Bioshock Infinite: Not Just Another Console Port

Bioshock Infinite

Anyone who has played Bioshock 1 or Bioshock 2 on PC knows that Irrational Games tends to pay a tad bit more attention to their console fanbase than their PC one. In others words, Bioshock 1 and 2 were both considerably good games, just not on the PC. Both iterations suffered from a nauseatingly narrow field of view, rage inducing mouse acceleration, and immersion breaking texture pop-in issues. It was quite easy to tell that when Irrational Games developed the two games, their focus was on optimizing them for consoles, and unfortunately, not PC.

But it seems as if this time, Irrational wants to take a different approach to developing for the PC. In fact, they plan on embracing the platform entirely, along with all the obsessive pickiness, trivial criticisms, and demanding specificities the PC community has towards games not specifically tailored for the platform. This is a good thing though. A VERY good thing. Bioshock Infinite has so far portrayed itself to be a definite GOTY 2013 contender, and to see a release with such potential and talent behind it be marred by the inferiority of console hardware… Well, that’d be quite disappointing, now wouldn’t it?

But what exactly does Irrational plan on doing in order to assure that Infinite meets “PC standards”? Take a look.

  • Full keyboard and mouse remapping options, including both primary and secondary bindings.
  • Mouse acceleration is an OPTION. It can either be enabled or disabled, entirely according to the player’s preference.
  • Full gamepad support for those who prefer it to keyboard. Includes numerous settings governing aim assist, vibration, sensitivity, and look inversion.
  • Menus are fully compatible with mouse, keyboard, or gamepad. No need to use arrow keys to navigate menus!
  • Field of view that properly scales to widescreen displays. FoV can also be manually adjusted for those who prefer to tweak.
  • Full multi-monitor support via NVIDIA Surround, AMD Eyefinity, and Matrox TripleHead2Go.
  • 6 graphic presets ranging from Very Low to Ultra. Graphics options still remain completely tweakable nevertheless.
  • Complete support for anti-aliasing, texture detail, post-processing, texture filtering, light shafts, dynamic shadows, ambient occlusion, and object detail.
  • Full DirectX 11 support! Yay!

So, yes, I think it’s safe to say that Irrational finally cares about those on the the PC, which is excellent news. It’s even noted that the game itself takes up three DVDs of data. Why? PC textures are completely uncompressed, fresh out of the studio, which is seldom offered by developers. Infinite also offers full support for integrated graphics chipsets, Steam Cloud, and Steam Big Picture mode. The question is though, will it run on your rig? Find out below.


  • OS: Windows Vista Service Pack 2 32-bit
  • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
  • Memory: 2 GB
  • Hard Drive: 20 GB free
  • Video Card: DirectX10 Compatible ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 3000 Integrated Graphics
  • Video Card Memory: 512 MB
  • Sound Card: DirectX Compatible


  • OS: Windows 7 Service Pack 1 64-bit
  • Processor: Quad Core Processor
  • Memory: 4 GB
  • Hard Drive: 30 GB free
  • Video Card: DirectX11 Compatible, AMD Radeon HD 6950 / NVIDIA GeForce GTX 560
  • Video Card Memory: 1024 MB
  • Sound Card: DirectX Compatible

As a platform, the PC has seen better days. More and more, developers are limiting what their engines can do and how their games look, all for the sake of getting them to run on the aging PS3 and 360. In the past, Irrational has been guilty of such, but not this time. It is quite gratifying to see the PC finally get some love from developers after a few rather dismal years of unoptimized, untweakable, and sometimes broken console ports. Hats off to the folks at Irrational Games for reminding the industry that with a little love and attention to detail, the PC still remains the most versatile and without a doubt, best looking platform!

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