Thursday, February 6, 2014

Bioshock: Infinite Review (Part 2)



...continued from February 3


The Setting

The original Bioshock was loosely based on the philosophy and writings of Ayn Rand and George Orwell. The idea was not just to create an interesting world for a plot to play out but rather to have an idea shape the entire game, from the gameplay to the characters to the story. Bioshock massively succeeded in this endeavor. The LA Times said “Sure, it's fun to play, looks spectacular and is easy to control. But it also does something no other game has done to date: It really makes you feel.” And just like its prequels, Infinite dazzles in the “feels” department.

The first level of emotional involvement, for me, came in the setting. For those who played the original Bioshock, you will remember that details made the game. The game threw you into a strange and unfamiliar world but it wasn’t that way because you were told so. Everything about Rapture, from the décor to the dialogue, pointed one direction. Game locales and interactions made sense with the world and there was never any inconsistency between what occurred in the game and what the story was ultimately about. This remains true in Infinite, as the locations you encounter are not directed by the gameplay but rather the gameplay is directed by the places you go.


A painting in the "Order of the Raven," an example of Columbia's unique culture
The art direction in Infinite is beautiful and poignant as well. The environments you inhabit are haunting not necessarily because of any particular action you take, but because of the ideas that are represented in each. Two such examples really struck my eye. The first moment that really struck me was a scene where DeWitt comes across a Comstock-endorsed cult called the “Order of the Raven.” The order worships the Founding Fathers like the rest of Columbia, but also adores John Wilkes Booth, a hero for assassinating Lincoln. To them, “lower” races have no part to play in civilized life. This cult is revealed as DeWitt makes his way through their building, viewing paintings and statues, listening to recordings and stumbling upon an induction ceremony. Another scene includes a stage-like reenactment of two brutal moments in Columbia’s history, including animatronics, statues, and the like. But make a wrong turn and you end up backstage, where they store the extra materials to keep the display running. The level of detail and prime placement within the storyline of these scenes are not necessary to the “fun” of the video game, but it is central to the reason why the Bioshock series is so engaging. These two scenes generate sub-plots, reveal motivations and develop the characters as they engage and react to their surroundings. This is where the genius of the developer comes through: most video games have filler – something to get you from one moment in the action to the next – but Infinite simply does not have filler. Every square inch of the world and every second of play existed for a reason. The sheer amount of intricate detail in this game cannot be covered in this review, but certainly let me know if you want to hear more. It is a bottomless pit of immersion.


The Story

Okay Russ, I’ve finally gotten around to the story. And oh my goodness I could write a book about how good this story was. I already discussed DeWitt and Elizabeth and how their relationship evolves as the game goes on. That relationship alone is enough for me to say how good this story was, but that only scratches the surface. Bioshock: Infinite is a game of revelations. From a first-person standpoint, I was confused from the start. I knew that DeWitt had to rescue Elizabeth and return her to New York to pay off a debt, but I didn’t know what the details were. These are revealed slowly from the moment DeWitt arrives in Columbia via two storylines.

The first plays out in the game. DeWitt attempts to rescue Elizabeth and get her out of the city. But strange things begin to happen that Booker does not fully understand. Elizabeth has strange powers that seem to be able to transport them into different universes. Comstock seems to know more about DeWitt’s situation than even he does. DeWitt copes with this mostly through a dedication to his mission, which eventually transforms into a simple devotion to Elizabeth. But by the time the story’s climax is reached, DeWitt is lost, and so is the player.


The second part of the plot is the backstory, revealed gradually by voice recordings collected as the game goes on. A genius move by Irrational was not to throw the entire backstory in your face at once, either by showing you a cinematic or putting the backstory in the manual. Instead, by listening to voice recordings from key characters as you travel through Columbia, the backstory is revealed slowly in a way that has a direct bearing on your current situation. By the end of the game you know the entire backstory, but the most haunting or significant pieces of information are saved until the climax, making the game that much more thrilling. Another great side effect of this strategy is that it makes you think. Everything isn’t obvious; in fact quite the opposite is true. Truths are revealed slowly and indirectly. And both the backstory and the gameplay throw you toward a conclusion that you are excited to discover. This is true storytelling mastery – not only is more information revealed over time, but with every revelation comes an even more intense desire to see how things pan out. Not since Lost have I found myself developing so many theories about how the story would end. But unlike Lost’s controversial and disappointing conclusion, the end of Infinite is exquisite, its cerebral audacity and literary unanimity matched only by its emotional impact. It’s a stunner that left me breathless and desiring to play the whole thing over again.

Conclusion

DeWitt's evolving relationship with Elizabeth is one of Infinite's triumphs
I want to apologize to those who hoped I would discuss the ending on here. To be honest, the end is too deep, beautiful and mind-blowing to try to cover it all, not to mention it would take me six pages just to cover what it all means. My best advice: go play the game and find out for yourself.

Irrational went to the extreme again. I remember first hearing that there would be a game called Bioshock: Infinite in 2009 when they revealed some gameplay elements in a gameplay video. I was pissed that it took them three years from that point to finally release it, but boy was it worth the wait. It isn’t just that Bioshock: Infinite is fun. It is stepping into a whole new universe (no pun intended). Many game and movie previews will use that phrase, but Infinite really makes that happen. From cinematography and art direction to character development and a meticulously scripted plot, Bioshock: Infinite totally redefines the potential of video games as a storytelling tool. Add in the ability to throw fireballs at enemies after flying through the air, and you have one amazing entertainment experience.

“Bring us the girl, and wipe away the debt.” Not since “Rosebud” has a single phrase given me so much reason to get excited.

Bioshock: Infinite. A 9.5 out of 10.

Yours truly,

DCon

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