Preview: Hands-on with 'BioShock Infinite'

Brett Molina, USA TODAY | USATODAY

The first view video game players get of the sky city of Columbia is probably the last place they might expect: inside a one-man capsule rocketing toward the clouds.

It's an incredible way to initially soak in the world of BioShock Infinite, the upcoming first-person shooter from Irrational Games and publisher 2K launching March 26 for PC, PlayStation 3 and Xbox 360.

The opening months of 2013 have been stacked with high-profile video games, but no other title has generated more buzz and excitement than Infinite. Deservedly so, following the impact of 2007's BioShock, heralded as one of the best video games of this console cycle, and perhaps ever.

Fast forward to Infinite, which begins with agent Booker DeWitt transported by boat to what appears to be a lighthouse off the coast of Maine in 1912. In his hands is a wooden box with his name, which carries a pistol, a postcard and a picture of a woman that reads "bring to New York unharmed."

As DeWitt scales the lighthouse, he finds other unusual surprises, such as another note: "Bring us the girl and wipe away the debt." Once at the top, DeWitt finds a cage locked by a door with three bells, which uncovers a chair once unlocked. Thus begins the start of Infinite's journey, strapped to your seat, speeding into the sky toward Columbia.

The opening glimpse of the city is breathtaking, and looks like what you might expect an American city in 1912 to look like, except that every structure floats in the sky, seemingly suspended in mid-air.

DeWitt's goal in my hands-on trip was to find Elizabeth, a woman stashed at Monument Island, highlighted by a massive statue resembling an angel.

I won't delve any deeper into the plot, since that would wreck what made BioShock Infinite so pleasurable to play during my 2 1/2 hour demo: the mystery. Players find details about the founders of Columbia, and how the sky city came to exist. Irrational also takes bold steps in covering heavy themes rarely addressed in video games, such as race relations, religion and the influence of government. Based on the demo, it seems Irrational handles them with a sense of care and reverence.

Part of Infinite's storytelling process involves roaming the city and discovering background information, available through Voxophones (similar to a phonograph), Kinetoscopes that show silent films on Columbia history and other items.

As for combat, Infinite feels a lot like the original BioShock, so there was a sense of comfort despite visiting new surroundings. Players carry a weapon in their right hand, such as a pistol, machine gun or carbine. Plasmids have been replaced by Vigors, replenished by collecting salts through food or other items.

The first Vigor players are introduced to is Possession, which allows DeWitt to control any human or mechanical entity. It starts by convincing a robotic doorman to let you pass deeper into Columbia, but becomes useful in battle when controlling a turret or guard to fend off converging enemies.

Players find other Vigors throughout their journey, including Devil's Kiss (toss fireballs), Murder of Crows (launch swarm of crows at enemy) and Bucking Bronco (vault enemies into air).

Two key wrinkles help diversify Infinite's combat, the first of which are skylines players use to hop between sections of the city. Glowing green orbs flash on skylines and buildings, allowing DeWitt to attach with his magnetically-charged Skyhook. Combining combat with skyline travel is tricky, and can leave you feeling a little disoriented at times. Once players get the hang of it, skylines kick up the pace and generate some dramatic sequences. It's also a great way to enter a fight, as you pounce on unsuspecting enemies from above.

Players have a companion by their side in Elizabeth, who has the ability to create rifts and reach into other dimensions. In later stages, faint images of scenery will appear, indicating Elizabeth can pull them into the current time frame. She can only open one at a time, so players must wisely choose when to switch between areas.

Elizabeth will also react to her surroundings, from jumping in with a group of dancers on a pier to choosing what brooch to buy from a vendor. She's also helpful by opening rifts and tossing health packs, and never feels like she gets in the way.

Based on my demo, BioShock Infinite seems to boast one of the most fascinating worlds to explore. A handful of questions linger. How does the player's relationship with Elizabeth evolve through the course of the game? How quickly will players adjust to skyline combat? These will be answered once the full experience arrives. Judging from this brief playthrough, it's difficult not to eagerly anticipate a return trip to Columbia.