Greetings Russ,
Game review! My top 10 movies from 2013 will be coming soon.
It is just too difficult a decision to rank them, so I figured I would dispel
some of the boredom on this blog with a game review. And we start out with one
of the best.
I was incredibly excited to review Bioshock: Infinite because there is just so much to talk about: the
gameplay, the characters, the story, the details and that ending!! I have to say, if the endings of Bioshock: Infinite and The
Last of Us are any indication of where video games are headed for their
capacity to be a meaningful and compelling storytelling medium, than I am truly
excited for the future.
I like to review games because in many ways they are similar
to movies. They are entertaining, immersive and push the limits of the
imagination. They have the power to educate, thrill and move audiences both to
the edge of their seat and to tears. Yes, video games can do that, and
oftentimes can be even more impactful than movies because, by their very
nature, games place us in the story. Our actions dictate the course of events.
Of course, the main motivation for game developers is to create fun. But just because video games are a
different art medium than movies and have this preconceived notion to be fun,
doesn’t mean they lose narrative impact. In many ways, games remain the same as
the days of old; they provide a brief break from the world in mindless fun. But
if 2013 was any indication, “mindless” is no longer the standard.
This leads us to Bioshock:
Infinite, the third game in the Bioshock
series from Irrational Games. Set in 1912, the game follows the journey of
Booker DeWitt, a troubled army veteran and former Pinkerton agent who has
fallen into debt with the wrong people. In the midst of his troubles, DeWitt is
offered a chance to pay off his debts; he must find and bring a girl named
Elizabeth to New York City. DeWitt agrees to the job not knowing who Elizabeth
is and arrives in Maine to begin his assignment. DeWitt is given a pistol and
Elizabeth’s location: Columbia, a city that floats over fifteen thousand feet
above the ground, held aloft by what is described as “quantum levitation” along
with gigantic balloons and blimps. Columbia was launched in 1893 by Zachary Comstock,
a self-declared prophet who rules over the city by calling for allegiance to
himself and the philosophy he follows, a type of pseudo-Christianity that
includes elements of American ultra-nationalism and exceptionalism based on the
worship of the Founding Fathers of the United States. DeWitt discovers upon arrival
that Comstock is holding Elizabeth in a tower and that the prophet was
expecting him. With the forces of Columbia bearing down on him, it is up to
DeWitt to rescue Elizabeth and get her out of the city. But as he gets closer
to his goal, DeWitt soon realizes that there is much more to this floating city than meets the eye and a revolution is brewing in the shadows. Who is Comstock? What is in store for this city in the clouds? But even
more importantly, who is this girl and is she worth the risk?
Design and Gameplay
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| Booker using the "Bucking Bronco" vigor |
All the familiar elements of the Bioshock series make a return. Firearms and plasmids are back (now
called vigors), and the occasionally tedious money/item scavenging system also
remains, along with the familiar vending machines. DeWitt can also collect gear
along his journey, four items of which can be active at one time. Similar to
the original game’s tonics, gear helps DeWitt by adding perks such as setting
enemies on fire with a melee attack or increasing your damage dealt when low on
health.
Unlike the original Bioshock,
DeWitt can only carry two weapons at one time. However, the opposite trend is
observed amongst the vigors. All vigors are available to DeWitt as he collects
them. This attempt to shift the focus away from weapons and toward vigors is a
smart one, in my opinion, especially given how effective the vigors are. For
one, the vigors are just awesome. Familiar fire and electricity attacks are
back, but new vigors in Bioshock:
Infinite such as Murder of Crows, Undertow and Return to Sender really add
to the fun. In addition to firing vigors at enemies, Booker can also set traps
with them that allow you to plan the most effective strategy. There are also a
number of combinations with which to use the vigors, allowing you to experiment
with what works best against each particular foe.
Unlike in the world of Rapture, Columbia provides a more
dynamic environment in which to engage your enemies. The first element of this
is the Sky-Hook, a multi-pronged hook that you can use to jump from platforms
up to Sky-Lines, a roller coaster-like system that allows very fast travel around the field of battle. Booker can jump on and off these lines and between them, while using firearms. Using the Sky-Lines, DeWitt can escape, flank or attack enemies that remain on the ground or those that jump up and pursue him on the Sky-Lines. The Sky-Line provides an extremely exciting element to the gameplay and they are designed well enough that they do not take away from the rhythm of the fight. In addition to the Sky-Lines, Elizabeth provides an edge for DeWitt in the heat of battle. Throughout the game Elizabeth will occasionally find money for DeWitt that she will toss to him. In battle, this becomes even more useful as she also shares items that you need to fight, such as ammunition, vigor refills and health packs. Elizabeth can also open tears that assist in combat, from ammunition and cover to friendly turrets to escape the onslaught. These exchanges between DeWitt and Elizabeth come with frantic and stressed dialogue, adding to the tension and intensity of the battle. Between the Sky-Lines and Elizabeth, the combat in Infinite is edge-of-your-seat fun. Just
imagine the following scenario: you electrify an enemy, jump on to a Sky-Line,
shoot another enemy farther away and then circle back around and dive off onto
your still-shocked foe from a different angle. Then, as you dive for the cover
that you’ve ordered Elizabeth to summon, you run out of ammo, only to have
Elizabeth toss more to you, yelling “Sniper ammo!” These type of fast paced and
well designed scenarios are all over Bioshock:
Infinite and make for an extremely fun experience.
The Characters
…And here is where I politely request that all of you who
haven’t played the game have a very nice day. And please take heed of my
warning. If you have not played this game yet, but want to play it at some
point, do yourself a favor and stop reading!
I have to comment on the story of this game because it is
probably the best I have ever seen in a video game. And just like in film, the
story heavily relies on the characters. Unlike many first person shooter games
that feature a silent protagonist or one that only speaks in cinematics, Booker
DeWitt, played by the brilliant Troy Baker, interacts with the world around him
frequently. He speaks with characters he encounters and these interactions are well
scripted and relevant. DeWitt shows frustration, anger, determination and
confusion in his dialogue almost uncannily similar to the very thoughts I had
while playing. I was impressed that, although I never saw my own character’s
face, I felt that I knew him even only minutes into the game. In fact the
concept of a faceless but strong character is so good that I was actually
disappointed with 2K that they decided to put Booker’s face on the box art.
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| Elizabeth |
In the critical moments of a Call of Duty game, characters may express fear or emotion but I
rarely feel genuine care for them because they haven’t been developed. They may
spill some generic platitudes or, through decent voice acting, show genuine
emotion, but most of the time I simply don’t have anything invested in them.
Oftentimes the character I have directed through the whole game will be killed
and afterwards I have to struggle to remember what his name was. Not so with Infinite. When precarious moments arise
in the plot, I actually care about the outcome of DeWitt, and Elizabeth even
more so, because I actually know them.







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