“Booker, are you afraid of God?” “No. I’m
afraid of you.”
Irrational
Games’ BioShock was the first game I
ever bought for the current generation of consoles—purchased, in fact, a good
three months before I even had an
Xbox. Luckily, my floor in residence had no less than three 360s available for
my use. The game still sits on my shelf, and let it be known that I’ve played
through the entire thing no less than four
times in the last five years. Just to make it clear how much I enjoyed BioShock, the only game I’ve replayed
more than it is the GameCube remake of Resident
Evil, which has been one of my all-time favourites going on a decade.
So understand me
when I say the newest installment in Irrational’s franchise, BioShock Infinite, showed me just how
broken, or at least seriously flawed, the first BioShock was in both design and storytelling. Infinite is not only a far better game, but an excellent one in and
of itself, making up for any quibbles I might have with its gameplay with
well-drawn characters and the sheer audacity of its story.
Booker DeWitt is
a bastard. A lot of triple A games, especially those released in the last five
years, have turned to using grizzled, morally ambiguous/oblivious (looking at
you, Nathan Drake!) characters as player characters, but only a few have succeeded
in that regard, chief among them Captain Martin Walker of Yager Development’s Spec Ops: The Line. Booker’s backstory
reads like the events of The Line,
albeit displaced a century. By the time we encounter him in the game’s main
timeframe of 1912, he’s drowning his guilt in booze and in debt to some
dangerous people. So when he’s given the opportunity to erase his debt by
travelling to Columbia and retrieving a young woman who has been held captive
there all her life, he doesn’t hesitate. One spectacular rocket flight later
and he’s made contact with the floating city.
Columbia’s aesthetic,
beautifully rendered and lit, is all boardwalks and cobblestone streets—or at least
the part its ruling class, the Founders, wants you to see. Its rat-infested
shantytown and a factory that looks like a robber baron’s wildest dream, both
of which are populated almost entirely by Columbia’s lower class black, Irish,
and non-WASP citizens, tell a very different story. An early scene sees Booker
stumbling across the public shaming of an interracial couple, a moment that,
even with my knowledge of the universe’s absolutely horrifying racial
propaganda (pictured below), was still horrifying enough to make me do a double
take. Unrest is already fomenting in Columbia by the time Booker shows up on
the scene, and by the game’s halfway point he’s caught in a civil war between
Comstock’s zealous Founders and Vox Populi, a citizen’s rebellion led by Daisy
Fitroy, a black woman accused of murdering Comstock’s wife several years
previous.
And in the middle
of all this is Booker’s primary objective, Elizabeth. Like Rapunzel (in fact,
the first portion of the game resembles a hyper-violent take on Disney’s Tangled), she has spent the vast
majority of her life locked in a tower but is otherwise blissfully unaware of
the scientific observation of her captors. Charming, witty, and especially
handy with a lockpick—as she says, what else would a girl learn while locked up
all those years?—she proves an able companion for Booker as they try to escape
the increasingly turbulent Columbia. She also sorta kinda possesses the ability
to open “tears,” rifts between parallel dimensions, a power that seems out of
place at first but, like the presence of telekinesis in Looper, is ultimately a huge factor of the plot.
Both in
narrative and gameplay, BioShock Infinite
bears little resemblance to the game to which the franchise owes its name.
There are a few obvious connections, of course, though I can’t list any of the
former as it would spoil some huge endgame revelations, but gameplay-wise you
use a combination of upgradeable period weapons and “vigors” (formerly BioShock’s Plasmids), genetically
enhancing serums that give you a variety of powers from zapping enemies with
electricity to distracting them with a murder of crows. Health, shields and
other attributes can be upgraded and there are a variety of vending machines
scattered about Columbia for you to purchase ammo, medical kits, etc. And the
similarities basically end there.
Infinite is a noticeably more linear game than
its predecessor. While some areas require a bit of backtracking here and there,
the level design feels more streamlined than in BioShock. But, somewhat paradoxically, the lack of level complexity
actually serves to make the designer’s gameplay goals less overt. In many ways,
the first BioShock was a series of
fetch quests—find a set of bathysphere keys here, assemble an air purification
compound so you can open the door to another area there, and so on. While I had
always been aware of this, even if just on a subconscious level, Infinite’s more linear gameplay actually
makes the first game’s design flaws more apparent. It also lets you interact,
or at least walk right up to, the non-violent non-playable characters, whereas BioShock kept them segregated through
bulletproof glass (seriously, they did that in, like, every area).
With this
simplicity comes a slight trade off: as Booker and Elizabeth are more focused
on progressing from one area to another, there’s really not as much reason to
linger, and thus far less of a focus on altering one’s environment. In BioShock, machine gun turrets, security
cameras, vending machines and health dispensers could all be hacked to serve
your needs. Infinite’s Possession
vigor allows you to briefly assume control of turrets and opponents, but the
effect is far more on-the-fly and not nearly as satisfying. For that matter,
there’s really less of an emphasis on vigors in Infinite than on Plasmids in BioShock.
A grand total of eight can be found throughout the game and I really only used
three of them during both of my play-throughs.
But on the
whole, combat is so much more fun. Compared to the claustrophobic corridors of the
first game, Infinite wonderfully uses
open air set pieces that can be tackled from a variety of directions—or heights,
for that matter; the monorail-esque SkyLines, intended for freight shipment in
the game’s universe, can be used as a means of travelling quickly from one
point of the battlefield to another, and let me tell you, using your SkyHook to
accelerate to top speed and launch yourself at a hapless enemy is immensely
satisfying.
And the game is
just better paced than the first. BioShock
had a great twist, which I won’t spoil because I’m not a jerk, but it was
dropped on you roughly two thirds of the way through, and everything afterward
felt like the first two acts but without the preceding sense of mystery. I’m
not going to give Infinite absolute
top marks for structure—the middle act is admittedly padded, with a fetch quest
or two that felt too much like the first game—but it had a proper rising
action, climax and dénouement as any good story does.
Regardless, the
story and character development were enough to make me practically forget
anything that might have irked me about the actual playable framework of the
game. Together, designer Ken Levine and voice actors Troy Baker and Courtnee
Draper have crafted a story and characters that, at least to me, feel on par
with a movie or television show. Booker and Elizabeth’s dialogue is natural and
actually damned interesting, likely thanks to the almost unprecedented level of
input Baker and Draper were allowed to have with their characters, leading to a
beautiful, spontaneous moment in the game’s middle act that I won’t reveal,
save for that it involves a guitar and an orange.
Hell, Elizabeth’s
designers deserve an award. When not actively following you from one location
to another, she wanders about, examining the odds and ends, nooks and crannies
throughout your environment, leaning up against a wall or sitting on a bench if
tired, and crossing her arms if she’s in a foul mood. It’s all motion capture
and scripted events, I know, but it went a long way to making her feel like an
actual character and not some NPC blindly following you from one objective to
another. Doesn’t hurt that you don’t have to spend the game protecting her
(coughResidentEvil4cough)
…you know I didn’t
mean that, RE4. Come back to me, please!
There’s also the
matter of the ending, which I’m not so dickish as to talk about here. But it’s
the best part of the whole experience and really unlike anything I’ve seen in a
big budget game previously. It’s big, ballsy, and mind blowing, enough so that
I wanted to restart the game the moment I first beat it. For those in the know,
or wanting to be in the know, I’ll probably be talking about it along with some
other ballsy gaming moments sometime this month, so keep an eye out.
So, um, please
give BioShock Infinite a shot. You
don’t have to have played either of the first two BioShock games to appreciate it, and the ending alone is worth
seeing the whole thing through start to finish. It’s just an incredibly
polished piece of work and Ken Levine, Troy Baker, Courtnee Draper, composer
Garry Schyman et al should all be
proud of their work. Excellent damn job.
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