Wednesday 8 May 2013

Endgame: BioShock Infinite



Endgame explores topical videogames through an in-depth analysis of its major components. Games are broken down into five categories and accompanied by a numerical score: Atmosphere, Sound, Gameplay, Story, and Engagement. A verdict is presented followed by the game’s overall rating (out of 5). This article contains major spoilers.

BioShock Infinite built up an unhealthy amount of hype and expectations over the three years since it was announced. Some are calling it a masterpiece while others are dismissing the game as mediocre. This article aims to ignore the hype and critically review what Infinite does right and what it lacks. 


Aside from the original BioShock, you'd be hard pressed to find a videogame atmosphere that's as immersive or creative as BioShock Infinite's. Though the concept of Columbia is unique on its own, its detail, art style, and atmospheric sound elevates the world to something instantly believable, entirely new, yet eerily familiar.  Though there are some quirks that detract from the atmosphere, the amount of creativity in Columbia is so refreshing that these flaws can be overlooked.

The first time I strolled though one of Columbia’s charming squares, I was reminded of Disneyland’s Main Street USA. Columbia’s vibrant color scheme, quaint architecture, and angelic citizens seem heavily inspired by Walt’s fantasy of a perfect America. But its Columbia’s additional charm like buildings creaking and swaying in the breeze, zeppelins bustling about their business, and cargo zipping overhead on skylines that sets BioShock Infinite apart from anything seen before. Columbia is stuffed with details like this that transforms this otherwise bizarre setting to a believable and fully realized world.

This level of detail is equally transferred to Infinite’s art style. Though Infinite may not be as technically superior as its competitors, it is still one of the most visually stunning games I’ve played. There’s rarely a poster not worth studying or a monument not worthy of being carefully examined. Though every room may not have a collectable or consumable, each space has its own charm and character. The craftsmanship of the buildings, vigor bottles, and everything in between feels consistent in the world in which they inhabit. 

However, there are times when Columbia goes from taking inspiration from a theme park to becoming one itself. Sections are relatively linear, citizens ominously stare at Booker once they’ve completed their dialogue queues, and some environments just feel fake. The beginning area in Finkton for example, feels like a façade. What is supposed to be the harsh labor District of Columbia is too pristine to be believed; everything looks too perfect. Logs of wood are perfectly cut, stacked, and positioned at the side of the road. Streets, walls, and buildings are free of grime or any sign of a hard day’s work. There’s also a cartoonish clock that sounds and looks exactly like something found in Toontown

 But perhaps depicting the ugliness of America’s past against the backdrop a seemingly perfect society is the point. However, sometimes this contrast of idyllic and horrific just doesn’t work for me and it detracts from the authenticity of the world.

Another area of contention I have with immersion in Infinite is its atmospheric sound. There were a few moments during my play through where the environment was dead silent when it shouldn’t be. The best example is on Comstock’s Zeppelin before Booker and Elizebeth’s confrontation with him. When Booker is out of combat on the airship, it’s almost completely quiet. Little to no atmospheric sound is present during this level and I was surprised just how fast I was taken out of the experience because of it. 

While this may appear to be a borderline nitpick, compare this to a level in the original BioShock at roughly the same point in the plot (the level moments before the Andrew Ryan confrontation). Two videos are below for reference. Pay close attention to the atmospheric sound in both games when player is out of combat.


It’s clear that BioShock utilizes atmospheric sound to a greater extent than Infinite does, which is a little disappointing. In BioShock, there was tension in the air, anticipation of finally confronting Ryan. The atmospheric sound really drove this tone by having Rapture’s thermal reactor make sounds reminiscent of a countdown clock or a beating heart. The sound of the crumbling walls was loud and ever-present to remind you that Rapture is about to collapse. The entire game was leading up to this point and BioShock’s atmospheric sound made that very clear. 

During a similar moment in BioShock Infinite’s plot however, sound is minimal and faint. Sure, the Zeppelin emits a faint hum and you can hear its hull creaking every now and again, but it hardly compliments the anticipation and tension the plot demands. I feel like I was missing the fluttering sound of the Zeppelin’s propellers, the hissing and screeching of the motors, the whistling of the wind, and the harrowing sound of a storm brewing overhead. The flat-sounding atmosphere combined with the pristine environment created a somewhat hollow experience and hampered my immersion in this crucial point in the plot. 

But these criticisms I’ve spend 500 words describing are small and only apply to a few sections in the 10+ hour experience. The overall level of creativity, vision, and execution is simply stunning and needs to be commended. To be immersed in something this unique is refreshing and deserves the highest praise in this stagnant industry regardless of its few shortcomings.  





Since atmospheric sound has already been discussed, this section explores the two other pillars of video game audio, namely the music and voice performance. Unlike most videogames, BioShock Infinite uses a range of music to sell its plot and atmosphere to the player. From an original score composed by Garry Schyman to period-piece music to modern-era songs, Infinite adds tremendous depth to its world by utilizing this vast catalogue of music. 

As with the other two BioShock scores, Schyman composes another memorable and powerful score with Infinite. The soundtrack fits well with Columbia and it compliments the many powerful moments throughout the game’s plot. The reveal shot of Columbia and the entrance to a town square for example, were accompanied with tracks that really fit the moment and setting. One of my favorite tracks, Elizabeth, perfectly sums up the spectacle and tragedy while also sounding unique to Columbia. While the majority of the soundtrack is memorable, I found the combat music however to be repetitive and tiresome to listen to, especially by the end of the game. In fact, I dreaded hearing it, but I feel that’s caused more by the combat mechanics than the competency of the music. 

As for the period and modern music, it’s hard to criticize it beyond if it fit well in Columbia or not. The period music, usually overheard through a nearby radio, obviously fit well and further enhances the word’s authenticity; it was also genuinely interesting to hear what music was like back then. Most of the modern music, I must admit, was too subtle, obscure, or dated for me to recognize. However, there were some songs, like the barber shop quartet’s rendition of “God Only Knows”, which made Columbia feel eerily familiar. 

The voice performances in infinite were all superb, with Troy Baker and Courtney Draper, who voiced Booker and Elizabeth respectively, stealing the show. There’s nothing much more to say really, other than their performances were very convincing. Troy succeeded at portraying just enough emotion to establish Booker’s character while also providing room for player interpretation and projection. Elizabeth’s progression throughout the game was expertly delivered by Courtney and delivered a believable character as a result. 


As many critics and fans have already expressed, this is Infinite’s weakest aspect. I played Infinite on Xbox 360 and found the controls to be sluggish and “janky”; I’m not sure if this is translated to PC or other platforms. As a regular FPS player, I found it bafflingly difficult to aim in Infinite, making the gunplay largely unsatisfying. I’ve rarely encountered this problem in Halo or any other Xbox FPS; perhaps it could be a frame rate issue. 

In addition, the gun variety is pretty standard fair and no gun stands out as memorable. I also had a difficult time deciphering between the weapons of The Founders and Vox Populi. In fact, I had no idea there were two sets of guns until very late in the game. Having two upgradable sets of essentially the same weapon is a bizarre decision and it’s still unclear to me whether the two sets have different characteristics. However, Vigors were more creative and fun to use. Murder of the Crows, Undertow, and Return to Sender were neat additions to the BioShock sandbox as they added fresh combat experiences alongside the dull gunplay.

Aside from its uninspired gameplay and sloppy controls, infinite’s combat can sometimes be pretty exhilarating. Speeding along a skyline while dodging a Zeppelin’s bombardment, then hopping onto a nearby roof to open a tear to shield you from its blasts is a completely new experience. The skyline and tears for the most part redeem Infinite’s sloppy gunplay since they offer fresh gameplay opportunities and are well executed throughout its combat scenarios.


Though its execution isn’t perfect (which will be discussed in the next section), Infinite’s story is fascinating, thoughtful, and engaging. As I think back to all the games I’ve played over the past couple of years, I realize just how much effort was put into this game’s narrative. Unlike most videogames where a flimsy story is used as a tool to piece together its environments, Infinite’s plot has substance and is always the driver of the experience. There’s a clear effort and vision on display here that elevates it beyond the typical AAA, “summer blockbuster” videogame, which is almost ground-breaking. Though it isn’t an “Oscar-worthy” story as many fans suggest, it’s an intelligent action game that does a lot of things right.

One particular aspect I think deserves recognition is how Infinite tells its story using the strengths of this medium. As with the original BioShock, environmental storytelling is back in full force with audio diaries, posters, and other objects scattered throughout the world. But one of its greatest feats is how it manages to tell its complex story without the use of cut scenes. In fact, it’s because of this design decision that, I think, makes Infinite’s story so memorable. Since this game relies on immersion to such a great extent, telling this game’s beginning or ending via cut scene for example, would be detrimental the experience. 

There are some elements in Infinite’s story however, that feel either underdeveloped or unconvincing. Specifically, Jerimiah Fink, who was one of my favourite characters, died prematurely and his departure was overall unsatisfying. Throughout Booker’s encounters with him, whether by loudspeaker or telephone, Fink made the impression that he had a plan of some sort; he seemed confident and always ahead of the game. He tempts Booker numerous times to join him with an offer he wouldn’t be able to refuse. But in the end, none of this materializes and then he’s killed, which is disappointing considering he is one of the only sub-villains in the game. 

An area where Infinite’s plot felt unconvincing was Comstock’s real identity. It’s a cool concept and I understand what Levine and his team were trying to achieve, but it didn’t feel authentic to me; it was just such a stretch to believe. I couldn’t see how a baptism could change a somewhat ordinary and relatable man to a religious extremist and American exceptionalist that governs a floating city in the sky. I just couldn’t suspend my disbelief to that extent after first viewing it and it took me out of the experience. 

These criticisms aside however, BioShock Infinite’s narrative must be experienced. I barely scratched the surface on what makes this story so great; it’s creative, emotionally involving, thoughtful and surprising. Simply put, this is the direction videogame storytelling needs to go in.

 This section discusses the cohesiveness of the game, exploring how its atmosphere, sound, gameplay, and story interact to contribute to, or distract from its engagement. If you’ve made it this far, it should be no surprise that for the most part, Infinite is a gripping and powerful game. Its atmosphere, sound, and story in particular create one of the most engaging experiences in a while. However, there are moments in Infinite that disrupted my engagement, sometimes significantly.

I’m aware this has been explored elsewhere, but Infinite’s use of excessive and gruesome violence needs to be discussed. Though Infinite’s ludonarrative dissonance didn’t distract me as much as it did others, my initial reaction to heads exploding like popping balloons was not positive. Ken Levine often talked about how startling imagery, like the opening scene in Blue Velvet, was his inspiration for Infinite’s tone. This, I think, is one of Infinite’s major failings. Not only is Infinite’s barbaric violence ineffective at achieving this tone, it comes off as comical and misplaced. As soon as that skyhook was ruthlessly jammed into the officer’s face, I was transported back to a juvenile FPS and BioShock Infinite became a little less interesting. 

Another -albeit small- issue that distracted from my engagement was the vagueness of the writing, especially in the Voxophones. Since Infinite’s story had to keep a good portion of information under wraps until the last few moments of the game, many Voxophones had to be cryptic and vague when referring to the main plot thread. This would be acceptable if this were a rare occurrence, but I routinely found myself confused as to what the characters were really saying. I don’t want to spend a lot of time discussing this issue because it’s a small one, but I feel that BioShock Infinite is more enjoyable the second time and I’m not entirely sure if that’s a good or bad thing. 

Lastly, I found the ending difficult to understand; there was just too much exposition thrown at me during those last 15 minutes. Up until that point, I had a pretty strong grasp on the story as I meticulously scavenged every nook for collectables throughout the game. Those last moments however left me confused; everything moved too fast. I sort-of understood most of what happened, but the ending wasn’t near as effective as it could have been. 

The ending’s problems stem from the baptism; it was introduced too late in the game. The time between its introduction and the Booker-Comstock reveal was roughly five minutes. The baptism and Booker’s refusal should’ve been introduced earlier, allowing it to “sink in” as a significant moment in Booker’s past. It’s a small adjustment, but one that would alleviate its muddled exposition. 


It’s been interesting watching the reactions to BioShock Infinite. Some call it a masterpiece while others claim it’s simply mediocre. Though I acknowledge and respect their opinions, I can’t help feel that these reactions are due to the insane amount of hype that came with this game. It seems like this baggage has caused Infinite to be overly praised or overly criticised which is an odd and fascinating phenomena. 

In my view, BioShock Infinite doesn’t reach perfection or skim mediocrity. Rather, it’s a creative, immersive, and memorable achievement with a few missteps. However, Infinite deserves full recognition for the risks it takes, areas it explores, and vision it brings. 



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