Infinite is wonderful. Every single person who can play it, should play it. It's a fascinating and gruesomely fun adventure in a genuinely unique, magnificent place. But the plot really does jump the shark. It jumps a lot of sharks. It jumps BioShark Infinisharks. That's not uncommon in cinematic first-person shooters, but I mention it now because the game's mysteries are such a big part of its appeal. Installation Information: ========================= Download - http://alturl.com/hgd5m Burn or mount Install Play the game NOTE: As usual, block the game exe in your firewall. You're on a flying city of magical racists in 1912, and that soon drops to being only the fifth or sixth most puzzling thing about your situation. Who are those two? Why are they talking about me? What's with the giant cyborg bird? What does AD stand for? How does he know... why does she think... when did they... why can I shoot crows from my hands? And how do these pants help me reload. There is a scene halfway through BioShock Infinite in which protagonist Booker DeWitt and his companion Elizabeth are searching the poor underbelly of the floating city Columbia. The shantytown is battered and filthy, kids singing dressed in rags, adults feverishly searching for food. In a basement, a child quivers beneath the rickety wooden stairs. Elizabeth spots a guitar propped up against a chair. She has been imprisoned and studied for her entire life, her experience of the world played out through books and phonogram recordings. "I wish I could play guitar," she says softly. Without a word, you, as Booker, a man who has spent a great deal of his and Elizabeth's time together killing to keep them safe, can walk over to the guitar, pick it up, and begin to play. As Booker strums softly on the instrument, Elizabeth sings along and unearths an orange before handing it to the boy under the stairs. Tentative at first, he hungrily grabs the fruit and begins to eat. Elizabeth stops singing, Booker stops playing and the pair make their way upstairs to find a way out of Columbia. Booker and Elizabeth's story, meanwhile, gives with one hand, and takes with another. Questions are posed from the outset, with resolutions dangled but then snatched away and replaced with more posers. Booker is a strangely fascinating lead, his demeanour is generic gruff mercenary, a former Pinkerton agent who's handy with a gun but (gasp) harbours a terrible secret. An unlikeable cipher, in other words.