BioShock Infinite: Burial at Sea | |
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Developer(s) | Irrational Games |
Publisher(s) | 2K Games |
Director(s) | Ken Levine |
Designer(s) | Andres Elias Gonzalez Tahhan |
Writer(s) |
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Composer(s) | Garry Schyman |
Series | BioShock |
Engine | Unreal Engine 3 |
Platform(s) | |
Release | Episode One November 12, 2013 Episode Two March 25, 2014 |
Genre(s) | First-person shooter, stealth |
Mode(s) | Single-player |
BioShock Infinite: Burial at Sea is a two-part single-player expansion to the first-person shooter video game BioShock Infinite . It was developed by Irrational Games and published by 2K Games for PlayStation 3, OS X, Windows, Xbox 360, and Linux platforms. Episode One was released digitally on November 12, 2013, followed by Episode Two on March 25, 2014. A retail version was released as part of BioShock Infinite: The Complete Edition, and later included in BioShock: The Collection for PlayStation 4, Xbox One, and Nintendo Switch.
Burial at Sea is set after the events of Infinite, which spanned several alternate realities. Whereas Infinite takes place aboard the floating city Columbia, Burial at Sea primarily takes place in the underwater metropolis Rapture before the events of the first BioShock game. The game features Booker DeWitt as a private detective, and Elizabeth as a femme fatale who employs Booker's services.
Development of Infinite's downloadable content commenced immediately after finishing the main game. Irrational was drawn to returning to the setting of Rapture and using Infinite's gameplay systems to create a version of the city before its ruin in BioShock. Reception to Burial at Sea's two episodes was mixed. While the return to Rapture was generally praised, the first episode drew criticism for its short length and a lack of differentiated gameplay. Reviews for the second episode were more positive, with multiple critics calling Burial at Sea a fitting swan song for Irrational's work on BioShock, as the studio reorganized.
Like BioShock Infinite , Burial at Sea is a first-person shooter with role-playing elements. The game is primarily set in the underwater city of Rapture, the setting of the original BioShock and BioShock 2 . Gameplay mixes elements from Infinite's sandbox and those of earlier games in the series. [1] The superpower-bestowing liquids, known as Vigors in Infinite, [2] [3] are reclassified as plasmids, their Rapture equivalent. Also returning with different names are the skyrails and skyhook from the base game. [4] Unlike Infinite, players can carry more than two weapons at a time, although ammo is much scarcer, and not all weapons from Infinite return. [1] New additions include the Old Man Winter plasmid, which functions similarly to the Winter Blast plasmid in the original BioShock, and the Radar Range weapon, which fires energy that explodes enemies. [1] [4]
In Episode Two, players assume the role of Elizabeth, and the gameplay shifts to emphasize stealth. Splashing in pools of water or walking across broken glass alerts enemies to the player's presence. A new plasmid, Peeping Tom, allows players to see through walls and scout ahead of them. Players are also equipped with a crossbow that can fire noisemakers, knockout gas, or tranquilizer darts. [5] [6] Episode Two includes a "1998 Mode" in which the player is challenged to complete the episode using only non-lethal methods of defeating enemies, a callback to Irrational precursor Looking Glass Studios' 1998 stealth title Thief: The Dark Project . [7]
Episode One begins on December 31, 1958. Elizabeth asks the private investigator Booker DeWitt to investigate the disappearance of a young girl named Sally; Booker believes Sally is dead, but Elizabeth says she has information to the contrary. The pair confront the artist Sander Cohen, who tells them Sally is in the Fontaine Department Store. The store was sunk and cut off from the rest of the city by Rapture's founder Andrew Ryan to serve as a prison for the followers of his believed-dead competitor, Frank Fontaine.
Within Fontaine's, Booker and Elizabeth look for Sally, fighting their way through the crazed remains of Fontaine's followers. Booker finds Sally, but discovers she has been turned into a "Little Sister"—a mentally conditioned and mutated girl, trained to produce and gather the material that fuels Rapture's genetic modifications. Booker has sudden flashbacks to events he had previously forgotten. Booker once went by the name Zachary Hale Comstock, and was the founder of the floating city of Columbia. Childless, Comstock enlisted the help of the scientists Robert and Rosalind Lutece to steal the infant Anna (who would grow up to be Elizabeth) from a version of Booker DeWitt in an alternate universe, but Anna was accidentally killed. Comstock was shamed by his actions and had the Lutece twins send him to Rapture, where he lost his memories and reassumed his identity as Booker Dewitt. Realizing what he has done, he tries to apologize to Elizabeth, but she rebuffs him, and Comstock is killed by an armored Big Daddy.
In Episode Two, Elizabeth wakes up from a nightmare of Paris in flames to find herself and Sally captured by Atlas (Frank Fontaine in disguise). A vision of Booker instructs Elizabeth to say that she knows how to get Atlas and his followers back to the city proper. Atlas agrees to hand over Sally in exchange. Elizabeth finds her own dead body, and realizes she had been killed by a Big Daddy; in returning to a universe where she died, all other alternate versions of herself have collapsed. Elizabeth has lost her previous ability to see through the multiverse and is unsure of why she decided to return to Rapture.
In the lab of scientist Yi Suchong, Elizabeth finds a portal to Columbia. Elizabeth hypothesizes that by acquiring some of the particles that keep Columbia afloat, she can lift Fontaine's building. She discovers that Suchong and Columbia industrialist Jeremiah Fink had shared technology, co-developing the Big Daddies and Elizabeth's former warden, the Songbird. Returning to the Fontaine building, Elizabeth succeeds in raising the department store, but Atlas reneges on their deal. After a botched attempt to drug her and learn the location of an "ace in the hole" Suchong had developed for Fontaine, Elizabeth awakens weeks later and finds the city beset by civil war. After Atlas threatens to torture Sally, Elizabeth agrees to retrieve the ace from Suchong's lab.
Elizabeth finds Suchong as he is killed by a Big Daddy for harming a Little Sister. With him is a coded message that Elizabeth realizes is the ace in the hole—the phrase "would you kindly", a trigger phrase that Suchong implanted in Jack (the protagonist from BioShock), the son of Ryan that Atlas has sent to the surface. Atlas orders his men to make arrangements for Jack to come to Rapture, and then beats Elizabeth to death with a wrench. In her final moments, Elizabeth has a vision of the events that will come to pass: Jack comes to Rapture, kills Ryan and Atlas, and saves Sally and the other Little Sisters.
A post-credits scene shows a shot of Rapture as a crashed plane sinks into the city, signaling Jack's arrival and the events of BioShock.
Before BioShock Infinite's release, 2K and Irrational Games announced a season pass for the game. The pass promised three expansion packs as downloadable content (DLC) after launch. [9] In discussing ideas for the DLC, Irrational gravitated towards returning to the city of Rapture, [10] after the location had made a cameo appearance at the end of Infinite. [11] Due to the ambitious nature and longer development of Burial at Sea, Irrational developed a smaller expansion, Clash in the Clouds, to tide players over. [12] Irrational began work on the DLC immediately after finishing work on Infinite. [11]
Compared to the base game, familiarity with Burial at Sea's game systems allowed the developers to focus on the story without as many considerations for how it would affect gameplay. [13] The developers tried to respect the original gameplay of BioShock while integrating Infinite's combat sandbox. They pared down the number of plasmids and available ammo to make players think more strategically about engaging enemies. [10] The gameplay for the content was altered to fit the setting and feel of Rapture compared to the larger battles of Infinite. [12] Enemy awareness systems were retooled and environments redesigned to increase the focus on stealth and make the game feel more like BioShock. [14] Though the developers could not change the gameplay wholesale, they focused on making the environments feel more oppressive and threatening, especially for when Elizabeth was a playable character. [8]
The in-game setting of Rapture was recreated with very little reuse of assets from BioShock, as they did not hold up in the years since the game's release; they were instead used as reference to inform new assets. [10] Instead of flat backdrops of the city outside windows in environments, the exterior cityscape was created with three-dimensional geometry. [15] The added content includes new weapons, gear, and Plasmids (the Rapture equivalent of Vigors), as well as bringing back the mechanic of the "weapon wheel" that allows players to carry and select from multiple weapons. [16] One of the new plasmids is Old Man Winter, which freezes and shatters enemies. The concept was created by Joe Trinder, a fan and graphic designer, shortly after the reveal of Infinite. The concept art, mimicking other in-game posters for Vigors, caught the attention of Levine, who decided to incorporate the concept within the Burial at Sea content with Trinder's help. The artwork was redesigned to match the Rapture setting, and influenced part of the level design where the plasmid would be found. [17]
Levine noted that whereas BioShock was about environments, Infinite was about characters, and Burial at Sea continued the focus on the latter. [15] Levine called Burial at Sea "Elizabeth's story", [18] and an opportunity to have her play a larger role beyond the Booker and Elizabeth relationship. [8] Producer Don Roy called the switch to Elizabeth being a playable character a natural progression from her role as an important secondary character in the base game. [10] In the second episode, Elizabeth becomes the player character. Being more of a thoughtful character than Booker, her gameplay focuses more on strategy and avoidance of direct combat, more like a survival horror or stealth game. It was important that Elizabeth did not feel simply like Booker "in a dress". Amanda Jeffrey noted that Elizabeth was the main character of Infinite and Rapture the main character of the first game, and so "Burial" involved "our two leading ladies playing opposite each other". No longer being recently out of the tower, Elizabeth's character is slightly different in "Burial", being "older, wiser and more confident". [8] In early previews of Burial at Sea, Irrational indicated that Elizabeth would be able to use her abilities to create "tears" to manipulate her environment, [8] but in the final game this was removed in the second episode. [6] Levine stated that the Burial at Sea would leave fans "walk[ing] away pretty satisfied with feeling a sense of completeness", with Courtnee Draper (voice of Elizabeth) calling it "the wrap-up for the whole BioShock series". [19]
Burial at Sea was announced on July 30, 2013, alongside the rest of Infinite's downloadable content offerings. [20] The first episode was released digitally on November 12, [21] followed by Episode Two on March 25, 2014. [22] [23] The DLC was later bundled with the base game in a retail release, BioShock Infinite: The Complete Edition, in November 2014, [24] and was also included along with the rest of the franchise single-player DLC in BioShock: The Collection in 2016. [25]
Game | Metacritic |
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BioShock Infinite: Burial at Sea – Episode One | PC: 70/100 [26] PS3: 76/100 [27] X360: 68/100 [28] |
BioShock Infinite: Burial at Sea – Episode Two | PC: 80/100 [29] PS3: 83/100 [30] X360: 84/100 [31] |
Burial at Sea: Episode One received mixed reviews on most platforms, in comparison to Infinite's critical praise. [26] [32] Critics generally praised the return to Rapture; [33] [34] [35] Game Informer 's Joe Juba wrote that the opportunity to see the city in its prime would be worth the DLC's cost for BioShock fans, [1] while Alec Meer of Rock Paper Shotgun said the opening parts of the game gave him exactly what he wanted out of a return to Rapture. [36] Less favorably, critics such as GameSpot 's Kevin VanOrd and PC Gamer 's Phil Savage complained that the city felt populated by staged vignettes and "mannequins", rather than feeling alive. [4] [37] Eurogamer 's Stace Harmen wrote that players' enjoyment of the first episode would be predicated on how much they enjoyed the first half of the game, and how much they accepted the staged, "not quite truly alive" Rapture. [38]
Common complaints included the episode's short runtime, [14] [38] [39] [40] [41] and the sudden shift to Fontaine's in the second half of the game. [34] Juba said the switch "[started] feeling more like a retread" of previous games in the series. [1] [33] Critics such as Juba and VG247 's Dave Cook felt that the new additions to the gameplay sandbox often did not distinguish themselves from Infinite, [1] [42] though IGN's Ryan McCaffrey considered the merging of Infinite and BioShock satisfying and faster-paced than the first game. [14] Several reviews noted that the episode forced more strategic gameplay with its scarce resources, [37] [38] [43] but the repetitious mission objectives and backtracking wore thin even over the short runtime. [38] [42] [43] Wired 's Chris Kohler wrote that the expansion felt like fan service and that the story would have been better served by an all-new setting instead of returning to Rapture. [44] Levine defended the game's runtime as being due to a focus on quality versus quantity. [45]
Episode Two was better received by critics, with generally favorable reviews on all platforms at Metacritic. [29] McCaffrey, Hogarty, and Destructoid's Chris Carter were among those who felt the second episode redeemed the shortcomings of the first. [6] [46] [5] The second chapter's switch to Elizabeth and slower, stealthy gameplay was well-received; [47] [48] [49] The A.V. Club 's Sam Barsanti appreciated that the smaller-scale story of Episode Two refocused on Elizabeth and more character-driven stakes than the main game. [50] GamesTM considered Episode Two's focus on embracing the environment and hunting for story clues as better than any previous BioShock game. [51] The episode was called a fitting end to Irrational's BioShock work. [48] [46] [5] Criticisms included what VanOrd and Eurogamer's Björn Balg considered plot contrivances and inconsistencies. [52] [53] Justin McElroy of Polygon criticized the episode's focus on mysteries and confusing plot points, and wrote that the episode's attempts to wrap everything up "too often feels like well-made fan fiction". [54]
Shortly before Episode Two was released, Levine revealed that the episode would be Irrational Games' last game in the BioShock series, leaving the intellectual property in the hands of 2K Games. [55] 75 employees were laid off as the studio shut down. [56] 2K would form a new studio, Cloud Chamber, to develop the next BioShock title, currently under development. [57]
System Shock 2 is a 1999 action role-playing survival horror video game designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 game System Shock. The alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher.
Irrational Games was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired the studio in 2006. The studio was best known for two of the games in the BioShock series, as well as System Shock 2, Freedom Force, and SWAT 4. In 2014, following the release of BioShock Infinite, Levine opted to significantly restructure the studio from around 90 to 15 employees and focus more on narrative games. In February 2017, the studio announced that it had been rebranded as Ghost Story Games and considered a fresh start from the original Irrational name, though still operating at the same business subsidiary under Take-Two.
Kenneth M. Levine is an American video game developer. He is the creative director and co-founder of Ghost Story Games. He led the creation of the BioShock series and is also known for his work System Shock 2.
BioShock is a 2007 first-person shooter game developed by 2K Boston and 2K Australia, and published by 2K. The first game in the BioShock series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game follows player character Jack, who discovers the underwater city of Rapture, built by business magnate Andrew Ryan to be an isolated utopia. The discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape Rapture, fighting its mutated and mechanical denizens, while engaging with the few sane survivors left and learning of the city's past. The player can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them.
BioShock 2 is a first-person shooter video game developed by 2K Marin and published by 2K Games. It was released worldwide for PlayStation 3, Windows, and Xbox 360 on February 9, 2010; Feral Interactive released an OS X version on March 30, 2012. The game takes place in the dystopian underwater city of Rapture, eight years after the events of BioShock. In the single-player campaign, players control the armored protagonist Subject Delta as he fights through Splicers—the psychotic human population of the city—using weapons and an array of genetic modifications. The game includes a story-driven multiplayer mode that takes place before the events of BioShock, during Rapture's civil war.
Sander Cohen is a character in the BioShock video game series. He debuts in the first title of the series, developed by 2K Boston, as a celebrated polymath of the underwater city of Rapture who has a deranged and sadistic personality. The protagonist Jack is forced to help Cohen with the creation of a macabre sculpture, built around pictures of Cohen's former proteges whom he kills and photographs on his behalf, before he allows him to leave his domain Fort Frolic. Sander Cohen makes another appearance in BioShock Infinite: Burial at Sea, a downloadable content story expansion for BioShock Infinite which sets up the events of BioShock. He is voiced by T. Ryder Smith for all appearances.
Andrew Ryan is a fictional character in the BioShock video game series developed by Irrational Games. He is the secondary antagonist in BioShock, and also appears in its follow-ups BioShock 2 and BioShock Infinite: Burial at Sea. Ryan is portrayed as an idealistic business magnate in the 1940s and 1950s, aiming to create an underwater city called Rapture to avoid government oversight and scrutiny. As civil war erupts in Rapture, Ryan's utopian vision collapses into a dystopia, leading him to become reclusive and paranoid. After winning the war, he becomes increasingly ruthless in his control over the city's remaining inhabitants.
BioShock is a retrofuturistic video game series created by Ken Levine, published by 2K and developed by several studios, including Irrational Games and 2K Marin. The BioShock games combine first-person shooter and role-playing elements, giving the player freedom for how to approach combat and other situations, and are considered part of the immersive sim genre. Additionally, the series is notable for exploring philosophical and moral concepts with a strong in-game narrative influenced by concepts such as Objectivism, total utilitarianism, and American exceptionalism.
Rapture is a fictional city-state in the BioShock series published by 2K Games. It is an underwater city that is the main setting for the games BioShock and BioShock 2. The city also briefly appears in BioShock Infinite, and is featured in its downloadable content, Burial at Sea. The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mid-late 1940s as a means to create a utopia for mankind's greatest artists and thinkers to prosper in a laissez-faire environment outside of increasing oppression by the world's governments and religion. However, the lack of government led to severe wealth disparity, a powerful black market, and unrestricted genetic modification, which turned the city into a dystopia exacerbated by Ryan's tyrannical methods to maintain control. The masses turned towards political activists like Atlas who advocated an uprising of the poor against Ryan and the elite of Rapture; and on the eve of 1959, a civil war broke out, leaving much of Rapture's population dead. The remaining citizens either became psychotic "Splicers" due to the effects of ADAM, a substance that can alter genetic material, or have barricaded themselves from the Splicers to protect themselves, leaving the city to fail and fall apart around them.
The BioShock series is a collection of story-driven first-person shooters in which the player explores dystopian settings created by Ken Levine and his team at Irrational Games. The first two games, BioShock and its direct sequel, BioShock 2, take place in the underwater city of Rapture in 1960 and 1968, which was influenced heavily by Ayn Rand's Objectivism. The third installment, BioShock Infinite, is set aboard the floating air-city of Columbia in 1912, designed around the concept of American Exceptionalism. Though Infinite is not a direct sequel to the previous games, the game is thematically linked; a short scene within the core Infinite game returns to Rapture, while the downloadable content BioShock Infinite: Burial at Sea tie in many of the plot elements between BioShock and BioShock Infinite.
BioShock Infinite is a first-person shooter video game in the BioShock series, developed by Irrational Games and published by 2K. Infinite was released worldwide for the PlayStation 3, Windows, Xbox 360, and OS X platforms in 2013. The game is set in the year 1912 and follows its protagonist, Booker DeWitt, who is sent to the airborne city Columbia to retrieve Elizabeth, a young woman held captive there. Booker and Elizabeth become involved in a class war between the nativist Founders that rule Columbia and the rebel Vox Populi, representing the city's underclass. Elizabeth possesses the ability to manipulate "Tears" in the space-time continuum, and Booker and Elizabeth discover she is central to Columbia's dark secrets. The player controls Booker DeWitt throughout the game, fighting enemies and scavenging supplies, while the computer-controlled Elizabeth provides assistance.
Elizabeth is a fictional character in Irrational Games' BioShock Infinite, the third title in the BioShock series. The game is set in 1912 on a floating steampunk city named Columbia which was founded on the principles of American exceptionalism. Elizabeth has been groomed in a controlled environment to take over the reins of the city once its current leader, Father Zachary Hale Comstock, dies. Elizabeth has the power to open "tears" in the fabric of reality; she is able to view every event across all of the infinite timelines simultaneously and effortlessly open doorways to them, allowing her to access parallel universes.
BioShock 2: Minerva's Den is a single-player downloadable content (DLC) campaign for the 2010 first-person shooter game BioShock 2, developed by 2K Marin and published by 2K Games. The player assumes the role of Subject Sigma, an armored and genetically modified human, or "Big Daddy"; Sigma must travel through Minerva's Den, the technological hub of the underwater city of Rapture, to download a schematic of the city's supercomputer. Gameplay is similar to that of BioShock 2, with new enemies and weapons.
The development of BioShock Infinite began after BioShock's release in August 2007. The five-year development, led by studio Irrational Games, began under the moniker "Project Icarus". Irrational's creative lead, Ken Levine was inspired by events at the turn of the 20th century and the expansion of the concept of American Exceptionalism set by the 1893 World's Fair in Chicago. His story took these events to create a tale set in 1912 where the player, as former Pinkerton agent Booker DeWitt, is challenged to rescue a young woman, Elizabeth, who has been kept aboard the floating city of Columbia in the middle of a civil war between its founder Father Zachary Comstock and the Vox Populi, the underclass revolting against him.
Rod Fergusson is a Canadian video game producer, best known for overseeing the development of the Gears of War franchise, originally at Epic Games and then as head of The Coalition. More recently, Fergusson moved over to Blizzard Entertainment to oversee development on the Diablo series.
BioShock: Rapture is a 2011 science fiction novel written by John Shirley, published by Tor Books in the United States and by Titan Books in the United Kingdom. Rapture forms part of the BioShock retrofuturistic media franchise created by Ken Levine and published by 2K Games and developed by several studios, including Irrational Games and 2K Marin. A prequel to the first BioShock game the novel tells the story of how Andrew Ryan founded the underwater city of Rapture. The book follows multiple BioShock characters. The cover art was designed by Craig Mullins, who also produced the cover art for BioShock 2. It was released July 19, 2011.
BioShock: The Collection is a compilation of the BioShock video games, developed by Blind Squirrel Games and published by 2K Games. The Collection features upgraded versions of BioShock, BioShock 2, and BioShock Infinite, with new textures and support for higher resolution displays and framerates. The compilation was released in September 2016 for PlayStation 4, Xbox One, and Windows; versions for macOS and Nintendo Switch followed in August 2017 and May 2020, respectively.
Robert Lutece and Rosalind Lutece, collectively known as the Lutece twins, are a duo of characters from the BioShock video game series created by Ken Levine, published by 2K Games. They debut in the 2013 video game BioShock Infinite, where they serve as the drivers for the game's events and often materialize under mysterious circumstances to guide protagonist Booker DeWitt. By the game's end, both characters are eventually revealed to share no family relations, and are in fact parallel universe versions of the same individual. Robert and Rosalind are voiced by Oliver Vaquer and Jennifer Hale respectively. Concept artist Claire Hummel was responsible for the visual design of the Lutece twins.
Ghost Story Games, LLC is an American video game developer based in Westwood, Massachusetts, and led by Ken Levine. The studio is the rebranding of Irrational Games as announced in February 2017, and while still the same business subsidiary under Take-Two Interactive, the rebranding was considered a fresh start by the founders as they move into more emergent narrative-driven titles compared to the larger titles they had made under Irrational.
Atlas is a character in the BioShock video game series created by Ken Levine, published by 2K Games. He first appears in the first title of the series, where he sets himself up as a benefactor of Jack, the game's player character, upon his arrival in the underwater city of Rapture. During a pivotal scene later in the game's narrative, Atlas discloses that he is actually the crime lord Frank Fontaine in disguise, the main antagonist of the game, and that he had been manipulating Jack to act against the city's founder Andrew Ryan. It is also revealed that he is responsible for orchestrating Jack's mental conditioning during his infancy and later a chain of events that led to his subsequent arrival in Rapture. Atlas/Fontaine also appears in the sequel BioShock 2 through audio diaries, and more prominently in BioShock Infinite: Burial at Sea, a prequel which sets up the events of BioShock.