original's Plasmids), a wearable gear system that grants passive bonuses, and the Skyline mechanic: zipline-style rails threaded through Columbia's skyways that let you swing into combat from above or escape a firefight fast. The combat ceiling is high when all these systems click together. The frustration is that they don't always get the chance. A decent chunk of the game's arenas don't feature Skylines at all, and straight corridor gunfights against respawning Patriots and Handymen can feel like filler between the set pieces that actually use the game's full toolkit. The two-weapon cap forces situational thinking, which is smart design in theory, but the lack of weapon sway or spread means that in practice you're mostly headshoting stationary targets, which goes flat after a while. 1999 Mode exists for players who want real pressure, and the punishing resource management there makes every Vigor choice meaningful. Elizabeth, though, is the reason this game earns its reputation. She doesn't need babysitting, never blocks doorways, and actively throws you ammo, salts, and health mid-fight without prompting. Her ability to open Tears in reality, pulling in cover, turrets, or fresh supplies from alternate timelines, is the mechanical expression of the story's multiverse logic. More importantly, the writing between her and Booker DeWitt (voiced with real texture by Troy Baker) builds steadily across the runtime. Their dynamic avoids the escort-mission trap almost entirely: she reacts to events, develops opinions, and the relationship shifts as revelations compound. It's the kind of character work that still benchmarks against Half-Life 2's Alyx Vance. The story is where the game polarises. Critics at launch were split almost cleanly: mainstream outlets called it a generation-defining narrative; a vocal counter-argument held that its ambitious multiverse ending was more confusing than profound, and that its treatment of race and class as backdrop rather than genuine subject was a missed opportunity. Both readings have merit. The final act does lean heavily on interdimensional mechanics that not every player will find satisfying, and the pacing stumbles about two-thirds in. What's harder to dispute is that no other FPS from its era tried this hard to mean something, and the Burial at Sea DLC, which loops back to Rapture and closes with a genuinely affecting second episode, adds another three or four hours that reward players who stuck with the story. If you want a shooter that prioritises feel and friction above all else, Infinite is probably not the right call. If you want a ten-to-twelve hour single-player experience with a world you'll still be thinking about afterward, a companion character who earns her place, and enough mechanical variety to keep combat interesting even when it doesn't hit its ceiling, this is a case where the 94 Metacritic score is not just critic enthusiasm. The PC version, with precise mouse-look on those Skyline sections, is the best platform to play it on. Alex, Scout Team

BioShock Infinite

BioShock Infinite

Mar 25, 2013Irrational Games2K
GamerScout Says

Possibly the most argued-about FPS of its generation, and still worth every minute: Columbia is a world you won't forget, and Elizabeth is the AI companion the genre rarely gets right.

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About BioShock Infinite

I've gone back to BioShock Infinite twice now, and the opening hour still lands. You arrive in Columbia, a gleaming city pinned to the clouds above 1912 America, and Irrational Games spends real time letting you breathe in a place that feels genuinely wrong underneath all that sunshine and brass-band patriotism. Religious zealotry, extreme nationalism, and barely disguised racism are baked into the architecture before a single shot is fired. That worldbuilding work is the game's strongest card, and it plays it with confidence. When the shooting starts, you're working with a two-weapon limit, a roster of Vigors (the series' bottled superpowers, equivalent to the original's Plasmids), a wearable gear system that grants passive bonuses, and the Skyline mechanic: zipline-style rails threaded through Columbia's skyways that let you swing into combat from above or escape a firefight fast. The combat ceiling is high when all these systems click together. The frustration is that they don't always get the chance. A decent chunk of the game's arenas don't feature Skylines at all, and straight corridor gunfights against respawning Patriots and Handymen can feel like filler between the set pieces that actually use the game's full toolkit. The two-weapon cap forces situational thinking, which is smart design in theory, but the lack of weapon sway or spread means that in practice you're mostly headshoting stationary targets, which goes flat after a while. 1999 Mode exists for players who want real pressure, and the punishing resource management there makes every Vigor choice meaningful. Elizabeth, though, is the reason this game earns its reputation. She doesn't need babysitting, never blocks doorways, and actively throws you ammo, salts, and health mid-fight without prompting. Her ability to open Tears in reality, pulling in cover, turrets, or fresh supplies from alternate timelines, is the mechanical expression of the story's multiverse logic. More importantly, the writing between her and Booker DeWitt (voiced with real texture by Troy Baker) builds steadily across the runtime. Their dynamic avoids the escort-mission trap almost entirely: she reacts to events, develops opinions, and the relationship shifts as revelations compound. It's the kind of character work that still benchmarks against Half-Life 2's Alyx Vance. The story is where the game polarises. Critics at launch were split almost cleanly: mainstream outlets called it a generation-defining narrative; a vocal counter-argument held that its ambitious multiverse ending was more confusing than profound, and that its treatment of race and class as backdrop rather than genuine subject was a missed opportunity. Both readings have merit. The final act does lean heavily on interdimensional mechanics that not every player will find satisfying, and the pacing stumbles about two-thirds in. What's harder to dispute is that no other FPS from its era tried this hard to mean something, and the Burial at Sea DLC, which loops back to Rapture and closes with a genuinely affecting second episode, adds another three or four hours that reward players who stuck with the story. If you want a shooter that prioritises feel and friction above all else, Infinite is probably not the right call. If you want a ten-to-twelve hour single-player experience with a world you'll still be thinking about afterward, a companion character who earns her place, and enough mechanical variety to keep combat interesting even when it doesn't hit its ceiling, this is a case where the 94 Metacritic score is not just critic enthusiasm. The PC version, with precise mouse-look on those Skyline sections, is the best platform to play it on.

Alex
Alex · Scout Team

Catch-all

Tags

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudRemote Play on TabletRemote Play on TVFamily SharingStory-DrivenNarrative FPSCompanion AI1999 ModeMultiverse PlotSkyline CombatVigorsAlternate History

System Requirements

Minimum

Processor
Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
Memory
2 GB RAM
Graphics
DirectX10 Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics Sto…

Recommended

Processor
Quad Core Processor
Memory
4GB Hard Disk Space: 30 GB free Video Card: DirectX11 Compatible, AMD Radeon HD 6950 / NVIDIA GeForce GTX 560 Video Card Mem…

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Reviews & Ratings

Metacritic
94

Game Info

Developer
Irrational Games
Publisher
2K
Release Date
Mar 25, 2013
Age Rating
PEGI 17

Game Modes

singleplayer

Languages

Audio (6)
EnglishFrenchGermanItalianSpanish - SpainJapanese
Subtitles (11)
EnglishFrenchGermanItalianSpanish - SpainPolish+5 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about BioShock Infinite

How much does BioShock Infinite cost?

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What platforms is BioShock Infinite available on?

BioShock Infinite is available on PC, Mac, Linux, Xbox.

When was BioShock Infinite released?

BioShock Infinite was released on 25 March 2013.

Who developed BioShock Infinite?

BioShock Infinite was developed by Irrational Games and published by 2K.

Is BioShock Infinite worth buying?

BioShock Infinite holds a Metacritic score of 94/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.