The story of BioShock Infinite is full of mystery. You play as Booker DeWitt, a former Pinkerton agent and US Cavalry member that has a past he has to atone for. To clear his debt, he has to travel to Columbia to get Elizabeth, a girl with special powers, locked in a tower and guarded by a giant mechanical bird. That's all I'm going to tell you about the story, because I loved it so much that if I talk about it, I'll spoil everything for you. Let's just say there's a lot of class discrepancy, racial tension and strong religious themes at play.
The weakest part of the game is the visuals. Now, I'm not saying that they're bad. I'm just saying they're the weakest link in a pretty strong chain. It's a role player on a championship squad. Characters have that same look and feel that you've come to know from previous BioShock games, but the age of the Xbox 360 is certainly showing here. After seeing video of what Infinite looks like on PC, it's hard to not be envious.
That said, the flying city of Colombia is a marvel in design. With my first steps into its 1912-America streets, I was engulfed in the world Ken Levine has spoke of all these months. I felt like I was walking down Main Street at the Magic Kingdom in Disney World – ya know, if the Magic Kingdom was full of murder, cult-like religion and racism. Watching the sunlight come in over the clouds and illuminate the street of Columbia – which absolutely bleeds American Exceptionalism – is truly a sight to behold. Make no mistake, though, what creepiness in atmosphere it lacks compared to the first BioShock, Infinite is equally creepy in its message and tones. Also, they absolutely nailed Elizabeth. Her animations, transportation and mannerisms makes you feel for her. Watching her lean against a pole when talking or cower in fear from the Songbird is really authentic.