Wednesday, April 10, 2013

BioShock Infinite Review

Storytelling that reaches for the sky

Columbia, the vibrant city in the sky
I loved the original BioShock. It was the first first-person shooter that demanded I play it despite the fact that I didn't play those types of games. There was just something about it that I wanted to experience as soon as it came out. It was given to me as a present, and I ended up buying a $250 video card for my computer so that it would run correctly. I don't regret any of that because my curiosity turned into adoration and excitement as I played through the dark, sunken halls of Rapture. BioShock was a creepy experience that questioned the idea of free will through a unique combat system and deliberate visual design.

Starting BioShock Infinite was a wholly opposite experience. In contrast to the scary, confined spaces of Rapture filled with suspense about what's around the next corner, Columbia, the city in the sky, is an open, bright environment, and it's loud. The game wastes little time into throwing you into a world that you are pressed to comprehend as it's all being thrown at you. You play as Booker DeWitt, a former Pinkerton agent tasked with getting a girl out of Columbia and bringing her to those who have indebted you. As soon as you land, you are confronted with all of what makes the city tick.

Booker walks through a city in celebration of itself with a long trail through confetti and parades and carnival games. There are no shootouts or worries as you travel down the path to the first narrative impetus, and surprising as that may be, it is not the first time Columbia lets you take the world in. These moments were some of my favorite and most treasured. Although I will try not to spend an entire article contrasting BioShock Infinite with its predecessor, I will note that the times I was able to walk freely around and explore helped me believe in Columbia more than Rapture, where once you were done with one task, you had little else to do but head to the next. Columbia is also alive – you get to experience quite a handful of scenarios that place Booker with actual living people, who are not maddened nor are they turning on him at first sight. Once the violence of the game actually does start, walking freely among the living creates a different kind of suspense, where you spend every minute wondering when everything will just go wrong again. You know you aren't safe forever, and you find yourself wanting to lap up every drop of calm you can.

Riding the sky lines like a boss.
Of course, BioShock Infinite doesn't offer a lot of calm, and Booker is forced to defend himself against hordes of foes who try to take him down. To aid, the game offers a slew of guns, whose variety grows insanely larger as you make progress. Booker is also aided by vigors, solutions that offer inhuman abilities once imbibed. Initially, you gain the ability to coerce machines into attacking your foes instead of yourself, but soon after, you are able to throw fiery grenades that aids with concentrated groups. There are eight abilities in all, and each one can be upgraded twice with money found off bodies, in chests and boxes, and on the street. In fact, possessing a vending machine nets you a handful of money. Like ammo to guns, your ability to fire off your vigors is limited by available salts, and each vigor uses a different amount of your salts with use. Although salts can be easy to find both during and after firefights, it becomes imperative to consider which ones you want to use at a given time just in case you'll be taken by surprise before reviving.

The most unique battle aid of all comes after you meet and rescue Elizabeth, the aforementioned girl, who is actually a mysterious young lady imprisoned by the zealous and xenophobic Comstock, leader of this flying marvel of a city. Elizabeth possesses the ability to open "tears" within the environment, which can yield replenishing items, different weapons, or even navigation options. It is this ability that makes her special and wanted by Comstock, but the origins of how that relationship came to be is thoughtfully explained throughout the narrative until the finale.

Although Booker is tasked with bringing Elizabeth out of Columbia, he is thankfully not required to protect her. Unlike Yorda in Ico, Elizabeth is not helpless; she is more like Elena in Uncharted 2 in both positive and negative ways. On one hand, Elizabeth effectively navigates battle arenas without being harmed, and she will often throw ammo, health, and salts that she finds to you as you need them. On the other, she is nigh invincible in a disbelief-suspending way. I watched as she ran right through one of my exploding grenades to take cover, gracefully remaining unfettered as four men melted to ash right next to her. She also has her creepy moments, such as when I watched her take off running down an alley only to pop up right next to me when I ask her to unlock a door, another ability she brings to the table. Since she is not able to unlock doors during battle, I'd be willing to wait the extra ten seconds or so for her to believably walk back to me to help.

Sometimes, the game tries to be creepy like its predecessor.
Very early on, Booker (and eventually, Elizabeth) is granted with a skyhook, a device that allows him to ride rails that connect the various floating islands that make up Columbia and also to bludgeon foes with. The mechanic is certainly new to me, and it can be fun to make your own roller coaster fly-through the expansive environments. However, they also serve a strategic purpose during battle, allowing Booker to fly off to higher ground or cover or to attack foes while he rides. They were such a fun installation that I was a little disappointed about how deliberately they were entered into environments. They always either served a narrative or combat-related purpose and very rarely aided in exploration or finding secrets except in some earlier areas.

I realize that my complaints seem geared towards exploring Columbia despite BioShock Infinite being a first-person shooter. To me, the ability to experience a real, living city in the middle of a first-person shooter was what really shined in this game whereas many games in the genre impress such immediacy that the player is not permitted to bask in the work the designers have created. As a shooter, the game succeeds ably – weapons and abilities work, and there is good variety in both of those and in enemies. But I feel like the game failed to actually make me feel powerful by the end. Surely, I upgraded my weapons and vigors and would pull off crazy stunts like forcing five enemies to float in the air while I attacked them with electric crows followed by a shotgun blast. Those moments, by all means, are integral parts of BioShock's character and appeal.

The problem is that doing all that and then watching the enemies land on the floor and continue attacking you is disheartening. I played on Medium difficulty (recall that I'm the Easy mode guy), and instead of the enemies acting more strategically, they were just bullet sponges, a problem I also had with Uncharted way back when. The worst offenders were the Patriots, robotic effigies of Washington and Lincoln, who were plain immovable, only able to be stunned by the Shock Jockey vigor or similar environmental hazards. Compared to fighting Big Daddies in the original BioShock, these lacked humanity. I was literally fighting statues with mounted chain guns.

If it isn't caucasian, Columbia doesn't like it.
No, the Big Daddies of this game seem to be the Handymen, created from citizens extending their lives with oversized, artificial husks with exposed heart containers. But unlike BioShock, Handymen join the cavalcades of enemies that rain upon you, adding to what becomes an overwhelming insanity circling Booker and Elizabeth. I eventually grew tired of the overpowered combinations of foes the game would throw at me before the final battle sequence, which is mostly an irritating survival mode where Booker must slay round after round of enemies until the game finally gives you the ending you waited for.

Oh, but what an ending it is. The story of Booker trying to take Elizabeth out of Columbia and away from Comstock ends up being a twisting tale of choice, redemption, and freedom. It all culminates in one of the very best finales I have ever witnessed, where a single moment made me feel every emotion my body could handle at once. I was left with my mouth agape as I tried to process what I had just witnessed, and I still had about five more minutes of the ending to play through. It was brilliant and certainly another one of Ken Levine's ouevres that is a must to experience, particularly after one has played through BioShock. Though Booker's own character arc and Elizabeth's rival the predecessor's protagonist quite headily.

Barring the amazing main story and character arcs, the remainder of the writing is great at leaving a fantastic first impression even if much of it is ultimately not resolved. Columbia is a city with a lot of character, not just colored by its scientific innovations and religious overtones but also its political influences. An early sequence in the game perfectly demonstrates just how racist and xenophobic these people are, and Comstock directs them all to a fault.

Religion plays a large part in this game.
Taking place in 1912, black and foreign people take their historically given place at the end of the line in BioShock Infinite. Making no qualms about confronting the very real bigotry that took place in the early 20th century in the United States, people of color and different creed are all in subservient roles, and their portrayal in illustrations and advertisements is villainous and revolting. The downtrodden find their hope through the Vox Populi, a rebel group headed by Daisy Fitzroy, a former servant. When Booker begins his journey, they are mentioned in passing, but eventually the story confronts you with their soldiers and their mantra quite often. The path that storyline takes becomes an excuse for events to occur as opposed to an important driving force behind them, which is a bummer.

There is also the story of Songbird, Elizabeth's jailor and protector before Booker arrives. He is a destructive character that Elizabeth is tied to in an emotional relationship similar to Stockholm syndrome. As the story progresses, Booker is threatened and knocked around as Songbird chases the two partners around Columbia, but it was not as oppressive and continuous as I was expecting. I had hoped for scenarios where I was authentically trying to evade him, either by hiding in shadows or running between safepoints. None of this came to pass, and his arc ends with a surprising moment dulled by his lack of real presence or character development.

A lot of effort was put into conveying a detailed and believable city.
All these elements are honestly fascinating. You find yourself wanting to know more about them, and the characters involved obviously have depth. When you are playing the game and experiencing events with them, your attention is arrested by them. It is more the lasting feeling that leaves you wanting more. Whereas the finale stays in your mind and your heart like a parasite, these other elements are passed like a stone when the game is done. It is a shame because they have such presence, and the Vox Populi storyline is very relevant to race relations today.

Everything I have described is all portrayed through absolutely breathtaking environments and beautiful music. The soundtrack, aside from featuring a compelling score, also features odd covers of songs from later decades in our history, such as "God Only Knows" sung by a barbershop quartet or "Girls Just Wanna Have Fun" played on a calliope. Columbia features varying though narrative-driven weather and times of day. Atmospheric effects and excellent color choices make every element of the city pop regardless of the weather. Textures also looked really good up close, with some very weird exceptions like flowers and bushels of apples, but neither of these detract from the awe-inspiring vistas. Character models are overused, though.

One of the moments I was delighted to witness admist all the craziness.
BioShock Infinite is a wild experience. The city of Columbia demands attention, and the story takes the player through some unforgettable sequences while also giving the player ample time to take it all in, a gift from the developer. And it all culminates in a final act worth talking about until Ken Levine's next brainchild comes out. But my major gripes with the combat scenarios and some narrative letdowns prevent this from being the perfect experience I hoped it would be. I love the gift the game has given me despite these things. It's hard to describe without spoiling it, but trust me when I say you must play this story. Just play it on Easy if you're anything like me.

All screenshots taken through Steam.

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