What's happening True Doomers!
This week I'm going to talk about
another one of those BioShock games, this time BioShock: Infinite.
What's the final word, you ask?
Well, let me put it this way. For a
supposed "thinking man's shooter" this game is actually
quite offensive to thinking people everywhere.
Let me tell you why.
The story in BioShock: Infinite starts
out promising. You're Booker DeWitt, a former Pinkerton agent tasked
with retrieving a young woman from the fantastic flying city of
Columbia to wipe away a gambling debt.
Columbia is a city founded by white
supremacist religious zealots, led by the prophet Zachary Comstock,
who have seceded from the Union. The people there regard George
Washington, Benjamin Franklin and Thomas Jefferson as mythical hero
figures to be worshiped. It floats by way of some kind of quantum
technology developed by a famous physicist and her brother.
The game takes place in 1912 and much
like the 1912 of our world black people and the Irish were at the
bottom of the socioeconomic totem pole. In Columbia they occupy such
positions as janitors, servers and day laborers.
In addition to the themes of racism and
nationalism the game also adds a heaping helping of class-based
oppression. You play as a former Pinkerton agent. You know, the guys
who the big companies paid to come in and beat up striking miners and
other laborers during that period of labor unrest during the age of
the turn of the century, robber-baron capitalism.
Also, part of DeWitt's backstory is
that before joining up with the Pinkertons he was in the Army and
fought at Wounded Knee, where the U.S. Army massacred what was left
of American Indian resistance, including the women and children.
So it sounds like the game has all the
pieces for an interesting, perhaps even intelligent story about
America, her history, class divisions and racial relations. The game
even leads you on for a good while letting you think this is what's
happening.
After DeWitt finds the girl, Elizabeth,
the goal becomes escape Columbia and get Elizabeth back to New York.
Elizabeth is unique by any standard. She's a Disney princess who can
open up the fabric of space-time itself to bring through objects from
other dimensions.
Eventually she leads you both through a
tear into an alternate Columbia, one in which the black and Irish
underclasses have banded together to form a militant revolutionary
front called the Vox Populi. The goal of the Vox is to overthrow the
prophet Comstock and take over the city.
During the revolution Booker and
Elizabeth both comment on multiple occasions that there is no
difference between Comstock and the Vox's leader, a woman named Daisy
Fitzroy. It's about at this point you start to realize the game
doesn't actually care about the themes it employs, such as racism,
nationalism, populism, etc.
Instead of trying to say anything
intelligent about race or class relations in America, then or now,
the game just uses these themes to tell a pulpy science fiction story
about quantum physics.
You see, the bit with the Vox Populi is
just an excuse the game's writers came up with to have Columbia
burning in flames. We start out seeing the city in full glory, by the
mid point we get to see it in ruin. That's all.
After that point the story closes it's
focus in on Booker and Elizabeth, and their relationship. The final
few hours of the game are a whirlwind of confusing plot twists that
try to make sense of the rest of the game.
It turns out that the reason you don't
have any choice in the game regarding any of the instances where the
game presents a false choice, such as at the beginning where you're
supposed to choose to throw a baseball at an interracial couple or
the announcer putting on the show in which the couple is the target
of the crowd's amusement, is because quantum physics means there is
no actual choice just the appearance of choice.
By the end of the game you discover
that Elizabeth is actually Booker's daughter who he sold to Comstock
when she was a baby to pay off his debts. Comstock wanted her because
she had the magical ability to create tears in space-time and build
bridges to other worlds. Comstock and his scientists used a big
machine to siphon off her power to build Columbia.
You learn all this as Elizabeth takes
you through a multitude of different universes during a lame deus ex
machina moment at the end of the game. I'm assuming the writers were
just trying to get the game finished and out the door at this point.
You make a quick stop in Rapture from the first BioShock because,
well, I guess just because. Also as foreshadowing for the Burial at
Sea DLC in which Booker and Elizabeth return to Rapture for some
reason.
Oh and also it turns out Comstock is just Booker but from a different universe. So by killing Comstock Booker is just killing himself, or something. I'm sure it's supposed to be symbolic of something but I can't quite figure what that something is supposed to be.
So the story of BioShock: Infinite
starts quite promising. You think it's going to make an actual
political statement about things. Instead it just teases you along
before veering into ugly false equivalency territory and then
desperately tries to convince you it was really about the quantum
physics stuff all along.
It's a real hot mess, all right.
In other respects the game is pretty
fun. It's still a shooter where you have superpowers. The guns aren't
as fantastic as BioShock 2 but the gunplay itself is a good sight
better. Sight and sound are excellent as they should be for such a
large production.
The art and the art direction are quite
lovely. The city of Columbia is just as beautiful and fun to move
through and look at as Rapture was in the other two games.
The game is quite linear for the most
part. There's a bit of backtracking and exploring to do if you want
to find everything and some of the levels open up a good bit but for
the most part you're just plodding along from point A to point B,
blasting enemies and mechanized George Washingtons.
I focus on the story so much in this
review simply because in BioShock: Infinite that's pretty much all we
have to work with. There is no multiplayer, for instance. So all the
time spent working on the game, from the release of the first
BioShock (BioShock 2 was developed by a different team) up to the
game's release last year, was spent mostly in service of telling this
particular story.
And this story just makes no goddamn
sense, no matter how you slice it.
Maybe it's too much to ask a major
Triple A studio and publisher like Irrational Games and 2k Games to
make a mass market FPS that tries to say something meaningful about
the human condition or whatever. Because either the people primarily
responsible for BioShock: Infinite's story, Ken Levine and the four
or five other people he had writing with him, were either incapable
or unwilling to do so for fear of alienating their audience by
injecting "questionable politics" (i.e. any kind of overt political messaging) into their manshooter.
It's offensive to the intellect
precisely because the game bait and switches you. It presents itself
as having Important Things to Say About Important Issues and sells
itself on that premise when really it has nothing of value to add to
the discussion about race and class, other than to present "both
sides" as strawmen to shoot down as being identically biased,
just in their own respective directions.
I think the best criticism I've read
about the game is from an internet acquaintance, who said "Just
ask yourself 'What would Frederick Douglas think about the fact that
the end of this game is about quantum physics?' and then throw up in
a corner."
In reality there are never just "two
sides" to complex issues like the ones the game should have been
about. There is always a wealth of voices from all angles of those
kinds of issues, some of them have more value than others and some of
them are in fact more "correct" or "right" than
others. Sometimes reality favors a particular "bias". I'm
sorry but that's just how it is some of the time!
So instead of being political the game
is in fact anti-political. It discourages discussion of real
political issues like America's basis and foundation of white
supremacy or the social caste system which no one is allowed to
recognize, let alone speak about.
Instead it encourages players to see
people who are passionate and believe in things as either extremists
or hopeless idealists, not fit to handle the burden of running a
society. In both BioShocks brilliant cities were forged out of and
ultimately doomed by passionate idealism. The message here is clear:
Don't pick sides, stay in "the middle" where it's safe,
shut up and keep your head down unless you've got the alternative
already planned out and ready to implement.
I doubt any of this was intentional on
the part of the game's creators. This is just my reading of their
work and what it suggests to me, as I understand things. There are
many ways the status quo perpetuates itself and much of it is kind of
an automatic process.
So BioShock fails as cultural
criticism, as being not just a game but aspiring to be something
more, something artistic, unless we're taking it to be a reflection
of the culture that birthed the games themselves. In that case, the
criticism via the games speaks for itself.
However in reality I suspect this is
just another product of capitalism, of giving us what we want. For
some time now voices in the video gaming community have cried out for
video games to aspire to something more than just mindless
manshooters, to tackle topics and issues that concern the thinking
people of our times.
So the system heard us and gave us what
it thought we wanted. A video game that aspires to be more than just
a mere manshooter, that tries to tackle topics and issues that
concern the thinking people of our times. The only problem is the
Triple A system is only good at producing the things it is already
good at producing, namely mindless manshooters.
It is certainly nice and heartening to
see that there are Triple A developers out there that are listening
to the community and want to try to make something better. But I feel
if we're looking for real changes we're going to have to turn to the
Indie scene and probably even make them ourselves. Trying to get the
profit-driven leviathans of the Triple A industry to do it is like
asking a giraffe to not be a giraffe for a while.
So those are my thoughts on BioShock:
Infinite. Not bad if you approach it as just another mindless
manshooter. Quite terrible if you approach it on the terms laid out
by the marketing, as something more than just a mindless manshooter.
Very pretty game either way, but they say beauty is only skin deep. I
think that means focusing just on the looks is shallow, which is a good
word to describe much of what comes out the Triple A sector.
Shallow, not deep.
As for quantum physics? Always a fascinating subject. But there's a bit of a split amongst people who
study it. There's a big push to say that the more we learn about the
quantum world the more we should buy into the notion that hard
determinism is true and free will is just illusory. It's a very
conservative notion and it's not hard to see why someone might want
to believe this is true.
Free will is kind of a philosophical
problem for us. Things would certainly be much simpler if we were not
actually "free" in that sense. If all our actions were in
fact already predetermined, not by a god so much as the hard,
physical laws of the universe.
It's a debate that's been going on for
a few millennia now and probably isn't going to die down any time
soon. Unless we figure out how to break into other quantum dimensions
like Elizabeth from the game and figure out for ourselves, once and
for all, The Truth.
I don't really see that happening any
time soon but I'd love to be wrong about it.
BioShock: Infinite seems to say that
out of all the infinite universes and infinite choices and decisions
we make in all these universes none of them are actually free and
that in a multiverse of infinite universes not one of them is a
universe that contains free will.
So maybe there really are political
statements being made by this game and I just don't happen to like any
of them? I certainly hope there is free will, but hoping doesn't make
it so. Then again, this game seems to hope just as hard that there is
no free will.
Or maybe it's just a not-so-subtle
commentary on the nature of modern Triple A video games. After all,
players are presented with the appearance of choice all the time in
these games when in fact their only real choice is to continue
moving forward according to the game's script or not play at all.
And me? I'll choose play over the
alternative, any day of the week.
Thanks for reading.
No comments:
Post a Comment