Bioshock Infinite. God only knows.
Bioshock
Infinite.
God
only knows.
An
analysis by Padraig Daly
Overview
Bioshock
infinite is the 3rd and easily the most controversial installment in
the Bioshock franchise.
The
game is set in 1912, which lends itself easily to much more of a
steam-punk style as opposed
the dark and gritty, diesel-punk style of Bioshock 1 and 2. The city
environment and therefore the tone and mood of the game is very
different from earlier installments,
along with other factors, as we will see.
You
play as the
disgraced Pinkerton agent Booker De
Witt, who
has been fired from
the Agency for his
drinking
and gambling problems’
influence on his work. After
racking up a large debt, he is given a chance to wipe away this
debt
by travelling
to Columbia to find a young woman
on behalf of his creditors.
Next,
the scene sees you
taking a boat to a light house on top of which you find a pod that
launches you up through the clouds. As the clouds part you get your
first glimpse of Columbia. And my god, the view is breathtaking
and utterly spectacular.
The
lighting and post processing at the start of the game gives a real
feel for
the Dust
Bowl period in America, with golden rays and volumetric lighting
adding hazy warmth but as the game progresses the mood and tone of
the light change to a blue-tinged
and darker feel.
While
keeping the core mechanics from the previous two games, the earlier
Plasmid item classes have been replaced with Vigors that work the
same way as before,
i.e., triggered by the left mouse. The right mouse button is for
weapons, of
course, of
which you can carry two, swapping them out as you come across
upgrades.
This mechanic really makes you think about how you’re going to play
through the game .
Hardware
I
played it on PC with the ‘Ultra’ setting, running at 1920 x 1200,
which, from the example of the console ports, was the best way of
playing it. There are reports of the PS3
and Xbox
versions having much lower texture resolution and dropping frame
rate. [1]
Code
I’m
not sure what to say about the code of the game, apart from the A.I
of Elizabeth, the main protagonist’s companion, which is executed
very well, and not once did it seem like a escort mission. She never
gets in the way, nor does she take up all your health pick-ups
or ammo. In full-on
combat, she even goes and finds pick-ups and gives them to you.
However, it’s not all perfect, for example she will talk over the
Voxophone’s recordings, making you lose out on some of the back
story. She also
has a habit of disappearing behind your back and reappearing on the
other side of you. But apart from those flaws her A.I is very good.
The
enemy A.I on the other hand wasn’t so good. On more than one
occasion I had fire-men kill themselves as they throw their exploding
fire balls at walls the player is taking cover behind. I also saw
enemies falling off the edge of the world as they tried to jump from
floating barges to the world platforms. But over all it really isn’t
that bad, I feel like I’m just nit picking at this point.
Functionality
The
aesthetics of the HUDs
has
a definite steampunk feel, with large cogs and clockwork mechanics.
By holding down the Q button you can bring up a menu for choosing
between the 8 vigors you get throughout the game, which
I can only assume is a throwback from the console version. As a PC
player I’m
more used to the number keys to change between.
Game
play
As
Bioshock is a first person shooter that is very dependant on story it
has most of the standard aspects that you would expect to find in a
first person shooter. Where
Bioshock differs from the norm is with the Vigor
mechanic,
which brings a new element to play. It
is also, and welcomely, more open world then most . I found myself
thinking the story would be more suited to a
role player game, to the point that
the
intense combat kept distracting
me from the beautiful and deep story. Certainly not standard first
person shooter fare there.
Meaning
From
the outset
of the game, you are being bombarded by religious themes,
racism and nationalism.
As
the story progresses you will find a lot of racism in Columbia
against the dark of skin and the Irish. I found myself getting
quite angry,
which really goes to
show you the power of the story telling
here.
Without
giving
too much of the story away,
later
on in
the game the
message
changes: no matter what side you are on, violence is violence, and in
war, no side will ever be completely just.
Referentiality
There
is a lot of Culture reference in mostly in the form of music. You
will find a barber shop quartet singing the Beach
Boys’
‘God
only knows’,
and even ‘Girls
Just
Wanna
Have
Fun’
by Cyndi
Lauper being
played on pipe organ on the board walk of Battleship
Bay.
You will also find ‘Shiny
Happy
People’
by R.E.M being covered by an old-timey band. Although
those songs are contemporary
they don’t come across as out of place and fit in quite well.
Socio-Culture
The
story element of the game is so strong that it’s one of those rare
games you don’t mind watching someone else on a play through. Even
though the latest installment has removed the multi player option
from the game, it really isn’t missed. The sense of community comes
from being able to enjoy the story together and not in the
competitive nature of death match or even team death match so it’s
not really missed.
[1]
(Charles
Onyett. (2014). BioShock
Infinite: The PC Version Difference.
Available:
http://ie.ign.com/articles/2013/01/15/bioshock-infinite-the-pc-version-difference.
Last accessed 06 April 2013. )
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