Saturday 10 August 2013

Bioshock Infinite (PS3) Review

"Bring us the girl and wipe away the debt."
Bioshock Infinite (2013) is the third instalment of the critically-acclaimed Bioshock first-person shooter series, developed by Irrational Games and published by 2K Games, a subsidiary of Take-Two Interactive. While not directly related to Bioshock or Bioshock 2, Bioshock Infinite does borrow a lot of gameplay and thematic elements from the previous two games. Before I start the review proper, I should point out that the game has been out for a while and as a result, I'm not going to shy away from spoilers, so be warned for those who haven't actually played the game. Realistically, this is less of a review and more of a one-sided discussion on the game since it's been out for a while and has been the topic of some heated discussion, particularly surrounding the plot. Nevertheless, there will be coverage on the major aspects usually covered in reviews albeit with a little more emphasis on plot rather than gameplay or aesthetics.


Breathtaking. In my mind, that is the only word that can properly sum up my first impression of the game as I stepped through the doors into Columbia proper after a bizarre opening sequence involving a rowboat, a lighthouse, a rocket, a near drowning disguised as a baptism and some really quirky (even ironic) worshipping of Thomas Jefferson, George Washington and Ben Franklin as religious figures by the suspiciously whitewashed and almost overzealous pilgrims. By the time you get to the raffle where everything goes wrong for poor old Booker DeWitt, you realise that there's something not quite right about Columbia, especially if you go around collecting Voxophones and viewing Kinetoscopes (for background knowledge and trophies, of course). Hiding beneath the beautiful visage of a floating paradise is something deeply wrong with the city, a fact confirmed when the prize you get for winning a raffle is to have the first throw of a baseball-stoning (how quintessentially American) of an interracial couple. 

The plot from there expands into a multi-tiered and multi-layered work of art that encompasses a bloody civil war between two equally ruthless belligerents, a simple yet elegant examination of multiple universes and a character-driven experience that follows the growth of both Elizabeth and Booker, all wrapped up in themes of American exceptionalism taken to its most extreme conclusion, racism, religious extremism, blind idealism and a meta-commentary on choice and freedom in video games. This game, I cannot stress enough, is brilliant in its take on storytelling and taking on the most controversial of issues that pervades both modern and past society. What starts off as a seemingly quirky journey to start a long escort mission instead becomes an immersive and entertaining experience that really makes the player think about the issues presented by the game. 
At first, on the surface of it, the game revolves around an ex-Pinkerton hired to rescue a mysterious girl trapped in a huge monument to Columbia and to bring her to New York in order to pay his debts accrued by gambling. As the plot progresses though, the plot thickens with the addition of an ongoing and bloody civil war between the Founders (the racist defenders of Columbia's whiteness) and the Vox Populi (a group that has noble values of achieving equality at first but quickly degenerates into anarchism and committing violence for violence's sake). The plot is made more complex by the inclusion of time travel, the manipulation of the space-time continuum and travel between alternate universes. Along the way, we see Elizabeth's rapid growth following her freedom from captivity as she engages with the world around her, moving from a (literally) wide-eyed idealist to a more practical realist that understands the world is not particularly nice or kind, having spent time with Booker but still keeping that sense of innocence and general upbeat attitude that helps to temper Booker's deep cynicism and loathing of the world. 

The storytelling medium used by the game ditches the traditional cutscene expositions but instead uses dialogue and the occasional taking away of the ability to move from Booker to advance the plot (sort of like a cutscene, but you're in character) while voxophones and kinetoscopes provide the bulk of background on Columbia's past and present. This is the kind of storytelling that I think should be in all games. A subtle form of exposition and narrative that allows the player to explore further if they wish to learn more about the game's universe goes a long way in making Infinite one of the best games ever made. The emotional core of the story is also not as heavy-handed as most other story-driven games, with players allowed to develop their own feelings and emotions regarding the whole situation as well as the characters rather than being manipulated from the start to feel a certain way as the developers' dictate it. Emotional manipulation is not necessarily a bad thing but I quite dislike heavy-handed techniques designed to evoke a specific response because I feel it's a little dishonest and quite frankly, I don't like it when people try to pull my strings. Luckily, Bioshock: Infinite isn't too heavy with emotional manipulation except maybe in one or two instances where it's really needed to hammer home a point, such as in the ending where Booker gives little Anna DeWitt away. 

Most of the reality-bending space-time continuum manipulation makes sense, except for one niggling detail that kept bugging me. When travelling through the various tears to get the Vox Populi their weapons, how did Elizabeth and Booker know they were headed into the correct tear? I suppose that could be explained away by trial and error, whereby they just headed into whatever tear was available but if that were the case, it seems awfully convenient for the tears to lead specifically where they wanted it to. Then again, Elizabeth does argue that it is a form of wish fulfillment on her end but like I said earlier, it's a little too deus ex machina for my liking. 

In terms of gameplay, Infinite has its fair share of exciting moments and ridiculously awesome features (like the ability to combine vigors that might possess an enemy then use him as a mobile bomb) but overall, the gameplay does get a little repetitive by the end. Go here, kill a bunch of people, activate a lever or button, kill another bunch of people, explore for weapons, salts and ammo (something I found myself doing quite a lot in 1999 mode) and kill more people! The shooting mechanics are exactly the same as the shooting mechanics in any other first person shooter just punctuated by the addition of vigors which are arguably just a unique take on the secondary weapons/grenades/equipment prevalent in other shooters. While the skylines are a much-touted and extremely fun feature, they don't feature as much as they were advertised and combat on the skylines are much easier than you might think since holding down the aim button has the reticle locking on to the nearest enemy. This is a nifty anti-frustration feature but it feels like a break from immersion especially when you have aim assist off, like I usually do when playing shooters.

Outside of the violence committed by Booker, the game allows you to explore a bit of Columbia as you go along, an especially useful tactic if you're playing the oft-cursed 1999 Mode where every little thing you find goes a long way to helping you survive. As mentioned previously, exploration grants you voxophones and kinetoscopes that help to expand on the story and really fleshes out the universe inhabited by our protagonists. Going back to the topic of 1999 Mode, I'm unsure as to why people have been complaining that it is frustratingly hard. It's a fairly mediocre difficulty and the checkpoints are plentiful, so, any death you suffer or money you lost can be regained by simply using checkpoints rather than letting yourself be "saved". If you explore and pick up every damned thing that shines, then you'll be in good stead. Actually, that's what I love about this game and The Last of Us, my obsession with collecting things and looking everywhere to get them is really rewarded when in other games it just seems like I have a compulsion for hoarding.

Aesthetically speaking, this game is beyond beautiful and the graphics are just superb. However, there are some issues with texture lag whereby the texture takes way too long to load and everything looks really washed out and blurry. I suspect this has to do with a lack of sizeable install which means most of the game is run off the Blu-Ray rather than from an installed file. Other than that though, everything looks fantastic and has this really cool arty yet cartoony yet serious look to it. 

Conclusion:
Bioshock Infinite is a rare breed indeed, a game where both style and substance are equally triumphant. Columbia is beautiful to behold even as it descends into darkness and destruction while the plot is as elegantly simple as it is wonderfully complex. Tied to the plot is the wonderful characterisation and character development undergone by the two leads who are by far the two of the most interesting and three-dimensional characters I've ever come across in a video game. The gameplay isn't too much of a deviation from standard shooters but the inclusion of vigors, gear and a selection of interesting enemies makes it one of the more unique shooters in an over-saturated genre. A strong contender for game of the year and definitely one that will go into the history books.

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