Showing posts with label Bioshock. Show all posts
Showing posts with label Bioshock. Show all posts

Thursday, 4 April 2013

Bioshock: Infinite - Linear gameplay trapped inside a non-linear story

*End of game theme and story spoilers below*

Any story that has to wrap things up with extended scenes that explain what you have never taken part in (as a game player), hasn't done the job properly.
Spec Ops: The Line wrapped things up by explaining the reality of what you had played through and thought you had experienced, whereas Bioshock: Infinite merely takes you through from A to B and there is very little that you can do or have an opinion on about any of that. In all, if not at least some, of the scenes used at the end, there was opportunity for the player to play through those scenes as part of the developing story rather than take you through them briefly at the end as a sequence of explanations. This game could have had instead Booker and Elizabeth going backwards and forwards through time trying to understand what was happening rather than just experiencing straight forward linear action sequences.
It would have been really interesting as a player to have been able to utilise the vigors to open up special tears that thrust you into gameplay that extrapolated on the Rosalind and Robert Lutece influence and separate involvement in the creation of Columbia. Some might say "but that interrupts the separate realities of Booker existing with him appearing in the same time-frame as himself", but in Infinite that happens anyway - Booker appears in the revolution where he was killed and became a martyr. So what we have is a character who infiltrates different realities that he already does exist in or has existed in, but much of that is mere framework, or even wallpaper to some extent, rather than strong narrative building.

Other things I have and had issues with:
  • Daisy as a strong female revolutionary character was reduced to 'crazy black female'
    • I really hated the moment when Elizabeth killed Daisy. I sat there with my controller in my hand thinking 'yip, the white folks save the day again...'
    • Sure, if you put it in context of Booker being the racist Comstock, then it makes a lot of sense, but at that point, you're actually supposed to sympathise with the revolution. I mean, that universe's Booker is a flippin' martyr for crying out loud!
    • Or are you supposed to sympathise? It's certainly a discussion point, I guess.
     
  • Gameplay aspects like Elizabeth not opening any doors or pulling any leavers, waiting for you to do it instead even after she has just said “are you going to open the door or am I going in alone?” at which point she waits forever for you to open the door. Nice one!

  • Bullets having a physical effect on ghosts.
    • Okay, so if a ghost can have a physical effect on you, why can't you have a physical effect on a ghost? That's good reasoning, but it still seems really silly in terms of gameplay when a ghost is supposed to be able to move through walls but takes direct damage from bullets.
    • Using vigors exclusively, or combined with ammunition (like transferring shock jockey to your gun), would have made that fight far more interesting and less of a recycled combat moment.

Actually, there's nowhere near as much to gripe about as I'd like to think. My 'exploration with sky-hooks' has been covered.
Overall you could look at both Bioshocks as extrapolating on the pitfalls of idealism and the downfall of civilisations or societies based on exclusivity. And those are good things to discuss, but Infinite, however, left me with my alternative title: Bioshock: The virtues of suicide*. Because, even though there was revolution going on, the player was constantly fighting both sides of the revolution just to stay alive, and was reducing the concepts that could have been exploited in that idea to triviality, or 'not important', because the player has to get from A to B (constantly), and then finely discover his own role in the whole sordid mess.
But is it worth all the discussion going on over at Paul Tassi's two articles? I think any multiverse story can generate that kind of speculation if there is no closed loop or specified number of universes; Infinite spreads its net wide, though traverses only a few of the extended possibilities within the narrative. My general answer to that question is 'no, it's not worth it' but that's personal more than critical, as I would rather have a story teller be definite within their framework of multiple possibilities. As an example of this statement, a novelist may never state a character's age thus allowing the readers to speculate on the moral ambiguity of their actions within a clearly defined framework. It allows discussion to open up on the act itself and whether age actually is relevant in discussing [that] act. Infinite merely opens up discussions on possibilities.
Not to deride that in itself of course, after all, many people find that a fun and rewarding task. And that's fine. Bioshock: Infinite just might become a classic for the ending alone.
But I'll still want a prequel to the original Bioshock!

Monday, 1 April 2013

Bored with Combat: Part 2

The tedium of combat in a world that you can't explore via the new sky-hook mechanic has turned what could have been a wondrous exploration of both narrative and world building into a boring task of objective completing. The sky-hook works great as a melee weapon – gloriously violent – but that is a secondary use and its main reason for existing is never fully explored. I find myself bored every time I reach a new area and have to fight my way through it just to open a new door, only to be greeted with more combat – which I have to fight my way through just to open another door...
In such a world where everything is floating high in the sky and there are rails that connect certain sections, I wonder where the ability to use those rails to explore and travel between areas is. This great new mechanic has been completely underutilised in favour of combat and action. What we could have had instead was the challenge of finding the right rail to land on and not be swept away from the target by the wrong rail, using the freight hooks to swing between buildings with more of a fun free flow effect that could have been part of a puzzle that unlocked the next area – rather than having to constantly battle through enemies to reach the next area.
There's just no genuine fun in this game.
There's no genuine exploration in this game.
There's no genuine character development because all the characters ever do is fight their way through enemies, as though that alone is going to develop them. I could see both Booker and Elizabeth having greater development if they were allowed to genuinely argue, or at least disagree, on a path to take using either the freight hooks or rails, having them part ways, end up in the same place and then challenging the other to go back and try the other route. When the player completes both routes and gets through the obstacles in their way (not combat obstacles!), while also collecting collectables via the alternative route, there would be genuine appreciation at the end of it, a genuine feeling of "Oh, okay, so you can do it. Maybe I have a bit more faith in you now ...oh hey, what did you find?". There's always an opportunity for some great banter in interesting situations that video games seem to completely miss.
The linearity isn't stifling, because good narratives have linearity, but the ability to explore and have a fun and wondrous time exploring is stifled through not allowing sections to breath without combat, not allowing characters to get to know one another outside of combat; and what seems most important to me at the moment: not allowing the narrative to be developed without the constant interruption of combat.
The tedium of combat has made Bioshock: Infinite boring.

Bored with Combat: Part 1


Bioshock: Infinite may be the last action orientated game I play. I seem to be far more interested (but not distracted) by the sky-hooks that take you around the place, while all the shooting is just so par-for-course that it's become boring. I still remember fondly the intense action scene in Dead Space 2 when Isaac is riding on top of the giant drill and having to fight off a constant barrage of necromorphs, but that was kind of a special moment amongst quite a lot of action that probably wasn't necessary, but was still fun. In such a visually impressive environment, I wish Bioshock: Infinite had taken the Prince of Persia (2008) route and delivered a more relaxed journey with less frequent combat.
But the sad fact is that most video games are specifically built around combat. Game mechanics may be first on the list, and these may vary from travel mechanics, to weapon mechanics, to puzzle solving mechanics; but invariably they are melded with combat to create action.
Of course, it's not my goal to disparage combat, only to question whether it should be so prevalent. We know it's prevalent because of the amount of 'war-shooters' that continuously are made at the same rate that barrages of enemies are launched at players in-game, and also, because that's about the same rate that they get purchased on. There will always be a market for that. I think, due to younger players requiring action to constantly feed their rate of imagery intake, whereas, perhaps, us older generations don't need to feel hammered over the head constantly by gunfire and explosions. The younger generation will always have the numbers.
But when will game designers make the games that they want to make and nothing else? No publisher breathing down their necks demanding that the game needs to reach a wider audience, therefore needs to be simplified... Obviously I'm no longer talking about Irrational Games, since apparently they were given free-reign by 2K Games.
Hopefully with the intervention of Sony aligning the PS4 with Indie developers, games will become exactly what the developers intended. That would be a grand old thing to see.