BioShock: Infinite Looks Fucking Stupid
Monday, July 11, 2011 at 6:35PM
Ernie in bioshock infinite, features, irrational games, ps3, xbox360


BioShock: Infinite looks fucking stupid. And I mean that in the best way possible; I just can't think of any other way to put it. After watching a 15 minute clip from Irrational Games' latest, I can see why it received the ungodly amount of praise it did at E3. The game must be seen to be believed. But be forewarned, it is not easy to watch. My body experienced a range of sensations and emotions through the 15 minutes of madness enclosed within.

Until now, Infinite has been a disassembled puzzle of promise to me. Pieces lay scattered; a handful of screenshots here, a two minute gameplay clip there, and a Ken Levine interview somewhere in between. And yes, it all appeared to look good, however each bit felt so detached from each other, and the bigger picture. How are these cryptically explained gameplay elements going to fit together? Will the story of this Americana-inspired-floating-city-gone-awry capture our imaginations as Andrew Ryan's dystopia did? To be honest, I'm still not sure. I do feel however, after watching a quarter-hour of the game in motion, any doubt I may have had, any anxiety I've harbored, has been violently whipped away on a skyrail and thrown into the burning carcass of a sinking zeppelin.


Watch in fullscreen, 720p - you'd be doing yourself a disservice otherwise

Infinite's art style, decidedly that of a cartoon, was one of the things I thought could malign the title in the public eye. In an age where it's hyper-realistic war shooters or bust, could this exaggerated animated style succeed? As soon as we see the emotion in Elizabeth's eyes throughout her interactions with Booker, it's immediately clear that this style is absolutely perfect for Infinite. Sure, it could have been pulled of with photo-realism, but when I saw the fear and sincerity in Elizabeth's eyes as she mimed her own asphyxiation to steel Booker's resolve, I couldn't see this game illustrated any other way.

BioShock was haunting and beautiful, a water-painting of deep sea hues offset by industrial textures and sheen; the perfect place to breed madness. And breed it did, with the cast multiplying in insanity as the tale unfurled and Rapture unraveled. In contrast, the airborne city of Columbia is bright and colorful, floating amongst the sunlit clouds like a tale of blissful ignorance. If the sample we've seen is anything to draw conclusions on, Columbia will probably make Rapture look as soft as baby thighs. Degenerates abusing innocent bystanders as their lookouts harass onlookers, bodies piled under American flags, screaming madmen whirring along suspended railways - the imagery is disturbingly brilliant.

To me, one of the most underrated aspects of game design is the attention to audio. This is where I feel many games tend to lack, be it voice acting or ambient sound. It's an art that requires subtle perfection, something many studios are unwilling to offer. Infinite hits it on the head, in the first five minutes it is very clear that Irrational has put a very distinct focus on sound design. I felt chills down my spine as the unseen Songbird howled its song of sad scorn for Elizabeth, and I would call you a liar if you didn't say the very same. The sound of the city's continuing downward spiral includes domestic abuse culminating in spousal murder, brawls spilling onto the street through shattered windows, and lots of gunfire. But in the end, I cannot shake the memory Songbirds woeful cry. A skillfully composed score would only be icing on the cake at this point.

Don't even get me started on the tears. I have no idea where those Irrational boys plan to take the story and gameplay with the addition of alternate universes, but it can be either an excellent idea, or a complete cop out. I want to side with the former, but I'll refrain from doing so just yet. But knowing that Elizabeth can tear the universe a new one and relocate herself and Booker to the modern day, if only for an instant, could have incredible purpose if utilized correctly. Big emphasis on 'if'.

The original BioShock, to this day, rates as one of my favorite games of all time. A game that I can recommend to friends and family as a must-play four years after it's release, and will continue to do so for long after, I'm sure. Much as BioShock crept up and absolutely blew me away, BioShock: Infinite looks like it will do the same on a previously unattained level of downright stupidity.

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