this post was submitted on 18 Jul 2024
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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.

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[–] MentalEdge@sopuli.xyz 6 points 4 months ago* (last edited 4 months ago) (1 children)

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@beehaw.org 3 points 4 months ago (1 children)

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@sopuli.xyz 2 points 4 months ago* (last edited 4 months ago)

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.