The BioShock Infinite Hindi Dubbed Free Download

The BioShock Infinite Hindi Dubbed Free Download

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The BioShock Infinite Hindi Dubbed Free Download

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A man is sent to the flying city of Columbia to find a missing girl. However, upon arrival he discovers that the city, its people, and his objective are all not what they seem.
The year is 1912, deep in debt, ex-Pinkerton agent Booker DeWitt is sent to the mysterious flying city of Columbia to find and retrieve a young woman imprisoned in a tower since birth - Elizabeth and to "Bring us the girl and wipe away the debt". However, almost as soon as Booker arrives, he finds that Columbia and its people are not quite what they seem, and all too soon science, religion, morality, family and life all clash and spiral down into utter chaos, with Booker and Elizabeth as unlikely partners in the midst of all the action.
MINOR SPOILERS AHEAD<br/><br/>Having just finished my first (and probably only) play-through I tend to agree with some of the more &quot;negative&quot; reviews out there:<br/><br/><ul><li>The main characters are very interesting and well written.</li></ul><br/><br/><ul><li>The story is intriguing and is told brilliantly.</li></ul><br/><br/><ul><li>At first glance, the game&#39;s universe is absolutely stunning. Well, universe may be too generous a word, since we&#39;re not talking about a whole world to explore but rather &quot;just&quot; a city. But I&#39;m sure I&#39;m not the only one to have wandered around Columbia during the first 30 minutes, just to do some &quot;sightseeing&quot;. And I&#39;m probably also not the only one whose jaw dropped when the city showed its true, errr, colors. </li></ul><br/><br/>But (and this is a big &quot;but&quot;)...<br/><br/>a masterpiece it is not. <br/><br/>Just like in the first Bioshock, we get great looking levels, art direction, design, story and characters. But that&#39;s not enough to make it a masterpiece. After all: This is a *game* we&#39;re talking about, not a movie. It sorta reminds me of the better &quot;interactive movies&quot; from the early days of CD-ROM drives .. like &quot;Rebel Assault&quot;. Yes: They looked and sounded incredible (for their time) ... but the gameplay and interaction were nothing to write home about. Rebel Assault was not much more than a glorified shooting gallery and interaction in Bioshock is limited to a lot of presses of the &quot;use&quot;-button to rummage through trashcans and to advance the plot. Thus, when the novelty factor of the pretty visuals wears off, game like these lose a lot of appeal. <br/><br/>Plus: Why did they decide to punish us with that *stupid* save-point-system? I want to save whenever *I* choose in a shooter. Oh, and where&#39;s the auto-map? Those two are standard since the very first 1st person shooters (even Doom had an auto-map, IIRC). Bioshock 1 also had both, while &quot;Infinite&quot; has neither. Instead we get a &quot;go this way to your current goal, stupid&quot;-kind of arrow, which makes the game feel even more like an interactive movie/story book with limited player involvement. Like much of the levels, the game&#39;s story feels like it&#39;s running on rails.<br/><br/>And then there&#39;s the big one: The fact that the world doesn&#39;t really hold up to closer inspection. Like I said before: It all looks great at first, but when you really think about it, the city of Columbia doesn&#39;t make sense and it doesn&#39;t feel alive. Citizens will speak to you and each other, yes, but they mostly just give a quick sentence or two and after that remain silent and usually immobile. Compare that to the cities of the old &quot;GTA San Andreas&quot;, where people were walking around, living their daily lives. Stopping at a corner for a chat with each other and actually reacting to the player character and his actions (or inaction) or even to things happening in the world that had nothing to do with the player. None of this happens in Columbia. In fact, once the shooting starts, civilians simply vanish from the area, never to return. Or what about the weird rules of what is and isn&#39;t theft? In some areas, you can simply pick up any item you can get your hands on, in others this will be judged as theft and everyone will become hostile - even if you only use the possession-vigor on a vending machine. <br/><br/>And speaking of Vigors: The game hints at why and how they came to Columbia.. but their presence doesn&#39;t make a lot of sense. Who would want to buy them in this city? Why would the authorities even allow such dangerous stuff to be sold freely? And why would a society that&#39;s obsessed with &quot;racial purity&quot; even want a substance that alters your DNA? Wouldn&#39;t the very narrow-mindedness and religiousness of Columbia&#39;s society mean that people who use Vigors would be regarded as freaks and abominations? Plus we don&#39;t actually see any citizens using them, the only NPCs who do are high ranking enemies. So why are these things even here? I guess because this is a Bioshock-game and we have to have superpowers in it - as a consequence, the Vigors and everything relating to them (like advertisements) felt stapled on and like a half-assed attempt to inject more Bioshock-DNA into the game (pardon the pun). <br/><br/>Don&#39;t get me wrong: I enjoyed both Bioshock and Infinite immensely. But both are by no means perfect shooters. For the next installment, maybe they should concentrate a bit more on producing memorable gameplay and a more interactive environment instead of &quot;just&quot; making the characters, design and story memorable. The settings of both games (Rapture and Columbia) literally scream for an open-world type of game in which we can explore those two fascinating cities with more liberty.<br/><br/>88/100 from me.<br/><br/>S.
OK so I&#39;ll say from the outset that I played this right after playing the first two games back to back (it took me about a month to get through each game, so that&#39;ll give you an idea of the pace), so I had them fresh in my mind for comparison. The first game introduced the fascinating world of rapture, and made you think of the possibilities if such a world existed. It was solid, but not amazing. The second game basically improved on the first in almost every way. It felt familiar, yet better, and with an interesting twist of you now playing the big daddy and interacting with little sisters.<br/><br/>This game felt like it was trying to reboot the old games, but with a different look and in the sky instead of under the ocean. It didn&#39;t do it quite as well. I have to say that the scene at the beginning when you first arrive and you&#39;re in the church, with choir music playing in the background was probably the most beautiful scene I&#39;ve ever seen in a video game (and I don&#39;t even go to church, so that bias wasn&#39;t there). It gave me the chills. I even listened to the music from that scene on YouTube a few times afterwards. Unfortunately, it was mostly downhill from there.<br/><br/>The story was overly complex, and the ending felt rushed. The weapon and secondary power (vigor) progression wasn&#39;t done as well as the previous games, and the actual fun just seemed to be lacking. I felt like I was just drudging through the game, shooting more bad guys, listening to some recordings and dialogue that flesh out the (somewhat confusing) story a little more, rinse and repeat.<br/><br/>The environments did look beautiful, and were a nice departure from the drab/gloomy environments of the first two games. The voice acting was also very well done. That&#39;s basically the two main highlights.<br/><br/>I found myself not wanting to play out of enjoyment, but out of just wanting to beat it and see where the story went, and perhaps why the heck it was called a &quot;Bioshock&quot; game. The answers to both were pretty disappointing. <br/><br/>In the end it wasn&#39;t exactly a bad game, but not a very good one either. I was glad when I finally finished it, so I could move on to something else that might be more enjoyable.

Vast majority of the game takes place in 1912, 48 years before the events of the original game. Due to quantum physics and time travel being involved in the story, there are also moments and elements from other years, between 1880 and 1980. They both exist within the game&#39;s universe, but since Rapture was built much later than Columbia, almost no-one in Columbia knows about Rapture. It is revealed via audio recordings that select few from Rapture looked into the future Rapture and took advantage of some things that were revealed to them in this way (mostly technology).<br/><br/>Players return to Rapture briefly within the game, but it is not important to the general storyline. No. Andrew Ryan makes no appearance in Bioshock Infinite. a5c7b9f00b

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