Try-It Tuesday: ZOMBIE VIKINGS

It’s like someone at Zoink! said, “Hey, let’s make a game with zombie Vikings, like in Skyrim or Game of Thrones, only our zombie Vikings are the good guys!”

And, lo, they created ZOMBIE VIKINGS, a dead funny adventure about a putrid posse in search of Odin’s missing eyeball. Available for PS4, Xbox One and PC. You can play alone or with up to three other people, with online and couch co-op.

Choose one of four Zombie Vikings — Gunborg, Seagurd, Hedgy and Caw-kaa — each with unique power moves and dialog. Impale your friends on the end of your weapon (you can’t hurt them, they’re already dead!) and hurl them at your enemies. Visit a lonely witch’s love lair. Battle animated hairballs hacked up by a cat king. Wield wild weapons, including a kitty lollipop, a nose sword, and a peppermint stick.

I’m not usually big on side-scrolling, button-mashing games, but I enjoyed the animation, creativity and silly story of ZOMBIE VIKINGS. It’s okay as a single-player, thanks to the addition of a piggy-corn companion, but I think this game is really meant to be played with friends. I’m hoping to continue playing through with my youngest daughter, and maybe some of my viewers, when I’ve finished Cat Quest.

Rated “T” for “Teens,” due to crude humor, fantasy violence, language, mild blood, suggestive themes and drug use.

~ J.L. Hilton

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BIOSHOCK INFINITE: Final Thoughts

Watch over 100 videos in my playthrough of BioShock: The Collection

After years of avoiding spoilers, I started playing BioShock Infinite a month ago. I wrote my first impressions after reaching Battleship Bay. Now I’ve finished the game, I’ll share my final thoughts:

BioShock Infinite is a visually beautiful video game with some fun moments, overshadowed by crappy game design, a skeevy protagonist, and a muddled mess of a plot, that demeans women and trivializes racism.

I loved BioShock and BioShock 2, and I wanted to love Infinite, but it just didn’t work for me.

I played Burial at Sea, but this article addresses Infinite because a game should stand on its own merit and not need an expansion to fix or explain its failings. I will talk about Burial at Sea at the end.

* * *

WARNING: MAJOR PLOT SPOILERS 

* * *

Crappy game design

Shooting dominates Infinite, when you’re not busy looting garbage cans for money, cash registers for cotton candy, and robots for oranges. Sure, there’s shooting in BioShock and Fallout 4, even in Dishonored, and those are games I enjoyed. So what’s the difference?

In BioShock, enemies are monsters, spliced, twisted, barely human, and beyond redemption or cure. Killing them is a piece of mercy. But, in Infinite, enemies are human. An argument could be made that white supremacists are barely human monsters beyond redemption, too, but I also had to shoot the Vox Populi, an army of Columbia’s oppressed. Despite the best efforts of the game to make them out to be as evil as their oppressors, all of that killing just felt wrong.

And boring.

In Fallout 4, there are also towns to rebuild, characters to befriend or romance, an open world to explore, crops to plant, junk to scavenge and sell, people to rescue, factions to join, armor to upgrade, unique weapons to find, recipes to cook, and more.

In Dishonored, I have the option of stealth to avoid conflict or I can choke enemies with a non-lethal takedown. There are no non-lethal options in Infinite, and no stealth, except for the asylum level near the end of the game, with a whopping total of two Boys of Silence I could dart past.

All right, those are just different games all together. What about other BioShock games?

I felt as if I killed ten times as many people in Columbia as all the splicers in Rapture, between Bioshock and BioShock 2 combined. And I probably did, considering how many BioShock Infinite trophies are based on killing people.

To get all the achievements in BioShock, ten people are required to die. In Infinite, hundreds. Most of the trophies in BioShock are based on using the research camera, hacking, inventing, upgrading, and collecting. Infinite features no research, inventing nor actual hacking, at all.

The game’s constant reminder, “remember to use your vigors,” felt like a plaintive request rather than genuine assistance. I managed to get through most of Infinite with my machine gun and RPG, or playing “shooting gallery” with a conveniently-placed sniper rifle.

In Infinite, vigors are required for powering one gondola and unlocking a few areas for extra loot. Whereas plasmids are integral to the level design and to the player’s survival in previous BioShock games: Door controls zapped with Electro-Bolt; frozen areas thawed with Incinerate; dark corners explored with Scout; hidden goodies grabbed with Telekinesis; cameras and turrets tricked with Security Command; or enemies flushed out of hiding by bee swarms.

In the very last battle of Infinite, I did use Shock Jockey to keep the Vox away from the airship’s power core, but let’s stop right there for a minute to ask: Why could Elizabeth conjure walls on either side of the power core to protect Booker, but somehow couldn’t conjure walls to protect the damn core itself?

Infinite is inconsistent, incoherent, contrived and chaotic. Elizabeth, voxophones and loudspeakers often talk over each other, so none can be understood, and it’s all so muddled even the captions can’t sort it out. Possession turns some turrets friendly forever, while others are only friendly for a few seconds. Tantalizing coins shimmer behind invisible walls and can’t be collected. A ghost suffers critical damage from headshots but can’t actually be killed, and despite floating everywhere somehow leaves footprints for me to follow.

The PS4 square button drove me crazy. I frequently found myself going through a dead man’s pockets instead of reloading, or reloading instead of catching a health kit from Elizabeth. This is even worse during the final battle when, on top of everything else, square controls Songbird.

A space-time tear in Finkton, through which can be heard the song “Fortunate Son” by CCR from 1969

The tears — or as I call them, the singing space-time vajayjays — are described by Elizabeth as a form of “wish fulfillment,” yet she doesn’t wish for anything more than hooks, sniper rifles, water puddles and the odd motorized patriot. All her bragging about the books she’s read, and that’s the best she can do?

The excuse given for her limited ability is a siphon machine that somehow prevents her from using her powers to the fullest, at least until the plot calls for her to take Booker into an alternate timeline, pick a rose in an elevator, or summon a tornado. I’m reminded of the mechanics of space travel in science fiction: “At the speed of plot.” That’s how tears work, as well.

I overlooked the fact that every dismount from the skyline should have broken Booker’s legs, because the skyhook is a fun feature of the game. “The rule of cool” and all that. In a similar way, I may have overlooked the chaotic soundscape, repetitive boss fights, constant backtracking through levels, Booker’s inane dumpster diving, the two-weapon limit, the square button, and other irritations of this game, had I liked the characters and the story. But, I didn’t, and that’s the REAL problem I have with Infinite.

Skeevy protagonist 

In BioShock and BioShock 2, the protagonists Jack and Delta are in a bad situation due to no fault of their own and have to fight for survival. In Infinite, Booker DeWitt is a killer, a human trafficker and a douche. He seems, at first, to be a rescuer, but then we discover he’s only accepted the job because he’s got gambling debts and he intends to take Elizabeth, against her will, to a place she doesn’t want to go, for money, and kill a shit ton of people doing it.

If that isn’t bad enough, by the end of the game we find out it’s much worse. He not only sold his own baby, he’s somehow Comstock himself, the violent racist prophet of Columbia.

Jack and Delta are silent protagonists. Giving Booker a voice added no value. Most of his lines are either insignificant, like “holy shit” and “thanks,” or game tutorials such as, “I need to take this skyline to Monument Island.” Better dialog might have made a better Booker, and may have moved me to care about the plot twist and his ultimate fate.

The only Booker line I liked showed up somewhere around the middle of the game. He says, “Sometimes there’s precious need of folks like Daisy Fitzroy… Cause of folks like me.” When I heard that, I thought, wow, that shows self-awareness and an awareness of what’s going on around him, and there’s a sense of morality in what he said. It made me hope that he would eventually develop a personality, and maybe even get with the Vox and fight the good fight.

But, no.

There are moral choices in the previous BioShock games — save or harvest the Little Sisters, spare or kill key characters — and those moments not only affect the outcome of the stories and the actions of other characters, they allow us to bond with the protagonists, to truly become the main character.

Infinite offers only three in-game choices — stone the interracial couple or not, kill or spare Slate, pick out a pendant for Elizabeth — and those choices have no impact whatsoever on the story, the ending, Booker, Elizabeth, or anything else. They did fuck-all to help me relate to Booker.

A muddled mess of a plot

In BioShock & BioShock 2, characters, environments, audio recordings, weapons, level design, all serve the story. But in Infinite… I can’t even figure out what the story is.

What did the salts and vigors have to do with anything? In BioShock, Rapture is a city with scientists and capitalists, unfettered by morality or regulation, who use sea slugs and little girls to produce and gather Adam and Eve, turn humans into Big Daddies, and create new abilities through gene splicing. How does that fit the milieu of Columbia, city of right-wing religious folks who dislike Darwin and the devil?

If Booker is Comstock, then why doesn’t anyone in Columbia recognize him? It’s not because of the age difference; there’s actually a voxophone that mentions Comstock suffers from rapid aging after being exposed to the Lutece Device. “Why does this Comstock decay, while a Comstock in another world remains fit?” So the young Booker should have been somewhat recognizable. Instead, citizens spot him by the “A.D.” brand on his hand, shown in the warning posters.

Why does Songbird have a connection to Elizabeth? If Songbird is trying to protect her, why does it keep tearing apart buildings and nearly killing her? And if Columbia has something that can rip apart the city, why can’t it defend them from the Vox uprising?

“Songbird, he always stops you,” Elizabeth says in 1984. But if the realities are “infinite,” why aren’t there any where Booker succeeds? “Constants and variables,” is the phrase repeated throughout the game, like a mantra. I guess it sounds better than “contrivances and plot devices.”

Who the hell were the Luteces? Delightful eccentrics? Whimsical villains? Annoying red herrings? Siblings? Lovers? Two alternate reality versions of the same person, but different genders? Then where’s the female Booker and male Elizabeth? Now, THAT would have been interesting.

Then, after the credits roll, there’s that bit where Booker pushes open the bedroom door, calling to Anna. What did that mean? Had everything been a dream?

At the end of BioShock, I cried. At the end of BioShock 2, I cried even harder. At the end of Infinite, I laughed. You know who did a time-warp story brilliantly? Dishonored 2, in the mission “A Crack in the Slab.” But Infinite is a ridiculous mess.

Demeaning women

Elizabeth seems to be presented as a romantic interest, from her trope tower rescue, to her cleavage window, to her Princess Bride-like “I’ll go with you if you spare him” scene. I thought she might turn out to be some form of Booker’s dead wife.

But then we find out she is actually Booker’s daughter? Ewwww.

Elizabeth’s powerful abilities don’t make up for her blatant objectification. It is always Booker’s narrative, not hers. She serves his physical and emotional needs. She finds him health kits, ammo, money and salts. She is the motivation of his actions and his inner turmoil. She requires him to rescue her (again and again and again), and when he doesn’t, she becomes what Comstock (who is also Booker) wants her to be.

The developers give her amazing superpowers then contrive a plot in which she can’t use them to save herself. Nope, her fate depends on a gambling, child-selling asshole whose alter-ego is a white-supremacist wife-killer.

Her best moment, in my opinion, is when she whacks Booker with a wrench and escapes, after discovering that he lied about taking her to Paris. But her anger doesn’t last long, thanks to some dockworkers who assault her and rip her modest dress open at the bosom, driving her back to Booker. Better the devil you know, I guess.

A viewer told me that Elizabeth’s torn dress is meant to outrage the player, not titillate. Is the racism of Columbia not outrage enough? The attempted stoning of a black teen and her white boyfriend? The abject poverty of Shantytown? Elizabeth’s lifelong abuse, locked away from human contact, watched and studied without her knowledge or consent? Is all of that not cause enough for outrage? She must be sexually assaulted and exposed, in order to facilitate player engagement? Really?

One of my viewers asked, “Why does Elizabeth always stand against walls like a parisienne lady of the night?” I googled “paris whore belle epoque” and found the black & white photo on the left, which I paired with a screenshot of Elizabeth. Wow.

If the torn dress is meant solely to elicit sympathy for Elizabeth, why does she change into a new outfit with even more exposure? Elizabeth’s version of Lady Comstock’s dress just happens to be missing the high-necked lace collar shown in all of Lady Comstock’s portraits.

I’ve also heard the “historically accurate” explanation of Elizabeth’s dress. No, there’s nothing accurate about wearing an uncovered corset. A corset is an undergarment, and it is indeed a corset, because it is labeled as such when Booker is prompted to lace it up for her in Comstock House.

I have nothing against cleavage or sex. Hell, I write adult fiction for fun and for money. But sexualizing an emotionally abused teen is super pervy and exposing boobs as shorthand for “she’s grown up now” is weak storytelling that reeks of sexploitation and fan service.

Speaking of Lady Comstock, in Victory Square there’s a conversation where Elizabeth suggests that Lady Comstock may be alive in an alternate reality where she never met Comstock. To which Lady Comstock’s ghost replies, “Or (in a world) where I saved him?” This really repulsed me because it implies that it’s somehow Lady Comstock’s responsibility to fix the violent and abusive man in her life. The very man who killed her.

Then we have Daisy Fitzroy, falsely accused of murdering Lady Comstock. A woman of color dares to stand against oppression, and the developers chose to portray her as a vicious child-killer.

Trivializing racism

The game does an amazing job setting the stage for Columbia’s conflict by contrasting its Utopian idyll with its brutal bigotry. On the way to Monument Island, I found a secret society of progressives, printing pamphlets down the street from a temple to John Wilkes Booth. I spent an hour marveling at the sights and sounds of Main Street, before I found myself in the midst of a horrific raffle where I “won” the opportunity to stone an interracial couple.

But it isn’t long before Infinite declares it’s own political points moot, and racism is nothing more than set dressing. The game encourages us to just shoot everyone, they all deserve it.

“The only difference between Comstock and Fitzroy is how you spell the name,” says Booker, in the lift while leaving Shantytown.

“They’re just right for each other… Fitzroy and Comstock,” says Elizabeth in the Finkton factory. Then she says it again, in Port Prosperity, just in case you missed it. “Fitzroy’s no better than Comstock, was she?”

Infinite tells us, over and over, that there is an equivalency between jingoist, authoritarian white-supremacists, and the abused, impoverished, despised, exploited working class of Columbia. To say Comstock and Daisy Fitzroy suit each other, when one is hellbent on violent oppression and the other is fighting that oppression, is a bullshit conclusion to the game’s social and political setup.

I came away from Infinite with a sense that Ken Levine tried to make a great game but Infinite got crushed under the pressures of a big budget and triple-A executives who demanded the game appeal to a young white male demographic: Simplified shooter, dudebro protag, boobs, and negate the political themes.

I could be wrong, but then there’s …

Burial at Sea

The downloadable content (DLC) Burial at Sea seemed like an apology letter, acknowledging and addressing many of the gameplay and story problems I had with Infinite.

For example, there’s a weapon wheel, so the player can carry more than two weapons at a time. Medical kits can be carried and used as needed (something I complained about in my previous Infinite write up). There’s a significant stealth component and non-lethal options for neutralizing enemies. A great deal of time is spent explaining the connections between vigors and plasmids, Handymen and Big Daddies, Columbia and Rapture.

Elizabeth is the main character in Burial at Sea part two, and the storyline punishes Booker, acknowledging that he’s an asshole, though it later brings him back as a helpful voice in Elizabeth’s head and her “only friend,” underscoring her loneliness and her unhealthy relationship with this villain/parent. She becomes the likable if conflicted protagonist, with depth and personality, that I’d wanted all along.

Burial at Sea also attempts to change Daisy Fitzroy from a villain “no better than Comstock” to a self-sacrificing savior who voices serious doubts about the uprising and the resulting violence, and who never intended to kill the child at all but was only pretending, due to a request from the Luteces.

Helluva retcon.

~ J.L. Hilton

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Here’s a fun link: Dunkey sums up the BioShock Infinite experience

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Try-It Tuesday: MAD MAX

I downloaded MAD MAX, a 2015 video game based on the movie franchise, free this month with my Playstation+ membership. Developed by Avalanche Studios and published by Warner Bros. Interactive Entertainment, it’s also available for PC and Xbox One. Feral Interactive published OS X and Linux versions.

MAD MAX is a post-apocalyptic open-world action game where Max seeks revenge on a gang of raiders, led by Scabrous Scrotus. With the help of his own sort of wasteland Igor, Chumbucket, he seeks to build the ultimate car, the Magnum Opus.

There’s both car combat and hand-to-hand fighting, mostly punching and dodging, with limited gunplay. No stealth that I could see. Very little looting and enemies don’t drop much. Lots of car customization, which for me is an interesting variation on the idea of a “build” in open-world RPGs. Is there a car equivalent of tank, healer, mage, rogue, archer, sniper, etc?

I really enjoyed MAD MAX, but most especially the writing. Chumbucket’s automotive-based religion and a raider warlord named Scabrous Scrotus? Pure poetry. I even enjoyed reading the bits of lore and backstory in the character menu. Props to the writer(s) and to narrative director Odd Ahlgren.

Rated “M” for “Mature,” due to blood and gore, intense violence, strong language, and drug use.

~ J.L. Hilton

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Try-It Tuesday: BURLY MEN AT SEA

Alright, I’ll be brutally honest, the title is what got my attention. BURLY MEN AT SEA. Actually, I got as far as “Burly Men” and I was in.

BURLY MEN AT SEA is not what this dirty old lady had hoped, but that’s okay. It’s a sweet little pick-a-path point-and-click adventure game, released in 2016 by husband-and-wife team Brain&Brain, available for PC/Mac, mobile, PS4/Vita, and Switch, rated “E-10+” for “Everyone 10 and up.”

Click here to buy for PS4

A band of bearded brothers embark upon journeys that include whales, nymphs, mermaids, seals, giant jellyfish and meeting Death himself. BURLY MEN AT SEA is a storybook come to life, with bright, simple graphics and human-generated sound effects, as if the tale were being told by a loving parent to a child.

One of TIME’s top 10 games of the year, this charming adventure reminded me a bit of Flower and Journey. And if anyone is wondering, my favorite is Brave Beard, the burly one with red hair.

~ J.L. Hilton

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Try-It Tuesday: DARK ARCANA the Carnival

Another Artifex Mundi treat! In this 2012 point-and-click puzzle game, DARK ARCANA: THE CARNIVAL, a detective searches for a missing woman in a colorful amusement park and its creepy magical mirror realm.

I tried the free demo on Playstation 4. The full game is available for PS4, Xbox One, smartphone and PC. Rated “T” for “Teen” due to violence and blood.

If you like fortune tellers, monkeys, carousels, and hidden object games, as I do, join me in October when I play through the whole game! It will be perfect for Halloween.

UPDATE OCT 15, 2018: I played through the entire story, starting over from the beginning.

UPDATE NOV 1, 2018: On Halloween, I played the “Last Chapter” bonus level, an epilogue about knife thrower Jim Gibbons.

~ J.L. Hilton

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Try-It Tuesday: ROCK OF AGES II

When I found the free PS4 demo for ROCK OF AGES II: BIGGER & BOULDER, I couldn’t wait to try this silly game that’s part Monty Python and part mini-golf.

ROCK OF AGES II is a “giant rocks rolling through historical/artistic ages” tower defense racing video game developed by ACE Team, an indie studio based in Santiago, Chile, who also created another clever comedy game I tried back in October, The Deadly Tower of Monsters.

Click here for the free PS4 demo

The sequel to Rock of Ages (2011), ROCK OF AGES II was released in August 2017 for PC, PlayStation 4 and Xbox One. Game content is rated E10+ for everyone ten and up. There is single-player or two-player local co-op. For PlayStation, the online multiplayer requires a PS+ membership.

ROCK OF AGES II is currently $14.99 on PSN and Steam. Learn more at RockofAges2.com.

~ J.L. Hilton

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Try-It Tuesday: BLOODBORNE

BLOODBORNE is a 2015 third-person action RPG developed by FromSoftware and published by Sony Computer Entertainment as a PlayStation 4 exclusive. It’s free this month for PS+ members.

The delightfully decrepit and gothic town of Yharnam is overrun with a plague of monsters and madness. You are a Hunter, armed with pistol, blunderbuss, axe, threaded cane or saw-cleaver. It is possible to customize the character’s gender, body type, hair, eyes, features, skin color and more, but I couldn’t seem to get mine to look like anything other than the lovechild of Jessica Jones and Stephen Colbert.

There are single-player and multiplayer versions of BLOODBORNE, and procedurally-generated dungeons filled with traps, beasts, and rewards, to explore and conquer alone or with others.

BLOODBORNE was awarded the 2015 Game of the Year by several video game review sites, named 2015 PlayStation 4 Game of the Year from IGN, and nominated for eight Golden Joystick Awards, of which it won Best Original Game and also PlayStation Game of the Year. In 2017, Game Informer ranked it #11 on their Top 100 RPGs of all-time list.

Rated “M” for “mature,” due to violence, blood and gore.

~ J.L. Hilton

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Try-It Tuesday: CAT QUEST

CAT QUEST is a 2017 single-player, open-world, action RPG, developed by The Gentlebros and published by PQube, available for PC, PS4, iOS, Switch and Android.

I played the free PS4 demo this week and enjoyed it so much, I bought the full game for $12.99. I plan to livestream the entire game after I finish BioShock: The Collection, and dedicate my playthrough to Cat Angels Pet Adoptions.

CAT QUEST is inspired by Skyrim and Legend of Zelda, full of puns, and rated “E 10+” for everyone age 10 and up. My 13-year-old daughter, who loves cats, and is already up to level 30.

~ J.L. Hilton

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Try-It Tuesday: ABYSS the Wraiths of Eden

I wanted to try ABYSS: THE WRAITHS OF EDEN this week because it sounded similar to BioShock. From developer Artifex Mundi’s website:

The utopian city of Eden, located at the bottom of the sea, was once a haven of peace, harmony and beauty. Constructed in secret by a group of enlightened people who treasured noble ideals, knowledge and new discoveries, it blossomed into a harmonious, peaceful society. However, their insatiable curiosity led to Eden’s downfall…

Both creepy underwater cities of Eden and BioShock‘s Rapture have an Art Deco style, but BioShock is a first-person shooter rated “M” for mature, and ABYSS: THE WRAITHS OF EDEN is a casual point-and-click, hidden-object and puzzle adventure rated “T” for teens.

~ J.L. Hilton

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BIOSHOCK INFINITE: First Impressions

I started playing BioShock Infinite this week. I just reached Battleship Bay, which is the fifth of sixteen levels. Overall, I’m enjoying it. Amazing visuals, great music, intriguing airship city. I loved entering Columbia and exploring the fair. I spent two hours just ooh-ing and aww-ing.

But I do have some questions, observations, and criticisms. Some will, no doubt, be addressed with further gameplay. We’ll see!

Watch BioShock: The Collection on my YouTube channel

I thought the carnival booths were a clever way to offer a tutorial that didn’t seem like a tutorial. But, when shit got real and I actually had to fight, I felt woefully overwhelmed and ill-prepared, fumbling and frustrated. Instructions flashed briefly on the screen and I didn’t have time to read them because I was busy trying not to die.

Unlike previous BioShock games, there’s no map, no way to carry health kits or salts (the equivalent of EVE hypos), and no weapon wheel. I can only carry two weapons at a time. A vigor called “possession” replaces hacking, while doubling as a way to turn enemies against each other, but it’s unpredictable. Some turrets I possess remain friendly to me forever, others switch back to unfriendly within seconds. So, no, not really like the hacking mechanic in previous games.

Why are there “vigors” at all? In BioShock, plasmids were invented by scientists who moved to Rapture to be free and unfettered in their wild pursuit of technology, thanks to the libertarian ethos of the city’s founder, Andrew Ryan. In BioShock Infinite, having weird powers doesn’t seem to fit the right-wing religious ethos of Columbia. One of the citizens on the beach of Battleship Bay mentioned Darwin and was warned to keep his voice down. Yet, the community embraces science when it comes to mechanical horses and vigors?

Is this — and the half-naked succubus-shaped bottle of Devil’s Kiss — meant to demonstrate the hypocrisy of this society or is it just sloppy storytelling?

I’m not sure how I feel about the voiced protagonist, which is new for the BioShock franchise. There’s something about being inside someone’s head, especially when they have an interesting personality and their observations are integral to the plot. For example, I loved Daud in Knife of Dunwall and Billie Lurk in Death of the Outsider. I also liked Garrett in Thief. But, so far, I don’t feel like Booker’s “holy shits” and game prompts (“I should use that skyline to reach monument island”) are terribly interesting, insightful or necessary.

I’m super frustrated with the stealth mechanic, or lack thereof. My attempts to sneak were dismal failures. Crouching seems to be designed for ducking behind cover when bullets are flying, not for sneaking up on enemies. There no indicator to tell you if you are hidden or not, other than the game constantly flashing a reminder to “press O to stand up,” as if to reiterate, “This is not a stealth game, you idiot.”

The game automatically saves but not very frequently. It may be possible to reload “chapters” and play a level again, but if I have to quit in the middle of a level and the game hasn’t saved in awhile, I’m required to replay a chunk of the game over again next time. I’d appreciate being treated like a Big Girl and allowed to choose my own saves, please.

Utterly ridiculous is the tendency for enemies to shout out that they’re reloading during a gunfight. As if to say, “Please run up and shoot me in the face right now!”

SPOILERS SPOILERS SPOILERS PAST THIS POINT

I’ve got a LOT of issues with the rescue of Elizabeth from Monument Island, aka Indiana Jones saves Disney princess from the KKK.

1) I shot a shit-ton of cops and Comstock set fire to his own zeppelin to stop me, then suddenly told his army to “stand down.” Why? I met no resistance at all, entering and moving through the tower. It made no sense.

2) How does Elizabeth know which way to go during the escape? She’s surprised to discover that she’s being watched, so she’s never been through the tunnels before, yet she’s saying “this way” like she knows what’s what?

3) How is it helpful to have a ginormous mechanical bird who loses its shit and rips the place apart when it’s supposed to be protecting her? Did the bird wreck the Columbia statue, the bridge and other parts of the town, too? Why?

4) Why didn’t my bullets harm the bird’s glass eye, but being underwater made it crack? Why didn’t Booker break his neck when he hit the water?

5) I spent hours trying to locate Elizabeth, only to have her disappear and be told to find her AGAIN. Really? Yeah, yeah, I get it, she’s innocent and free-spirited, caged bird and all that. Whatever. I really don’t like plots that revolve around dumb young women. I swear, if she says the phrase, “I can take care of myself,” at any point, I’m going to leave a flaming bag of poo on Ken Levine’s doorstep.

6) Elizabeth’s dress and hairstyle reminded me of Belle, and the resemblance is reinforced by finding her in a library, which was an important location in Disney’s Beauty and the Beast. Even the way she dances and sings is reminiscent of a Disney princess. Is that intentional or unintentional? Homage or satire?

7) I find the tired old “damsel in distress” trope irritating rather than endearing. In BioShock 2, the story revolved around rescuing Eleanor (who like Elizabeth was also called a “lamb” and an unwilling object of a religious cult — why did they recycle this same plot?). But BioShock 2 did a great job of subverting the trope. Eleanor rescues her rescuer and kicks ass. Plus, Subject Sigma’s survival was tied to hers because of their pair bond, and emotionally because he was her “daddy.” Booker has no tie to Elizabeth. She’s a job, nothing more. At least, far as I can tell — if he knew more about her, wouldn’t he say so, since, y’know, he’s a voiced protagonist?

Based on the brilliance of BioShock, BioShock 2, and Minerva’s Den, I’m eager to play BioShock Infinite. But I have a bad feeling I’ll end up with a verdict similar to Thief — really wanting to like it but not being able to look past its glaring problems. I hope I’m wrong.

~ J.L. Hilton

NEXT: BioShock Infinite: Final Thoughts

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