*Editors Note: I have achieved the near impossible media blackout
leading up to the release of Bioshock Infinite with the exception of
the debut E3 trailer. I will attempt to review this game as
spoiler-free as possible but given the nature of the game it may
become necessary to mention details which could be considered a
spoiler. I will clearly note anytime where information may be given
that could be considered as such.
Games as art is an argument as old as gaming itself. As clichéd
as this philosophical argument may seem, it is an important one for the
industry to have regardless of your stance. The impact of video games is almost
impossible to ignore. From its humble roots through 8-bit designs, and into
current technology, games have captured our imaginations and have become
inseparable from pop culture. Whether or not games could be considered as
something more than just simple entertainment however, is certainly up for
debate. In 2007, the Xbox 360 and Playstation 3 were still in their infancy
when Irrational Games released Bioshock to the now current-gen systems and
seemingly set out to answer that age-old question. Gamers were introduced to a
setting, a narrative, and experience unlike anything seen before in any medium.
The game was, and by many accounts still is, not only the pinnacle of what
games could be, but one of the best arguments for games being an art form. Six
years have passed since players entered Rapture for the first time and we now
have the long awaited sequel by Irrational Games, Bioshock Infinite. With such
an impossible act to follow, does the game live up to the tremendous
expectations or live in its underwater shadow?
When gaming began, it would have been hard to imagine a game
like Bioshock ever existing. When gamers took their first steps into the
underwater city of Rapture, it was clear they were in for something special. A
character in itself, the almost living setting of Bioshock was part of the
spectacle that made the game what it was. For many including myself, it seemed
impossible to top that emotional experience held within the original game. That
being said, it is hard to keep your jaw off the floor when you first step into
Colombia. The game world again becomes a
character as important as any on the cast. The moment you enter Bioshock
Infinite’s fantastical floating city, it is an awe inspiring moment of which
it's impact has not been seen since, well, the original Bioshock. The first hour
of the game is filled with such ecstasy and wonder that it in many ways
eclipses the impact of the original. Much like the player's first entrance to
Rapture, the game launches you into the world of Colombia without warning.
The game begins
simple enough. You are Booker Dewitt, an ex-Pinkerton agent who has fallen upon
hard times. In return for wiping away your debt, you are tasked with rescuing a
mysterious young woman named Elizabeth from a mysterious place called Colombia,
a city in the sky. Elizabeth is a young woman trapped in a tower held captive
by Comstock and watched over by a mysterious creature called the “Songbird.”
Upon entrance to the city, you see Colombia in all its glory. Unlike Rapture,
when you enter Colombia it seems to be in its prime; a decadent and bustling
place where it's citizens seem well off and happy. If you are a fan of the
series, you could probably guess that all is not as it seems. The story is told
wonderfully. One thing the series has always done well is telling the narrative
without taking the player out of the action in an obtrusive way. Most games are
told typically through cut-scenes. There are brief cut-scenes in here but it
never rips you away from the immersion and never for long. You are sucked into
the story and world the moment you load the game. What starts as a
straightforward tale quickly becomes much more. The relationship between Booker
and Elizabeth is believable and emotional. You become protective of her and as
she transforms from the fragile sheltered girl you meet into a tougher almost
ruthless person, it is tough to watch your actions change her. The voice acting
of the entire cast is superb. Comstock is a great villain, as flawed and
complex as even Andrew Ryan. I avoid talking in too much detail about the plot
because it is a disservice. Going into this game with as much mystery as
possible is the best way to maximize the impact. Anyone who played the first
game will come into Infinite expecting a twist. Even knowing this could not
prepare for the spectacular twist that is both powerful and unsettling.
The themes touched
upon in Bioshock Infinite were for me, the most shocking and important parts of
the game. Upon first glance, everything seems perfect in this beautiful world.
The city is well taken care of with amazing and beautiful architecture and
technology. Its inhabitants are happy, lively, and well off. Unlike where we
picked up in Rapture, the city is at the prime of its existence. Quickly,
though, the veil is lifted and the cracks running through this dystopian
paradise run deep and are quite visible. Set in 1912, we see an example of post-Civil
War America at its most exceptionalist and nationalistic period. Racism and
classicism are imbedded in every facet of Colombia's culture. The Irish and
blacks are the poor working class and the whites are it's upper class denizens.
The fanatical religious leader of Colombia, Father Zachary Hale Comstock, is
regarded as a “Prophet” and uses a mixture of religion and reverence of the
Founding Fathers of America to further these stereotypes and rifts. It is an
issue most games and even the majority of movies and books try desperately to
avoid. It is an era of American history that most understandably wish to
forget. It is for this reason the power of Bioshock Infinite truly shines and
why its impact is so important. Whereas the original Bioshock deconstructed the
Ayn Rand political philosophy, Infinite analyzes the impact and causes of such
issues as racism and religion and confronts them in an uncomfortable and
confrontational way. That is, by no means, a detraction. These are
conversations that must be had and for a video game to bring these into the
dialogue is a powerful statement. **Potential Spoilers!**In an early moment in
the game, you are exploring Colombia unnoticed, examining the beautiful world
as a fly on the wall. You come upon a raffle in the town square and your number
is called. You are handed a ball and in order to win a prize you must throw it
at either a) an interracial couple whose only crime was being in a mixed race
relationship or b) throw it at the bigoted announcer. As straightforward as the
choice may appear to any sane person, the nuances of choices like this are
reflected throughout the game. While choice does not have an effect on the
outcome as a game like Mass Effect or The Walking Dead does, it does however
have an impact on your personal experience with the game that results in a much
more emotional resonance.**End Spoilers!**Behind it all there is a civil war
brewing in Colombia. The class warfare has driven the society into two main
factions, Comstock's faithful and the Vox Populi. The Vox Populi is a Bourgeois
army lead by the equally charismatic Daisy Fitzroy. Comstock uses fear and
paranoia to make the Vox into a boogeyman to the townspeople. **Potential
Spoilers!** The game also peers into concepts of multiverses in a compelling
way. Your companion Elizabeth has the ability to open tears into other
dimensions and worlds able to bring objects through as well as the ability to
enter them. This creates many story twists and plot mechanisms that make the
overall pacing fluid.**End Spoilers!**
Gazing into the skyline and staring at the sun setting
behind Monument Island is a mesmerizing feeling and does not seem to dissipate
over the course of the game. This is one of the most remarkably beautiful games
I have played to date. Colombia, a city above the clouds, is a giant setting of
various sections which hover around constantly connecting and disconnecting,
always changing locations. Vistas and distant views are gorgeous, but on
consoles up close textures can be rough. The game itself is totally passable
but to any who have the option, the PC version is clearly in the lead as far as
visuals. The art style makes up for this however. As a city in the clouds, it
lends itself wonderfully to the beautiful changing color palate of the game
that adjusts depending on the plot. The design of the world is crafted
painstakingly down to every minute detail. The city is huge and due in part to
its location in the sky, feels larger than Rapture. The locale and environments
in Colombia are fantastic and beg to be explored. At first I had it in my head
that I would play through at a steady pace to complete this review in a timely
manner. Upon starting however, I was compelled to search through every nook and
cranny. Though not exactly an open world game, Infinite offers gamers enough
freedom and space to feel unrestricted. With this devotion to exploration, I
was immensely rewarded. Level design was given such love that it bleeds through
in every aspect of the game. Looking in small hard to reach spots yields coins,
ammo, power-ups, and hidden details. Like in the first game, the entire city is
peppered with voxophones, recorded messages from various characters, throughout
the game. These recordings add yet another layer of depth to the rich story and
give yet another interactive way of progressing it. There are also unlockable
side quests and easter eggs scattered throughout Colombia and each time you
discover something, you truly feel like the first to have done so. I do not use
these words lightly: this is the epitome of level design here. The audio is
another area of Infinite's expertise. The soundtrack fits the game and is
haunting and fitting for every situation encountered. Scattered throughout are
old records playing ragtime songs; if you listen hard enough, even some ragtime
covers of contemporary music. Guns and effects sound great. Every time you hear
the whistle of a Patriot it will send shivers down your spine. As previously
mentioned, voice acting is spot on with Elizabeth delivering a fantastic
performance.
The original Bioshock had a solid formula founded upon the
also excellent System Shock series, most notably System Shock 2. In Bioshock,
players had a weapon and a superpower called a plasmid. Here the plasmids are
now called Vigors but have similar effects ranging from possession to sending a
swarm of attack crows to an enemy. Weapons and vigors can be upgraded to have
additional effects. Players of those games will feel right at home with the
familiar gameplay but as soon as the game starts off proper, the formula is
mixed up enough to be quite refreshing. Elizabeth, as previously stated, uses
tears to open portals into other worlds and universes. This is a plot point as
well as gameplay mechanism that aids combat in various ways. Elizabeth can
create tears that give the player cover from enemies or weapons to destroy
hordes of the deranged citizens. Both as a character and in gameplay, Elizabeth
is one of the best companions in all of gaming. She is competent on her own and
very helpful in combat. She tosses you first aid and ammo when you get low and
calls enemy locations out to you. On rare occasions, Elizabeth would block a
doorway or a narrow path but this issue would remedy itself. Outside of
Elizabeth, enemy AI is also handled well. Enemies know when to flank and when
to retreat. I was often times gunned down for underestimating them. When this
happens, Bioshock Infinite deviates slightly from the previous respawn formula
of the original. In this, you are rescued by Elizabeth who revives you to a
fraction of your health and money while restoring your foes health. This keeps
from making you feel invincible while also keeping it from becoming
frustrating. Another new part of Infinite is the skyrails that run from each
section of the town. These offer a form of traversal between areas as well as
an addition to gameplay. You can use the rails to get to viewpoints, flank
enemies, and air attack. It is understandable if you are skeptical of this but
its execution is perfect. It is empowering to jump on a one man rollercoaster
to escape a group of enemies before springing a surprise attack on an
unsuspecting adversary. This tactic does not always work as enemies will also
use the rails to their advantage. Gameplay is instantly familiar yet improves
on the foundation with innovations throughout.
If there is any credence to the games as art movement,
Bioshock Infinite must be placed high on the list of reasons that games can be
more than just a childrens toy. The definition of what is art is a hotly
debated topic as well but if art can be considered an expression of beauty and
emotion there are few titles more deserving. Bioshock Infinite is a finely
crafted emotional “triple A” experience that challenges the player as much
emotionally as it does recreationally. The impact left on the player resonates
long after the final scene of the game and will change those who truly
appreciate its' notions on the possibilities of what gaming can or could be. If
the original Bioshock opened this generations to the possibilities of what
could be possible with this medium still in it's adolescence, Bioshock Infinite
rightfully bookends this generation with those possibilities fulfilled.
9/10
A truly remarkable game. After seeing so many perfect scores, I will
admit that I became jaded and determined to find fault enough to give the game
a respectable yet slightly lower score. I am happy to say that, in the end though it may not live up to the original in some aspects, I
am unable to find enough faults to warrant significant detractors to such a
expertly executed piece.
Geeksmith Productions
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