The Lighthouse
Bioshock Infinite is
a wonderful, beautiful, finely crafted masterpiece of a game. That may come
across as hyperbole, but it isn't. The bottom line is that Bioshock Infinite
raises the bar for what games can be. It shows that the medium can be more than
mindless, bland shooters that look and feel nearly identical to one another.
Everything about this game raises it above the pack. Its world building and
artistic design are miles ahead of what anyone else is doing in the genre. Its
sound design and music go beyond simple ambiance to reinforce the narrative,
cement the player in the world and most importantly, is so damn good as to
stand on it's own. And the story is a touching journey of a broken man
perfectly wrapped together in themes of religion, patriotism, obligation, and
the limits of reality.
Everything about
this world pops. The introduction to the floating city of Columbia, the games
setting, takes place during a fair. We are exposed to this society during one
of it's most colorful and joyous occasions, while its darker prejudices are
swept away in the shadows. Posters and displays perfectly echo the time period
as simple carnival games not only endear us to the town and its people, but
serve as a brilliant tutorial that is both hidden and optional. The game's
operators call to the player to test their skills and destroy the wooden
representations of the evil Vox Populi as an a cappella group sings from a
floating barge. Simply walking around in the world made me feel like a kid in
an amusement park. I am not the kind of person that smiles easily, but walking
around in this wonderful land of early Americana gave me no choice in the
matter. I couldn't help but stop and look around at the shop displays, posters
and fine detail that marks ever corner of this world. The full realization of this
game's world building serves not only as an example to every other developer
out there, but creators in any medium.
The themes goes
beyond simple window dressing, they permeate every fabric of the society, from
the songs of playing children, to a store run on the honor system in a
religiously motivated society. On the surface is a world of affluent, god
fearing whites of proper heritage. Underneath is a land of segregated
bathrooms, servants and Irish factory workers. One of the most memorable
moments for me was walking through the squalor of the under city. I stopped and
listened as a poor black woman sat on a stage used for prisoner stocks. She sat
on the edge and bellowed out a beautiful and haunting version of CCR's
Fortunate Son that is bound to stick with me for quite some time. The slight
touches of futuristic technology and tears in the fabric of space time create
wonders that leave the player breathless, such as mechanical horses, a robotic
chaingun wielding George Washington and Cyndi Lauper's girls just wanna have
fun being pumped through an old gramophone. Every part of this game leaves and
impression on the player, from the stark
contrast between the bathrooms of whites and blacks, to the sounds of Chopin
warped through loud speakers of the oppressed workers of Fink Industries.
Bring Us The Girl and Wipe Away The Debt
The original
Bioshock was known for its incredible story of a man washed up on a lighthouse,
sent below the waves to a magical city under the city that had been ravaged in
a civil war by the very people who built it. In the original the player was a
voiceless puppet, proceeding through the game at the behest of Atlas with no
voice of their own. Bishock Infinite bucks the trend of the silent protagonist
in casting the player in the shoes of Booker DeWitt. A washed up veteran who's
seen better days. The mission to wipe away his debt takes him to a lighthouse
where the atheist is launched into the clouds. Instead of finding God, he finds
himself surrounded by the religious iconography of a madman and is branded with
the label of false prophet. While the city's propaganda proclaims itself a
paradise in the sky, Booker sees clear signs of racism that was all too
recently an everyday occurrence in America. While the town's people speak of an
economic land of plenty, Booker witnesses the starving poor and workers at
Fink's Industries forced to bid in an auction for jobs, not for how much they
will do the job for, but in how fast they can do it.
Having Booker DeWitt
as an actual character, as opposed to a silent protagonist allows for a
commentary on the events, as opposed to the player quietly moving between each
vignette. Booker feels like a real character in a real situation, as opposed to
a floating camera along for the ride. While the game does offer limited choice,
in having the main character be an actual person it leads to a great
consistency in their actions and stronger impact on the narrative. I saw this
while playing Sleeping Dogs as well, and hope it catches on.
Damsel in Distress
The game's narrative
revolves around Booker rescuing a girl locked away in a tower, and bringing her
back to his client in New York. The idea of a game long escort mission left me
with a sense of dread, but I'm glad to report that Bioshock handles this quite
well.
When you first meet
Elizabeth, your head is swirling from all the things you observed in Columbia
so far and the rumors of the "lamb" and her place in society. Instead
of finding some defenseless fairy tell princess, you find an actual person with
her own desires and personality.
Irrational made a very smart decision in never forcing you to protect
her. Elizabeth is immune in combat, can never be hurt and actively aids the
player. Both in bringing in allies and supplies through "tears" and
in throwing Booker ammo and other supplies in combat. Through the story
Elizabeth is elevated from a simple errand to a partner, and eventually into an
individual agent with goals and desires that separates her from and in some
ways conflicts with Booker's.
Most importantly,
she's a real person. A fully realized character that the player feels
increasingly attached to during the adventure. She serves not only as a model
for a strong female in games, but as a wonderful supporting character that is
every bit the hero in her own right, as opposed to be constantly downgraded to
the level of sidekick for the player's enjoyment.
More To Life Than Carrying A Gun
What's most telling
to me about Bioshock Infinite is we're at the end of the review I haven't even
brought up the shooting, Infinite's primary combat feature. The shooting,
whether with guns or vigors is fun, and tighter than in the original Bioshock.
But really, it's the least interesting part of the game. And really, how often
do we say that? Normally the combat is just the biggest selling point, it's the
only selling point. The music, the art
direction, plot and world building are all secondary. A coat of paint to make
the core experience more compelling.
This is what makes
Bioshock Infinite more than a good game, more than a great game. Every aspect
is of the highest caliber. No one part stands above the rest. In most games the
combat and graphics may be great, but the music and plot lacking. Or the parts
may be really good individually, but disjointed. Bishock Infinite not only
maintains the highest quality in its components, but weaves them together
masterfully into a whole greater than the sum of its parts. It is not only one
of my favorite games in the past year, it is one of my favorites for this
generation. My only regret was this I didn't get to spend more time in its
world, more time exploring Columbia and its people. This is one game I wouldn't
mind seeing a sequel too.
If you decide to
pick up this game, and you should, take your time with it. Walks around and
smell the roses. Read the posters and listen to the town folk's dialogue.
Rushing past it would cause you to miss one of the finest crafted world's in
all of gaming.
I played Bioshock
Infinite on a PS3.
I'd like to make a
special thanks to my Brother, who got me Infinite for my birthday.
You can follow me on
twitter: @MadnessSerenade
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