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Polygon - Was Bioshock Infinite good?

Thought this was a fun article to read, wanted to share. I think it’s interesting that as societal and political views at large shift in the 2020s, it’s good to go back and reevaluate how narratives are portrayed even as recently as 2015.

FTA:

The crucible of how the game treats its profundity is in the relation between its white Founders faction, which is in power, and its rebellious Vox Populi, who are attempting to liberate the oppressed racial and political classes of Columbia. The player stands between these two forces, doing tasks for each in turn, eventually learning that both are insufficient in creating a good reality. As Chris Franklin highlighted in a recent video, this is a common refrain in projects that Levine has worked on: putting the player in the position of a mediating force between two extremes. The player can feel pulled, and compelled, toward different directions while ultimately being forced down a particular path. Playing as a character who is terminally in the middle of the road allows us to point fingers at any insufficiencies we see in the world around us — as King put it, “gamers like to feel smart,” and seeing the gaps of logic in the various worldviews on display can make us feel like clever social analysts. A player uses magic in their left hand while holding a gun in their right hand in a screenshot from BioShock Infinite.

From the vantage of 2024, it seems that one of the key problems of Infinite’s view from nowhere is infinity itself. No matter your viewpoint, Infinite seems to present you with some ideas that might align with your vision of the world and others that might challenge you. This is probably an admirable goal — art can give us perspectives on the world that we don’t yet understand, and that’s one of the many ways that creative expression can change us.

If there’s an issue here that generates the endless debates about whether Infinite is good, it’s that the game does not provoke us with a particular person’s, group’s, or ideology’s perspective. Instead, it just confronts us with the idea that many different ways of existing in the world are real, and any of them taken to their logical extreme will exclude all others. What produces the “both sides” problems of Infinite is a problem of imagination. Infinite is a universe of plural worlds, and if any of them takes over fully, everything goes bad.


Full disclosure, I was disappointed in the majority of the replies this got when I first posted it, and as a knee-jerk reaction I took it down. But I encourage you to at least read the quotes.

st3ph3n ,

I enjoyed Bioshock Infinite a lot back on the Xbox 360. The whole city in the clouds but also it’s the early 20th century setting was really attractive to me, and I enjoyed it pretty much throughout. Elizabeth being an actually useful NPC sidekick that you don’t have to do endless shitty escort missions for was a great move. I don’t understand the hate it gets after a few years have passed.

Halosheep ,

For me, the game was very boring and lacked any real challenge. I found myself forcing myself to beat it around halfway through, which did not add to the fun.

MentalEdge ,
@MentalEdge@sopuli.xyz avatar

Was confused for a second there, the title doesn’t specify that the article is about Infinite, so for a minute I thought we were discussing the first game, or the franchise in general.

The first game obviously has a lot to say where rampant freedom is concerned. You might consider it anti-capitalist, but really it’s anti-anarchy, if anything.

I always found the games to be more potent as a starting point for tackling the bad shit a lot of humans will try to pull given power, but Rapture was twice the setting that Colombia was in that regard.

Rapture pulled me into Bioshock.

But Colombia didn’t pull me into Infinite. Booker and Elizabeth did.

As a cleverly written and somewhat complex personal story, Infinite shines. It’s got compelling characters that make you care, and then it puts those characters through the wringer in their search for contentment.

I cared a whole lot about where Elizabeth and Booker would end up, but I can’t say I ever spared Colombia at large a second thought.

godzilla_lives OP ,

Oh snap, thanks for catching that! I edited the title.

As a cleverly written and somewhat complex personal story, Infinite shines. It’s got compelling characters that make you care, and then it puts those characters through the wringer in their search for contentment.

That’s a great point I hadn’t considered, and can’t believe I hadn’t. Rapture felt like its own character to the story in a way that Colombia never really did, but it’s undeniable how well-done the characterization between them was.

MentalEdge ,
@MentalEdge@sopuli.xyz avatar

And the “twins”. They were fun to run into every time.

Even Comstock, despite barely appearing, was a good villain in the way that he was used to flesh out Booker and the multi-universe plot.

So not really a villain at all, but a clever detail in Bookers detailed personal journey.

Infinite had tons and tons of detail and depth when it came to the characters. The audio logs in the earlier games all fleshed out Rapture.

In Infinite, they flesh out the characters and their lives.

SnotFlickerman ,

I honestly felt it was weaker than both Bioshock and System Shock 2. It was stronger than Bioshock 2, but I mean… that doesn’t take a lot.

Both System Shock 2 and Bioshock built the game systems first and foremost to be fun and engaging, and then wrote an engaging story around those mechanics. Bioshock was literally taking dumbed down systems from System Shock 2 and rewriting a more engaging and thoughtful story around the familiar systems. Bioshock Infinite seemed much more like they had a story idea first and then tried to adapt Bioshock-esque gameplay hamfistedly stapled onto said story. The others feel like the gameplay came first, and the story evolved naturally to align with the gameplay.

Games like Neir Automata really show where a synthesis of game systems design and game story design are really important and become even more impactful to the story, and in this Bioshock Infinite failed in comparison to earlier installments in the series (and its spiritual predecessor, System Shock 2).

I feel like it’s hard to talk about Bioshock as a series at all without discussing System Shock 2, because that’s where Levine first pioneered his story with the engaging antagonist who speaks to you through a radio, and Bioshock is where he refined it into what comes close to literature. Bioshock Infinite marks a regression, more worried about the story that Levine wanted to tell than the gameplay to support it. Due to that the story falls flat, feels stilted, and Levine’s generic take of “everyone can be a bad guy” feels hollow, because it’s not backed up by compelling gameplay that supports it.

As McLuhan put it, “the medium is the message” and video games inherently work better through a synthesis of gameplay and story, without one dominating over the other. Games that lean too far in one direction or the other (Metal Gear Solid’s interminably long cut-scenes for instance) take you too far out of the gaming medium and too far into other, more detached mediums.

godzilla_lives OP ,

As McLuhan put it, “the medium is the message” and video games inherently work better through a synthesis of gameplay and story, without one dominating over the other. Games that lean too far in one direction or the other (Metal Gear Solid’s interminably long cut-scenes for instance) take you too far out of the gaming medium and too far into other, more detached mediums.

Absolutely banger take, I agree completely. Games have a difficult needle to thread, unlike a book or movie that can be strictly narrative-based, a video game has to somehow give the player enough agency while taking it away to allow the story to progress. And now I have DND on the mind again.

I’m reminded of a comment my older brother made about Final Fantasy X, all those years ago. He described it as basically playing a movie. Go figure, I liked the cutscenes!

TheRealCharlesEames ,

Uhh I really enjoyed it

godzilla_lives OP ,

That’s great! I remember myself enjoying the gameplay a lot, and it ran surprisingly well on my PC at the time. Any thoughts beyond that, anything about the article specifically? The article isn’t over here saying, “This award-winning game was bad!” it’s more so trying to take a closer look at the story and themes of the game as a whole from a 2024 perspective and how our current world can reflect them. Though to be fair ™, it is definitely meant to be a click-bait article that’s part of a greater “Spicey Takes” section.

TheRealCharlesEames ,

Was pretty obviously clickbait, so I didn’t read it, and still don’t plan to even after you provided that additional context. I’m afraid that I added all that I could, sorry.

godzilla_lives OP ,

Then why even comment? I’m sorry, I don’t understand. Have a good day!

TheRealCharlesEames ,

I had a gut reaction to the headline. Lemmy is small and people get mad if you don’t contribute. And maybe a little to troll you since you reposted because you didn’t like the original threads comments ;)

Have a FANTASTIC day

alyaza ,
@alyaza@beehaw.org avatar

don’t do this

chloyster ,

I’m happy you decided to repost this.

An article that discusses and re-examines if a game you like is good is not a personal attack.

I encourage anyone who thinks it is indeed a good game (hey I also enjoyed it back in the day) take the time to read the article and at least respond to the content posted.

It is absolutely fine to disagree with what the article is saying. And it’s fine if you don’t want to read it. But I don’t think it’s bee-ing nice to comment that you refused to read an innocent article because you disagree with the headline and it’s source. The article was posted to discuss its contents (as the body of the post pointed out). Not whether or not polygon is worthwhile.

If you don’t have anything nice to say, don’t say anything at all ya know?

godzilla_lives OP ,

<3 I appreciate you.

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