@zevvion:
Right, your argument makes sense, but I don't think it applies to Bioshock Infinite. You're absolutely right that you can have a setting where these issues are incidental to the main story, but that necessitates not focusing in on them like they're the main point of the piece in the first place. This is where Bioshock Infinite runs into problems; the conflict between the Vox and the Columbia authorities plays such a huge role in the first half of the game (with the player character explicitly taking sides at times) that the player naturally expects some conclusion to this subplot, replete with commentary on the broader themes of labor vs capital, economic exploitation of racism, etc.
Because the player is led to expect this, the game's "solution" to the subplot, simply having the Vox Populi make a cartoonish heel turn out of nowhere, becomes fraught with thematic implications that really harm the game's overall integrity. If the game wanted to just use the Vox as a plot device or for setting, they should never have focused so strongly on their ideology and the underpinnings of their conflict with Columbia to begin with. It sets the player up to expect a conclusion which deals with the ideological conflict, which makes the heel turn have a whole lot of unfortunate implications that Irrational Games either didn't realize or didn't care about. If they weren't going to handle these issues well, they should never have raised them (and then focused on them so much) in their game. It would have been very easy to make the Vox a more generic rebel faction with a more nebulous ideology, which would have completely let Irrational off the hook when it came to dealing with these issues.
And as you mentioned, the game is set in the past. I don't expect anachronistic moral sentiments to come from the mouths of non-modern characters, but that also doesn't excuse Bioshock Infinite. For one thing, these sentiments were not at all new by the late 19th/early 20th century; literal giant battles were being fought in the continental United States over these issues from the 1870s onward. And these sentiments already feature heavily in the game. Plenty of characters in the game voice concerns about these issues; in fact, one of the two major factions of the game is formed in opposition to the system of racism and economic exploitation. It's not like I'm watching a Western movie and come out of it saying, "yeah, that was cool and all, but why did none of the characters discuss transgender rights?" If one of the major players in your videogame is a faction rebelling against the racism and exploitation of a society, it's not a stretch to expect some sort of commentary on these issues.
Irrational Games had absolute freedom to make this game about anything they wanted. They were the ones who chose to include class warfare, racism, and labor relations prominently. These are very serious topics which can be difficult to address, especially in a first person shooter videogame. If they didn't want to deal with them, they shouldn't have included them in the first place. Their conclusion to the Vox/Columbia storyline is absolutely a cop-out in that they avoid meaningfully dealing with the issues they raised while simultaneously suggesting that one side is just as bad as the other. It's a very, very bad look for a series which has always dabbled in philosophizing and social commentary. If we give them the benefit of the doubt, then your explanation is valid, where they just wanted to use the conflict as window dressing and didn't realize that their handling of the subject had so many unfortunate connotations. If not, it reflects a very ugly exploitation of these issues culminating in a sophomorically cynical suggestion that the oppressed are just as bad as their oppressors. Either way, it's a serious flaw in the final game's thematic integrity.
Log in to comment