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The Guns of Navarro: Infinite Judgment

Alex takes in the wildly diverse opinions and theories being floated about BioShock Infinite, and picks out a few common themes.

I feel like I've just spent the entirety of the past week talking about BioShock Infinite. This is odd, because in truth, I've only spoken to one actual person about BioShock Infinite at any length, and it wasn't even for all that long. In reality, I've mostly just been listening to everyone else talk about BioShock Infinite, which many have been doing with increasing frequency and word count.

We've been talking pretty much nonstop about BioShock Infinite these last couple of weeks. So clearly, the only answer was to write another lengthy piece on BioShock Infinite.
We've been talking pretty much nonstop about BioShock Infinite these last couple of weeks. So clearly, the only answer was to write another lengthy piece on BioShock Infinite.

The timing makes sense. We're a couple of weeks past the game's release, meaning that even the majority of early adopting dawdlers have finally gotten around to seeing the game's conclusion, and probably taken at least a few days to recollect and break down the details of their journey through Columbia. For that first week after release, all I heard from anyone was simple reverie over having seen the game's many twists and turns through to conclusion. This week, that reverie turned to deep, thoughtful criticism of Infinite's many themes, systems, successes, and failures.

To some of you, that last one might have seemed like the dominating factor in people's discussions. As with all immediately beloved things, backlash was inevitable. And I don't necessarily mean that in the knee-jerk sense of the word, but more in the sense of critics pushing back on the notion that Infinite is somehow infallible or flawless. I doubt anyone would actually claim such a thing, but seeing that sudden uptick in more negative--or, at the very least, pointed--critiques has galvanized people on both sides of the fence. Thus, this week has been a difficult one to weather if you haven't actually finished BioShock Infinite, because dammit if it isn't the only thing anyone's really felt like discussing, apparently.

Out of all the discussions and essays I've read this week--I think I stopped counting at around 20 individual pieces--a few specific, key criticisms have risen above the fray and seemingly become the focus of the larger conversation. If you'll indulge me, I thought it might be fun to look at the different sides of those points here, and highlight the most interesting takes.

That said, know that to go any further into this column is to accept that spoilers will be coming. If you have not finished BioShock Infinite and intend to do so, turn back immediately.

Do No Harm?

No one subject in BioShock has divided people more fiercely than that of its combat and related violence. There's no getting around the fact that Infinite is absolutely gruesome at times. Gun combat alone can lead to buckets of blood painting every wall and floor in your nearby area, but once you start picking up on the particularly grotesque melee attacks, that's when the game maybe crosses a line.

This has been written about furiously on both sides of the equation, though most of the most passionate pieces lean on the notion that the violence is particularly harmful to the game. Some, like Kotaku's Kirk Hamilton, have called it out for the sheer unpleasantness and pervasiveness of its gore. Polygon's Chris Plante made a similar point in his own piece on the game, referencing his own wife's aversion to Infinite's obsession with viscera. Even former Epic honcho Cliff Bleszinski took umbrage with the ugly shift the game makes every time you enter combat.

I agree with those assessments, though I'll say that the problems I had with Infinite's combat sequences had less to do with the abundance of blood and more to do with the way combat is paced within the game. I actually liked Infinite's combat a great deal more than I did in BioShock. Once I got certain plasmids and upgrades in BioShock, I felt like I was pretty easily able to tear through most enemies, and the guns never really felt right. Infinite's combat worked much better for me. I felt like the guns and vigors were suitably powerful (if occasionally overpowered), the enemies were smart enough to challenge me, and that the the melee hits were much more satisfying, if utterly brutal.

There is just SO MUCH FACE DESTRUCTION in Infinite.
There is just SO MUCH FACE DESTRUCTION in Infinite.

And yet, every time a combat sequence would kick up during my play time, I groaned. Not because I didn't derive any enjoyment from the battles, but because they always seemed to come shrieking in out of nowhere. In this regard, I think my biggest issue is that the game doesn't have enough volume settings, tonally. There are maybe three distinct vibes in Infinite. Quiet exploration, slightly less quiet exploration/dialogue, and HOLY SHIT EVERYTHING IS SCREAMING BLOODY AND ON FIRE. It's super jarring, because most times you'll just be kind of walking around, looking for items and voxophones and whatever else, then you walk through a door or a hallway and suddenly the music swells, people start shouting at you, and it's balls-to-the-wall gunfire and vigoring until that screech of the musical strings comes along to let you know that it's about to be quiet time again.

However, I'm not of the mind that Infinite didn't need to be a shooter, as some have suggested. As Destructoid's Jim Sterling rightly notes in his own write-up on the subject, the violence in Infinite isn't without merit to the story. Booker DeWitt is a man of terrible violence. His self-torture over his role in the Wounded Knee massacre is completely, utterly the focal point of Infinite's story. To have him try to traipse his way through Columbia sans any bloodshed would not only perhaps be a bit dull, but also betray the nature of the character being presented. Booker kills people because that's just who Booker is, no matter which version of him we're talking about.

What I would say is not that Infinite didn't need violence to succeed, but that it needed a different brand of violence to succeed. The violence in Infinite can be effective, especially in more solitary moments, such as the individual confrontations Booker has with Comstock and Slade. But those are the more scripted moments of violence in the game, and without a script, Infinite becomes a blinding din of blood, screams, and explosions. If you go back and watch that E3 demo that won Infinite its embarrassment of awards, you'll note that the combat sequence it shows isn't remarkably different from what ended up in the final game, save for the demo version's apparent and obvious scripting in certain situations. In that demo sequence, Booker is able to deftly jump from skyline to skyline, easily interact with Elizabeth several times, blow up a fucking zeppelin, and kill dozens of guys in the process. It looks incredible, but nothing quite that deft ever made it into the final game. Instead, the vast majority of battles devolve into scads and scads of enemies loudly, breathlessly blasting at you while you try to simultaneously shoot back, find cover, and loot corpses over and over again.

A few of these particularly blistering battles I could have handled, but there's just too much of it in Infinite. So much, that it at times threatened to drown out the details I'd spent so much time accumulating while wandering around Columbia's endlessly fascinating world. By all means, give Booker some guns, some vigors, and let him fight the uglier elements of the city, but do so with pacing and tone in mind. It's more difficult to appreciate a game's quieter moments when you know that you're rarely more than a few moments away from wandering into a white-knuckle free-for-all.

As for the gore itself, yeah, I maybe could have done with fewer instances of people's faces being chewed off by a skyhook, though I'm also a massive horror fan, and stuff like this has long ceased to bother me. The gore of Infinite appears meant to appease my kind, which I appreciate. However, I think I'd also have been far more appeased if that gore were used for more than simple glorification of your character's brutality. If we're meant to look at Booker's particularly nasty fights and feel ashamed, the game doesn't do a good enough job of emphasizing the ugliness of it all without making it look celebratory. Limiting the available body count, and actually providing some consequences for Booker's killing outside of an occasional (mostly meaningless) admonishment from Elizabeth might have done the trick. Or it might not have. I don't know. All I do know is that what's there proved to be my least favorite part of Infinite.

In Defense of Window Dressing

Now here's an especially hot-button topic. There's a lot of chatter out there about how Infinite chooses to use its cultural setting. 1912 is a year in which American culture was absolutely still rooted in a deep and unpleasant view on other races and cultures. You see elements of that throughout Infinite, from simple displays that show you Comstock and the upper echelon of Columbia's distaste for minorities, to deeply troubling acts done against individual characters in the game. That said, there's also not a whole lot of this, and by the time Infinite hits its halfway point, the game seems to almost forget entirely about the plight of Columbia's minority population in favor of focusing on Booker, Elizabeth, and their struggle to figure out just what the hell is going on.

Infinite doesn't try to delve too deeply into the racial attitudes of its era, but it doesn't have to in order for its story to work.
Infinite doesn't try to delve too deeply into the racial attitudes of its era, but it doesn't have to in order for its story to work.

For some, this is apparently taken as a kind of betrayal on Irrational's part. The word "expectation" has been tossed around a lot in terms of how Infinite was theoretically supposed to tackle the larger racist issues of the time. In truth, Infinite is as much about racism as BioShock was about Objectivism. In both cases, the stories are built within worlds rooted within these themes, but the themes exist primarily to service the atmosphere of the individual story being told. Seeing the horrible racism of Columbia's Caucasian elite is jarring in much the same way seeing the aftermath of Andrew Ryan's doomed Atlas Shrugged party was in BioShock. But the core stories--Jack's tale in BioShock, and Booker's in Infinite--don't require the player to achieve a greater understanding of these things. We may think it abhorrent that we are asked to jovially throw a baseball at a tied-up multiracial couple in Infinite's early scenes, and some may find it equally abhorrent that the choice we make to or not to throw the ball boils down to little more than an opportunity to collect more loot later on. I would certainly agree that some of the elements of the city's racial makeup aren't necessarily treated with much care, but I also don't feel the game needed to go into them deeper in order for its story to work.

In seeing people calling out the game's handling of racism, I found myself recalling the nebulous way Ken Levine had talked about that aspect of the game during its promotional cycle. If you go back and read many of his interviews (including this one I did a couple of months before the game's release), you might notice that Levine often seems sort of taken aback that people continually asked him about the challenge of tackling such a hot-button issue. This makes me wonder if there was always something of a disconnect between Levine and the press' perception of what the game was at the time. Journalists repeatedly asked about the challenges of dealing with racist themes, and Levine often responded in a way that, now, makes perfect sense. We may have been talking about the racism as a larger part of the game, but to him, it was always simply a key cultural detail aimed at servicing his altogether crazier sci-fi story.

So yes, Infinite's racial themes ultimately boil down to little more than particularly heated window dressing, but I think there's a defense to be lobbied in favor of such window dressing. Once you see where Infinite's story is headed, it becomes much more about the core characters than it does the tone of Columbia's discourse. You're meant to understand who the people of Columbia are and what they're fighting for. That fight, ultimately, is ancillary to Booker and Elizabeth's plight, which frankly doesn't even require these themes to work. But having them there in any respect at least provides context and color (*nervous collar pull*) to the many characters that inhabit the city around them.

Whether that's a cop-out or not, I won't try and say. I will say that having these elements in the story certainly helped paint a more vivid picture of who I was dealing with and what their intentions likely were. I could certainly have stood to have more of that aspect of the story explained, but to me, lacking that greater delving into the mindset of the era didn't detract from my enjoyment of the story Levine and company were trying to tell.

Where Do We Put All of This Story?

One area where I think Irrational did itself few favors in its storytelling pertains to the game's information delivery method. If you just play through Infinite without paying much mind to those nifty voxophones which have been carefully placed throughout the world, and skip out on really trying to explore the larger areas of Columbia, then you're going to miss a lot.

Of course, that's likely the idea. Ken Levine loves the idea of people exploring his worlds. He wants you to dig through everything, to find those nuggets of information that are key to understanding the motivations of his various characters. I completely understand why, and I'll never chide a developer for trying to inspire curiosity in their players.

I don't think Daisy Fitzroy is the caricature of an Angry Black Woman some have made her out to be, but I don't think she's done any favors by the lack of in-game build-up for her story arc, either.
I don't think Daisy Fitzroy is the caricature of an Angry Black Woman some have made her out to be, but I don't think she's done any favors by the lack of in-game build-up for her story arc, either.

But BioShock Infinite's story is too big for this to really work as a reliable storytelling method. I collected maybe 60-some-odd voxophones as I played, and there were still multiple key details of the story I only managed to acquire after the fact. By the end of my playthrough, I felt like I'd gleaned a pretty good understanding of Booker's motivations (though I did need a few of our users' handy theories to suss out some of the more complicated bits), and I felt like I grasped the arc of what Elizabeth was, and ultimately became. But numerous other characters, like Comstock, Jeremiah Fink, Daisy Fitzroy, and the Luteces, are primarily fleshed out via voxophones. I listened to many of them, but I also did so in the heat of many different moments, often either post-battle, or right before I wandered into a new one. Often times the on-screen action would either interfere, or at the very least, distract from what I was trying to listen to, which made absorbing the information, and putting it in the correct order to where I was in the story, perhaps more challenging than it needed to be.

This, I think, is why you see a lot of people chiding Infinite for the portrayals of certain characters. When Leigh Alexander talks about Fink and Fitzroy as more caricatures than characters in her write-up of the game--which, by the way, is maybe my favorite critical piece on Infinite I've read thus far--I think she's absolutely right, because the game affords them little room to breathe and grow naturally. By the time Fitzroy's arc started winding to its inevitable heel turn, I felt like I barely understood the character or why I ever would have trusted her in the first place. I can see why some people identify her as a problematic stereotype, though I think the issue with Fitzroy isn't a matter of racial caricature, and more simply one of lackluster build-up and explanation of the character's motives.

Incidentally, there's a good bit of Fitzroy content in the voxophones, and even more useful stuff in the game's companion book, Mind in Revolt. But by putting those details and key characteristics of Infinite's many players so far off to the side, it all but assures that less-exploratory players will simply miss out on some of the context for why anything is happening. At what point do these recordings become less of a boon for explorers and more just a middling way to excise unnatural exposition from your story's regular dialogue?

I wanted to know infinitely (heh) more about all of these people. There's a degree of opaqueness in the narrative that is vital, given that it prevents the player from figuring out where things are headed, but Infinite needed more opportunities to let its supporting players establish themselves and either properly endear themselves to, or properly vex the player. I needed to see a lot more of Daisy, the plight of the Vox Populi, and the general struggle between the city's classes to ever really invest myself in those elements. In BioShock, it was fine letting these characters just sort of exist, fight, and die, because Rapture was a ruined place that could only inform the player after the fact. In Columbia, everything horrible is going on right in front of you, and yet for all the conflict you end up participating in, very little of it has to do with anything besides you and Elizabeth. I think that's just a bit of a shame, is all.

How Does it All Work?

I've spent more time reading up on people's theories and deductions regarding Infinite's campaign than I have with just about any piece of entertainment I've ever experienced. It reminded me a bit of when Inception came out, and people were losing their minds piecing together all the little details, mechanics, and ideas crafted for that movie's intriguing story. Inception is, as my former colleague at Screened put it, one of the purest acts of original world-building anywhere in recent cinematic history. Infinite is, in my mind, similarly gifted, despite some of its troubles in fleshing out its characters. The world of Columbia is amazingly realized in all its massive glory, but Irrational's singular focus on getting you to its crazy conclusion is similarly admirable to Inception's. Neither is particularly worried about you grasping every little detail explaining why things are the way they are. Inception has dream machines and everybody wears suits all the time because that's just how things are in that world. BioShock Infinite has a racist floating city and dimension hopping tears in the fabric of the universe because that's just how things are in that world, too.

When a story is good enough, I don't need explanations for every detail the world offers me. I lament the lack of breathing room Infinite affords its characters, but I'm not mad that it doesn't spend an aching amount of time noting why everybody is racist, why a man would build a floating city, or why he would steal a baby from another dimension. These things all service the story Levine wants to tell, and outside of a few noteworthy gaps, I felt like it told that story admirably.

"Is Anna in the crib?" made for a pretty solid little "Will the top stop spinning?" type ending note, I thought.

Whether you buy into that story or not of course depends entirely on how willing you are to accept the simultaneously tidy and messy conclusion of it all. Watching it wrap up that first time, watching Booker drag himself back to that river just to find himself sinking into the water at the hands of many different Elizabeths, I was too floored to sit there thinking about how in tarnation any of that made sense. I expect that was very much the point. As Infinite pushes you through its final paces, it's inundating you with so much information, so much craziness, that there's no time to properly absorb it. The end of BioShock Infinite is less an immediately satisfying explanation of what's come before than an emotional swell designed to engulf the player. The more you sit there thinking about the infinite universes, the branches, the drowning, the symbolism of the many Elizabeths...well, it starts to unglue itself a bit. But speaking purely on an emotional level, Infinite's ending floored me at the time.

Reading up on the conclusion has helped me both accept it and inspired me to keep picking it apart. The thread on our forums digging through the game's various twists and backstories is incredibly helpful if you're looking to put the last few details together. For the sake of picking things apart, I especially enjoyed Todd Harper's exceptionally thoughtful look at how the game handles its multiuniversal tourism, illusion of choice, and commentary on creators and the current state of video games. Rab Florence tackles many of those things in his more effusively positive piece on the game, which manages to celebrate the many things Infinite does well without being too genuflecting about it.

Maybe most important to any of this is the notion that there's much to talk about in Infinite at all. I realize that's kind of a sad statement, but it's true. I can't recall the last time a video game gave me so many ideas and concepts to think about. I can't remember the last time a game I enjoyed so thoroughly inspired me to seek out dissenting opinions. I can't remember the last time a game got just about everyone talking with such intensity and regularity. That nearly all of the criticisms I've read have been thought provoking, or at the very least interesting, has been nothing short of a wonderful surprise.

Even if we don't agree with the critiques being given, more criticism isn't a bad thing, so long as its thoughtfully constructed and furthers the discussion among players. There is oftentimes a tragic tendency among gamers to shout down opposing viewpoints, especially when those viewpoints are posted on the Internet. I've seen some people try to shout down the many criticisms being lobbed at Infinite now, but thankfully they keep coming unabated. In a week or two, everyone will probably have moved on to something else, as is our custom. Regardless, watching seemingly the entirety of the game industry converge on a single game, and offer such a diverse array of opinions, beliefs, and criticisms has been a beautiful thing to behold. Maybe most big budget games aren't destined to inspire such discussions, but if Infinite helps push even a few more of them in that direction, then it cannot be called anything but a tremendous success.

Alex Navarro on Google+

149 Comments

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striderno9

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Alex, fantastic write up.

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JackG100

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Edited By JackG100
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Enigma777

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I just finished Infinite and I found the ending to be completely cliche. The entire game I kept saying to myself "Please don't let a Booker be Comstock. Please don't let Booker be Comstock." over and over again. Coming from Bioshock 1, the entire story fell completely flat on its face.

Such a shame. If they had gone with the "This is Rapture" thing it would have been so much more interesting!

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ChrisTaran

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I think it's a fairly critic-proof game, but then I think it's damn near perfect. Don't think I could stomach any of the negative articles.

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pictoben

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@daneian: Yeah - fair deal. To be honest, I could easily see me coming to this game on another day, and seeing things exactly the way you did - I've had a could out of the last few games I've played and wanted to enjoy spoiled by clunky plot devices.

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Syndrom

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Di Caprio's thingy wasn't the spinning top. It was his wedding ring, and he wasn't wearing it in the final bit, so he wasn't still in some limbo state. Mystery solved.

uh no.

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monkeyking1969

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Edited By monkeyking1969

I hate to say it, but Ken Levine seems 'always' shocked by thing people find in his games he does not see or think exist; I say I hate to say it because it probably means he has some sort of mild form of social disaffection disorder or cannot directly empathize with his characters.

To people who do empathize with fictional characters or overly empathize with the characters, there must be equal frustration with how these Bioshock games play out. Ken makes games where empathy seems soaked into the fabric or the narrative, yet often nothing is is allowed to be resolved satisfactorily or no meaning is attached when things seem very bad. Its like watching "Schindler's List" were the director doesn't care if anyone lives or shows any empathy for the horrors on screen.

I could be wrong, but it appears Ken doesn't understand some of his audience, and some of his audiences doesn't understand Ken. And that won't be resolved because people are different; very different in what they think matters or what needs to be addressed in a satisfying narrative.

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EXTomar

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Unless the story's main protagonist characters (Booker and Elizabeth) had a method or mechanism to fix things like the "socio-economic problems" in Columbia I would rather the writers not engage it. It would be nice to get a game that confronts it but it isn't in this story where I want the game and writers to do it right instead of feeling obligated to put it while Booker saves Elizabeth.

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kingyo

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@koolaid said:

What I don't really agree with is the idea that the game gives up on the "plight of Columbia's minority population" halfway through the game. While it is true that the game is not explicitly about racism, it DOES have violence as a recurring theme. The Vox are defined by how their uprising became super violent, and the last half of the game features the horror of their revolution as the backdrop.

I feel that the racism is there to create an super bias against the Founders and then that bias is turned on its head. Up until the police station, the Vox have every inch of the moral high ground in the conflict. Even with how terrible the Founders are and how justifiable the uprising is, it all gets turned on its head when the Vox start killing EVERYBODY. Maybe what they are trying to say is that violence is the real enemy? That no one who fights ever ends up with clean hands?

I agree that racism is a huge, deep and complex topic and I agree that it is strange to see it play second fiddle to another story. I think that concept is rare in fiction, which is why is seems so strange to us. But I think Bioshock Infinite knew exactly what it was doing.

@koolaid: This was really how I felt too

I think also this is backed up by the start of the game where you go through this clean, sunny Columbia only to then have it shattered by one the racism of pretty much every single person you've seen (they are all excited about the raffle), but then the sky hook going into that guys face. It to my mind is not out of place as some have suggested because to me it does a really good job of smashing down your view of the place that you are in and counterpointing this clean sunny place. I also think it underlines immediately that Booker isn't a nice guy.

The 'hero' your playing as is anything but, and while you then kill thousands of people because its an FPS it at least begins with this idea. That is why I also think that people who say it in some way glorifies violence are totally wrong especially compared to other FPS's.

Everyone that fights ends up with blood on their hands and violence is ugly. In the end no one has the high ground they are all just pursuing their own interests even if that interest changes. For example Booker starts off killing so he isn't captured and then to survive and get Elizabeth. He then manipulates her and kills to try and wipe and away his debts and even when he switches to wanting to escape with her, he is still just doggedly pursuing that interest.

So I think a more reasonable think to say is that while it isn't perfectly handled, it is a step in the right direction for games, perhaps a baby step but then a lot of games don't even attempt that. Not that all should either, call of duty for example, is an action movie and sometimes action movies can be pretty fun.

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RonGalaxy

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I appreciate that you talked about it being necessary to be critical, even of great things (nothing is without flaws). That being said, people looking for a story that incredibly realizes the early 1900's (racism and all), do yourself a favor and play red dead redemption (one of the finest games ever made).

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LiK

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Excellent post. Thanks Alex. Personally, I loved the game and everything with it. I'm getting sick of people constantly nitpicking the shit outta it. I have not seen such venom for other types of games this year as much as Infinite's from several critics/game devs I follow. Sure they may not be as impressed as other people who enjoyed it but why spend so much time raining on its parade? It's getting old. Play something else.

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"There is oftentimes a tragic tendency among gamers to shout down opposing viewpoints." Replace the word "gamers" with "humans".

As for my experience with Infinite, I really felt a disconnect between the gameplay and the story. There was really two modes for me in the game, shooting mode and story mode. Shooting mode was great, but as story mode became more interesting and the game dragged along, I felt it just got in the way, and I just wanted to know how the story ends. As for all the themes in the game, by the end I really didn't care. The story was about Booker and Elizabeth by the end, and the long haul through all the shit they've been through. Maybe the end was finally letting them get rest from the long haul through death, or maybe redemption from what Booker did to Elizabeth can only come from death. Either way, it was a great game, and I highly recommend it.

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clush

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You can't destroy causality in front of my eyes and then expect I'm going to care about any event that ever happens again.

Nailed it. This is EXACTLY how I felt. I really wish it was less 'meta' and more character-driven. I'm not going to argue that it isn't a valid story to tell or anything but I can't help feeling that TO ME this feels pointless, boring and well... cheap. Modern day deus ex machina.

I compare it to a carefully crafted detective story (Sherlock Holmes if you will) that after establishing the environment and the characters suddenly goes OH SNAP ALIENS ARE INVADING! Wait what? What about the butler, what about the bloody knife? Why did he do it? SCREW THAT, WE GOT OTHER THINGS TO DEAL WITH NOW! Oh, and by the way, you are the butler.

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@pictoben: Those are good points and I think you're absolutely right. There is great characterization and world building there. I just found myself questioning how what I was seeing was relevant to Booker's immediate goal of getting Elizabeth out of Columbia. Why did I go to the Hall of Heroes? Because that's where the Shock Jockey vigor was that I needed to power a tram. Why was the Shock Jockey at the Hall of Heroes? To put us in a position to learn information that is vital to understanding the story's conclusion. I view detours in the plot like that similar to using a saw on a round hole to fit a square peg.

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pictoben

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Having finished the game at the weekend and just started the process of talking it over with the guys at work, I muddled into a question and an angle, without really any fact to support it - didn't get all of the voxophones so don't know if any facts rule this out, but:

I see two key pivotal decision points in the branching realities of the various universes - the baptism of DeWitt (Comstock-Dewitt was baptised, while DeWitt-DeWitt was not), and the decision to give up the child Anna.

When the Columbia Elizabeths meet at the baptism, the only choice the game is giving you is to agree to be baptised, which in my mind means this is the Comstock creating version of events - they drown this Booker, which means Columbia never happens.

This means that none of those Elizabeth's then exist, which is why we see them disappear in the scene.

The second reality branching decision - whether or not DeWitt gives up Anna - therefore never comes to pass, since the Columbia reality then never occurs, this I took to be the post credits scene, where the Booker who did not get baptised, and who did not give up his baby has a future.

I have also a question on the causality - can Elizabeth create the tears because of the Lutese science, or is it because she inherently has the ability?

Could Elizabeth be an analogue for the little sisters in the original Bioshock?

The Lutese's talk about the three constants, the man, the lighthouse and the city - does the apparently random trip to Rapture signify that, that is just another (later) iteration of this cycle, or is it truly unconnected?

I'm starting to think it's more plausible that Anna/Elizabeth has the ability within her, and as much as needing an heir, Comstock needs Elizabeth for that power - basically is the syphon harvesting Elizabeth's power, and is this somehow tied to Columbia - is it a facilitator for the Lutese science and the quantum particles the city is based on? Is the syphon using Elizabeth to manufacture the salts (this is where Elizabeth becomes the Little Sister equivalent, with salt equalling plasmids right?).

If the ability is within Elizabeth its it also posessed by DeWitt to some extent? It would explain why DeWitt is able to see all the tears himself - i.e. the ghosting of objects you can see before Elizabeth pulls things into the combat scenarios, or the fact that DeWitt still sees all the tears in the back section of the game when the two are separated.

This would be true of Comstock also of course, and this might have been the catalyst for the Lutese science, which culminated in the finding of Elizabeth.

To push that right out on a silly limb, reference is made at one point that Lady Comstock looks like Elizabeth, though they are not related. When Elizabeth speaks to the ghost, the pair argue and it's resolved when the Elizabeth points out that she was Comstocks priosoner as well - could they even both be instances of an adult Elizabeth? Did comstock find 'our' elizabeth when an older Elizabeth was made ill from the some of the Lutese experiments?

Anyway, assuming the link between Elizabeth and Comstock/DeWitt for the powers, and being subject to the constants I'm starting to think that the Rapture reference, and Booker's ability to operate the bathysphere potentially means there is a link - do we come full circle, and is the endgame Anna-with-a future an ancestor of Bioshock's Andrew Ryan?

In this way another constant can be seen to be that industrial progress made via the exploitation of others will always dissatisfaction, resentment, anger and finally uprising - that suddenly becomes a core common tenet of Bioshock morality for me.

Sorry - this is terribly long, and probably not even coherrent!

In summary, this game made my brain fizz - it's has actually re-ignited the deep seeded excitement that I haven't got from games in a long while - Looking to Last Of Us, and Beyond: Two Souls to come along and do similar things for me later in the year.

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EXTomar

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It turns out that it doesn't matter. In either world Chen Lin meets a bad end and Fitzroy in Columbia-B needs Booker dead to continue her narrative.

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@daneian: For my part I figured that at these stages of the story you are still firmly a gun for hire, doing whatever you need to do to get the girl out of the city.

It all felt fairly natural to me, and in hindsight of the end game, the museum segment explains the anger expressed by DeWitt that he was there and the events did not occur as being described. It also explains why the guy you get the choice to kill off or not (name escapes me) knows DeWitt.

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@alex: My girlfriend was watching me play that part of the game. Later she asked if I ever found the guns and delivered them to Daisy. It was such a simple question and yet with all the multiple tear jumping I had no idea how to answer it. Yes, but no with a little bit of sort of mixed in?

Yeah, the Chen Lin section was my least favorite part of the game, (well outside the three rounds I went with the witch. That shit sucked).

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eulogize_my_baked_goods

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A couple of thoughts regarding Infinite's combat.

This is a game, not a movie, and as such it is left to the player to decide the path they take through combat sections, and indeed just how far to push things. Of course, you can spend your entire time executing every last enemy in an area for the maximum gore factor. However, you can also resort to more standard gun fighting from a 'safe' distance or even spam your vigour's ad-nauseum, getting your enemies to fight your battles for you. In general I was pleasantly surprised with how flexible things can get, and indeed the scarcity of resources within the world encourages you to experiment with different approaches far more than the original game ever did. In short, it is left up to you as to how light or dark things get during combat... which brings me to my second/main point.

I think you really do need the context of the games ending to appreciate the level of violence on show. Booker/Comstock is a man straddling a bloody divide - on one side he is a man fighting his demons, and on the other a man who has succumbed to them. The game does not tell the player this explicitly until later in the game but I do think that the jarring nature of the games combat manages to bring this into hard relief far earlier than the story itself does.

Early in the game Elizabeth flees from you, finding your actions far more terrifying than those of her previous captors. Indeed, for the rest of the game she is never totally relaxed in your company (her consternation toward you brilliantly captured in her expressions) and in general you always get the impression that she regards your motivations with deep suspicion. You play a dark character with a dark history and an even darker alternate history/present/future. Nowhere is this more apparent than in the games combat - Infinite's core gameplay - and in that context I feel it is completely justified.

Granted only in hindsight does this become quite so clear, but I don't think it is wholly the developers fault if individuals decide not to engage with the world they have constructed. Is Taxi Driver flawed because some people will not have the stomach to partake in Travis Bickle's decent into the abyss? No, it is a masterpiece of film making that asks it's audience to come with it on a journey. I would argue the same is true of Infinite. It is a game that places the choices of its central character firmly within the hands of its players - not in an RPG 'pick an action to progress' way, but in the visceral reality of it's core gameplay design.

Edit: Love that Rab Florence piece. It echo's my own thoughts exactly - Infinite is ultimately bigger/better that the sum of its parts... although they are quite good as well. ;)

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Tarsier

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@chromule said:

@dtat said:

@liquidprince said:

@dtat said:

What if Elizabeth wasn't stunningly beautiful? Would the game have worked as well? It's really a criticism of most media, not just games. And it isn't limited to female characters by any means. Characters (male and female) we need to care about are almost always beautiful. It's something that really stuck out to me for whatever reason in this game though. It goes without saying that making the game's lead characters attractive will sell more copies, but it would be nice to see sympathetic characters in a game designed to be less than ideal in physical appearance. (and no her finger doesn't really cover what I'm talking about here)

Developers make a big deal about how people will care about their characters because of the writing and acting, but they never have the guts to not make them gorgeous. THAT would be impressive.

To what end? What difference would it have if Elizabeth wasn't as pretty? Would it change her character? Would it change her arc? Would it make you somehow sympathize with her more? I never understand the need people have, to have your characters look not "gorgeous" for the sake of the character not looking gorgeous. At no point did Elizabeth's looks come into play in the story, aside perhaps from the fact that she was a white girl.

Now if there is a story that requires your character to be not quite as pretty, or even further then that, hideous, then that is different. If the look of the character affects how we perceive them and their plight, then it should be considered. In this case though, the way Elizabeth looks is ultimately irrelevant.

As someone who does sketches, and character designs for my livelihood I strive to create "cool" looking characters. Characters that I enjoy looking at. That can range from "ugly" characters to "gorgeous" ones. I'm sure it was the same for Ken Levine. Elizabeth looks the way she looks because Levine must have thought it appropriate. To make the character look any other way for reasons that aren't even mentioned in the game, or to appease this ugly character quota most people seem to have is stupid in my opinion.

Yeah that's true. It doesn't really bother me so much as I notice it. It always just comes off as too convenient for the story and the character motivations. "You need to protect this women. By the way, she's beautiful." It doesn't break anything; it just rings a little false for me personally. A very minor criticism of the game, but one that has been standing out to me in games and movies as of late.

it's not about media, it's about humanity. everyone likes pretty people more.

what if people mistake an ugly face for an emotion that isnt happening. elizabeths design works perfectly well to show her emotions and feelings at any given moment. if she was ugly, you might mistake her gimpy eyebrow for a frown.. or her fat cheeks might mask her smile. its much easier for a game like this to just design the character as a physically beautiful female. and theres also no reason why not to, unless youre trying to be 'bold' or 'unique' or trying to 'say something'. which is gross and weird and annoying in its own way . . .

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@tarsier: My problem with the game wasn't the difficulty (I played it on medium, but I made sure to make use of skylines, hooks and tears, as well as Vigor combinations), but what Alex says about it: the combat is paced very, very poorly. The world is so lush and dense and beautiful, but the game is always throwing people at you so you have something to shoot. My favourite moments in that game are the ones where I'm left to explore and wander, interact with citizens, talk with Elizabeth, and learn more about the world. The shooting and killing is inherently less interesting than the world discovery aspect, and it's a crutch that they leaned on too often.

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FourWude

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Constants and variables...

Always constants and variables.

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parabolee

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I love that fact there is so much discussion about this game. And I find I agree with the criticisms as equally as the praise.

Bioshock Infinite is a flawed masterpiece, as are most masterpieces. Art is rarely perfect, that is why it is art.

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Shaanyboi

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I came away loving Infinite. The story, the characters, even the combat, all worked great for me. I don't see how people could have wanted this to be some kind of point and click adventure or to have like no combat when the story itself stems from Booker being a violent person who has committed some horribly violent actions.

I also don't understand the complaint that Daisy and the Vox weren't fleshed out enough. They never were meant to be. She is simply a face for the discontented citizens of Columbia - a voice for all its second-class citizens. It's pretty fucking obvious why they're pissed, and like almost every revolution stemming from anger, the second you facilitate the ability for violence, it's going to go bloody and things will go horribly, horribly wrong.

Like Alex says in this article, and like Levine has said in interviews, the racism is part of the setting, it's not part of the story.

The only thing that didn't work for me was the gameplay loop of constantly scrounging in trash cans etc to find stuff. I loved exploring, but I was exploring for the wrong reasons.

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porjos

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the interweb are dumb

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I feel like comparing Infinite's reaction to Inception's is instructive, because in both cases you have people poring over the mechanics of the ending in great detail, when ultimately the only thing that matters is the idea and meaning that the ending represents.

The difference being that, in Inception, it didn't really matter what was real or not because the character had accomplished his goals and was happy either way.

While in Infinite, it doesn't really matter what was real or not because causality itself has been undermined, and your characters' overriding traits all overwritten, by shocking plot twists.

The fact that we don't get to see Booker or Elizabeth's reaction to the final twist of the game-- in a story that is ostensibly all about those characters-- is the most important and damning criticism of the entire endeavor, in my opinion.

And to be clear, I really liked 95% of the game. But that ending... man.

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I agree that the transitions between exploration and combat are jarring. I feel like there's a conversation missing there. A parley of sorts. Such a thing would go a long way to make it all feel more alive and believable, rather than just fancy staffage for an almost DOOM-style straight forward first person shooter experience.

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TehPickle

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Personally, I just watched a fairly thorough 'lets play' on YouTube. I don't feel that I missed anything by not playing it myself. Besides that, I don't actually like FPS games all that much (oversaturated by them), so I think playing it would have given me a more negative opinion of the game than it really deserves.

I was in it for the story, plain and simple. In that sense alone, I was hugely impressed by what Infinite did. Ultimately, time / dimension travel is an inherently flawed story concept. A writer cannot do right without doing wrong in some way, shape or form. Nonetheless I think the game was really intelligently put together, in spite of it's purely 'game-y' mechanics.

Whichever way anyone cares to slice it, Infinite is a hugely important game, for better or worse. I can't wait to see what direction Irrational take next.

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spilledmilkfactory

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I had no problems with the pacing or the tone of the game in regards to combat, and never felt like it was jarring to enter a battle after doing a little exploration. That said, going from Steam play times I also spent about twice as long exploring the environments than everybody else did before delving into the next fight, so that might have something to do with it.

I'd also have to agree with Alex and Jeff in the spoilercast that the violence and racism of the world serve more as window dressing, and that's totally okay. It gives you insight into the mindsets of the characters and the mood of the world, making it easier to lose yourself in the fiction. I don't particularly care if the game didn't tackle racism because, as Jeff said, a game that's climax is "hey guys, racism is bad" is far less interesting than the complex personal tale that ended up coming out of Infinite. Nobody needs a game or a movie to tell them racism is wrong. It's obvious, cloying and boring.

Finally, I'd have to agree with the bit about the Voxaphones. I only missed 6 or 7 but still felt lost in regards to certain character motivations or timeline quirks. I appreciate the massive story Levine and the team were trying to tell, but they really need a better method of delivery.

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Very reasonable take, Alex. It pretty much captured my feelings on violence and player impact in the game. By the time I first got to Finkton I got hit with shooter fatigue. Some of that combat time could have easily been nixed for story exposition -- those "quieter" moments of the game that perhaps provided the purest gameplay and narrative pleasures. Basically, it's those moments where Infinite's at odds with itself and its pacing suffers because of it. I'm glad the story just mostly overcomes such issues.

I also maintain that Infinite being an experience to be reckoned with is ultimately good for gaming. Nobody's claiming that it's perfect, but it's certainly well-realized and gives people more to think (and feel) about than most triple-A big budget games. At the very, very least, Irrational made a better, thoughtful shooter with a story that made us care. Considering its hype and reach, I think Infinite can really change some hearts and minds about the medium, especially those players who already love games but never thought they could convey something quite like this.

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@cikame said:

I just don't like the animation style, it's as simple as that.

Totally realise that is my problem and no one else's.

If I understand you right I have the same problem with Dishonored.

Very good article, I'm dragging my feet to read the critique by Leigh Alexander. I'm suspicious I will be reading someone's very focused point of view, and not in the context of why the story evolved as it did for it's purposes...and not somebodies elses social perceptions. As for the violence..hey, it's a shooter. Maybe the melee could get a little heavy. I love the criticism by one poster speculating about it being nerfed to a point and click adventure game...lol! That would hold the interest of a small and probably overly self-aware group. I thought they did a good job this time, though I could never find a weapon I liked on all accounts...guess that is why vigors, among other reasons.

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kdr_11k

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I kinda felt that Spec Ops made your actions feel much more ambiguous and questionable than Infinite did. In Infinite it always felt like you were doing the right thing and when things went wrong that was because of technobabble. In Spec Ops you often felt in the wrong right after doing something and it didn't take what amounts to magic to turn your choices into the wrong choice. Konrad and Riggs seem to act much more understandably than Comstock or Fink.

Comstock's followers are pretty much American Sky Nazis so I feel no remorse killing them, even with the Skyhook executions. Hell, even the civilians deserved dying.

That the Vox turned out to be crap wasn't really a surprise. Most revolutions go that way. Hint's right there in the name, really: After a full revolution you end up back where you started just with a different tyrant sitting on the throne. This was more like North African style than French Resistance, they win and immediately establish Sharia law and try to kill the other minorities that don't share their faith (or specific branch of their faith, more exactly).

I have to say I wasn't really able to track what made Booker turn into Comstock in terms of personality, at the baptism he rejects his guilt while rejecting the baptism means accepting his guilt but that one change is enough to turn him into basically Adolf Hitler vs a down-on-his-luck private eye? Also I guess the Luteces dragged Booker through time when sending him on the mission since he seems significantly younger than Comstock?

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gaminghooligan

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Best article on BI I've read. Keep up these articles Alex, easily some of the best content on this entire site.

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@dtat said:

What if Elizabeth wasn't stunningly beautiful? Would the game have worked as well? It's really a criticism of most media, not just games. And it isn't limited to female characters by any means. Characters (male and female) we need to care about are almost always beautiful. It's something that really stuck out to me for whatever reason in this game though. It goes without saying that making the game's lead characters attractive will sell more copies, but it would be nice to see sympathetic characters in a game designed to be less than ideal in physical appearance. (and no her finger doesn't really cover what I'm talking about here)

Developers make a big deal about how people will care about their characters because of the writing and acting, but they never have the guts to not make them gorgeous. THAT would be impressive.

To what end? What difference would it have if Elizabeth wasn't as pretty? Would it change her character? Would it change her arc? Would it make you somehow sympathize with her more? I never understand the need people have, to have your characters look not "gorgeous" for the sake of the character not looking gorgeous. At no point did Elizabeth's looks come into play in the story, aside perhaps from the fact that she was a white girl.

Now if there is a story that requires your character to be not quite as pretty, or even further then that, hideous, then that is different. If the look of the character affects how we perceive them and their plight, then it should be considered. In this case though, the way Elizabeth looks is ultimately irrelevant.

As someone who does sketches, and character designs for my livelihood I strive to create "cool" looking characters. Characters that I enjoy looking at. That can range from "ugly" characters to "gorgeous" ones. I'm sure it was the same for Ken Levine. Elizabeth looks the way she looks because Levine must have thought it appropriate. To make the character look any other way for reasons that aren't even mentioned in the game, or to appease this ugly character quota most people seem to have is stupid in my opinion.

Yeah that's true. It doesn't really bother me so much as I notice it. It always just comes off as too convenient for the story and the character motivations. "You need to protect this women. By the way, she's beautiful." It doesn't break anything; it just rings a little false for me personally. A very minor criticism of the game, but one that has been standing out to me in games and movies as of late.

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cikame

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I just don't like the animation style, it's as simple as that.
Totally realise that is my problem and no one else's.

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DrDarkStryfe

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I am much happier that they went the route they chose for the first part of the game, compared to what that video shown. I would have been very disappointed if I landed in Columbia, and everything was already going to hell. Seeing the city at its best, and watching it slowly degrade of my play through was quite the sight. I think they may have went a little overboard towards the end with all of the thunderstorms and darkness, but otherwise I was a fan of the setting from beginning to end.

It was obvious that they would have never pulled off what they shown in E3's of past. Even the press was heavily skeptical that the final product was going to show battles of that level for two reasons. The first, it would turn off a hell of a lot of people if every battle was heavily complected, and the second, the technology was not there yet on consoles to have that much going on without severe technical setbacks. What they shown were early concept proofs, as seen with a couple of the Vigor's not having their "first time drank" animations in place. We are going to see something similar to this when Watch.Dogs hits; the final product will not look similar to what we have seen so far.

I enjoyed the battles, a lot. I did not get pinned down on a set combat mindset because I wanted to try all of the Vigor's and weapons. Outside of Possession, I constantly changed out Vigor's. I'll agree that things dragged on during the "Collect three tears" portion of the game. That was the longest segment of the game, and all you did is run in one really big circle that had a fight every few minutes.

Perhaps it is because I watching nothing about this game since E3 2011, but nothing I went through left a sense of disappointment. I learned early this generation to ignore the previews and marketing punch behind AAA titles, and I think I am much better for it when I get my hands on the game. Every major AAA release always has an aura of disappointing around it anymore. The market keeps getting drawn in by the preview cycle and marketing hype so much anymore.

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Wheady

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Yea, totally agree with what you said about the racist theme taking a back seat. I've read about people getting disappointed with this but the story was (to me at least) always about Booker and Elizabeth, not about civil war that was happening.

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Nardak

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I dont understand why gamers somehow want to self censure the violence that is in games. At the same time the violence shown in almost any episode of NCIS is every bit as graphical as the violence shown in Bioshock.

In movies peoples heads get blown or hacked off in various ways. There are also horror movies where the whole point of the movie is to show people getting tortured in horrible ways.

Arent we as players mature enough to separate the difference between real violence and the violence shown in-game?

Also isnt it in a way a good thing if we feel a bit uncomfortable about the violence shown in Bioshock Infinity? That shows that we arent insensitive to it.

Should we also censure the violence for example in Mortal Kombat game series? It is also pretty graphical. Where does the censorship of things end once it starts rolling? Should it be like in Germany where you cant show blood in games?

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IronRinn

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Another great column Alex, and one that mirrors my own thoughts almost perfectly. I feel exactly like how you describe in your opening paragraph.

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ModernMoriarty

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Saying that Bioshock Infinite does about as much with its racism elements as Bioshock did with Randian Objectivism, kind of misses the point that in Bioshock, Rapture had already fallen. The story that you were pursuing was your struggle to survive, whilst gradually learning why and how the city was constructed, then fell to ruin. In Infinite, that process had not yet happened, so the hope was that it would be far more central to the story - that you would play an active role in the world it set up, before during and after the inevitable fall.

Instead, you were just an outsider removed from most of the wider Columbia world and politics and still didn't engage much at all with what happened to it. The game really only cares about its Doctor Whoesque time travelling, dimension hopping business with Booker and Elizabeth. The various plots surrounding Chen, Fitzroy, Slate, Fink etc are so lightly drawn, and your character cares so little about engaging with any of it, that I gave up caring at all.

The game lost me very early in terms of being able to care about it. The whole intro sequence where Booker is sent to this place with no warning about what it is, what people are like there and believe, thrust in with no cover story or reason to be there. It was immediately obvious that the game was pulling a fast one, that the chances of Booker actually being on a mission for real creditors from the real world, that he'd actually just come over from New York City etc etc was so remote as to not even bother wasting time believing in.

And that's a problem, as it kills the immersion. If I know its all a fake right from the start, then I'm like the guy who sits at a magic show saying 'Its probably some kind of wires and there's a mirror over there...' The Sixth Sense worked so well, because it drew you into the story, made you care about the characters, then hit you with the wider implications. This game just says 'Hey, you're a guy who's here to rescue... ah, you don't really believe it, so we're not to bother saying anything more - but we bet you can't guess what it really is...'

None of it seems to matter, and the game completely fails to offer the immersion of the original Bioshock. Vigors are just there, everyone in a section instantly knows you're the enemy, until you reach a section where nobody knows, then everyone knows, then nobody knows... People just vanish as soon as the alarm goes up - they don't run for cover or panic, they just vanish completely. Comstock's forces also take a remarkably reckless approach to recovering their 'Lamb of the City' chucking bombs, spraying machine gun fire etc in Booker's direction, and somehow not utterly vapoursing Elizabeth in the crossfire. Then there's the fact that she's invincible to the Vox Populi too, who have no interest in keeping her alive.

It really destroys my ability to feel like any of it counts, to be able to actually care about what is going on. it doesn't feel real and internally consistent in the way Bioshock did, so I don't care about of it.

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Edited By dutchbear10

@alex Love this article. Great commentary. I think that I am so in love with this game it is hard for me to try and poke holes in it myself.

I am currently on my second run through of the game and I'm trying to pick up everything to flesh out the world a little more. I'm hoping that they will use DLC to explore more of the characters that they glossed over in the game.

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Edited By Rowr

I'm annoyed all the gaming hipsters have come out of the woodwork proposing this should of been a point and click adventure where while observing concept art you circle jerk each other.

The aversion to the violence seems to be mostly driven by it's "unpleasantness" which makes you the worst art critic in the world, so shut your fucking mouths you sound like some 7th heaven watching bitches.

As far as the racism is concerned, isn't it racist or insulting at least to expect this game to have some sort of explanation of the mechanics of racism involved? Is that necessary anywhere to the story?

Just because a few characters involved in this story have racist views fitting with the context of popular views at the time it doesn't make it a direct commentary about racism. Jesus christ, it's at the point anytime there's an oppressed person in who isn't white in anything someone yells "RACISM" and then everyone goes quiet not knowing what to say. Really it's just another version of people averting themselves from "unpleasantness".

It's the actual phenomenom that the game is trying to present in the depiction of the elitist white population that is rebelled against.

Stop being so fucking basic and having such fucking basic reactions and think about what is actually being presented to you.

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Alex, this column has quickly become one of my favorite on the site, and it is a pleasure to read your well-expressed thoughts on more than the latest shit-fest games!

I personally enjoyed the game immensely, and finished it in and around work over about 3 days on hard. While it certainly isn't perfect, I find the amount of complaining and bashing that has rolled in after the initial love-fest of reviews is out of proportion to the content of the game. In a year that I feel we will look back on with a general feeling of "more of the same," I suspect the long take on this one will be that yeah, that game was pretty fucking great and everyone should play it.

Keep up the awesome work, I need something to perk up my Monday morning office slog.

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Zevvion

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The only thing I dont like more than people acting like nothing is wrong with a game, is people acting like nothing is right with the game. This game in particular was nothing but SUX OR ROX and its like jesus- get a grip people.

Not so sure. I really liked the game. I didn't find many things at fault with it. The only thing that comes to mind are that the completely optional and often hidden voxophones are crucial to understanding the story. Which is less than ideal. I only found 53 of them on my first playthrough and I missed key parts that explained the Lutece's, Comstock's infertility and so on.

Also, the combat is perfectly fine, but it tries scenario's that do not work with it very well. The encounters with Lady Comstock are the worst. Apparently, they wanted me to use the shield vigor to protect from the attacks her minions did while you lay waste to her. I was out of salts though, not to mention that vigor requires allot of it. I was also playing on hard which made her the biggest bullet soaker I've seen in a while.

After trying to kill the minions and then focusing on her and that strategy not working, I was also very low on ammo. I eventually had to exploit the game's encounter system to stand in a spot where her minions would stay in place, while she periodically seeks me out. That sort off stuff is off putting.

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gamefreak9

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Edited By gamefreak9

I forget the name but if combat in Bioshock was like the game i'm thinking of. First person, criminals you beat up with objects you find in the environment and its a very dark game... dammit I can't remember the name, it had gore, I think you are a cop, and towards the end of the first game supernatural stuff starts happening, if anyone knows what I am talking about help me out. Anyway if the fighting was more like that game, I think it would fix almost all of my problems with bioshock gameplay, more methodical, and suspense like with fewer enemies, that atmosphere allows for much more pungent dialogue delivery.