tag:blogger.com,1999:blog-2507149663579765689.post2347338018210822375..comments2023-07-15T07:29:16.070-07:00Comments on The Ambivalist: BioShock Infinite - A Bloody ShameAnonymoushttp://www.blogger.com/profile/05909105073056239686noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2507149663579765689.post-12080785200130450022013-04-08T21:09:30.140-07:002013-04-08T21:09:30.140-07:00Well, you're not wrong by any stretch of the i...Well, you're not wrong by any stretch of the imagination. But what we have here is two different discussions: one is pointing why the game's violence is inept from both a gameplay and narrative (which I think is much more crucial here) standpoint, and one is pointing out *why* the inept violence exists.<br /><br />I, personally, believe there is no room for apologists in critical thinking, in thoughtful analysis, and in self-reflection for pop culture. This article isn't trying to articulate how fucked the video game industry is and why the creators of BioShock have purposely chosen to inhibit their game to appeal to a wider audience. This article has chosen to take a scarily accepted notion about the industry and prove through examples and analysis that it's resulted in an adulterated gaming experience.<br /><br />"Would I love to have a game where I was free to explore Columbia and solve puzzles? Hell yes. Is it feasible for full release? Not really."<br /><br />Why not? What leads you to make such a statement? If we choose not to accept it, then things can change. If we challenge these pressures and point out how it's resulted in an inferior product, cannot we begin to shift the opinion? Maybe you're right: there may be no hope for studios who believe sending in swarms of endless enemies is the only way to sell games. But you could translate the argument to any medium. Why can't a sci-fi film be both mass-appealing and thought-provoking? Studios will, of course, opt for the dumb shit. But cannot a balance be achieved? Looper challenged that idea last year. Blade Runner challenged that idea thirty years ago. 2001: A Space Odyssey upended an entire genre and movie industry with that idea.<br /><br />I will admit, as a noob to video games (I pretty much only play Zelda). But, in regards to your Walking Dead example, I think reality speaks for itself: the first-person version was berated, while its predecessor was lauded. People appreciate a quality game, and the discussion has nothing to do with how much money a game makes. That is, I'm sorry, a one-note discussion. Of course a bland version of BioShock/every summer blockbuster/the latest shitty rapper with a million dollar production budget will make more money. But...so what? The films, music, and even video games we love and remember have nothing to do with how much the experience waters down itself and appeals to a mass audience--so why are we so content with patting these studios on the back and offering up bland "reviews"? The issue is worth discussing beyond a financial standpoint, because your defense of BioShock: Infinite is the very definition of "selling out": sacrificing artistic integrity for profit. We don't excuse it for other forms of entertainment, so why OK to do so for video games?Travis Beanhttps://www.blogger.com/profile/09936856231902312995noreply@blogger.comtag:blogger.com,1999:blog-2507149663579765689.post-47515595768148043142013-04-05T16:14:30.646-07:002013-04-05T16:14:30.646-07:00Violence is necessary because in order to be the h...Violence is necessary because in order to be the hero, you must kill (subdue) the opponent. Justifying the killing can make it okay, so long as you're reasoning goes a bit farther than "Me good, them bad, they die". It's like the makers of video games think so little of their audience, they can get away with flimsy excuses. But if video game sales show anything, it's that they can and will. <br /><br />I don't typically play shooters (for a number of reasons, none of them have much to do with the violence), but nearly all games have some form of violence. Games that challenge your morals (thinking specifically of the Fable series here) change the way you play. I cannot play through Fable and be evil. I just can't do it. I have no desire to kill something that hasn't attacked me. I see no reason to shoot a guard just because he's in authority. But the point is, you have the choice. <br /><br />In shooters, I don't think you have that. It's kill this or it WILL kill you. Violence is practically mandatory. Where I think they could go a bit differently, while still achieving the same hero/villain aspect, is lessen the gore and/or make the few opponents harder to kill instead of just adding hordes weak opponents. Death isn't what makes people cringe, it's the decapitations with blood spraying thirty feet in all directions. It's the sound of a bone snapping. It's the the drawn-out suffering you have to watch (and if you claim this is for more realistic playing, please stop deluding yourself. It's still a game). Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2507149663579765689.post-30495067018161573782013-04-05T10:49:29.136-07:002013-04-05T10:49:29.136-07:00I honestly didn't think that combat was that b...I honestly didn't think that combat was that bad, though I was playing on Normal so enemies put up about as much of a fight as a wet piece of paper and battles therefore didn't last too long. To the games credit though, I've read that 1999 mode takes significantly more finesse and strategy.<br /><br />And yes, gear is randomly placed, and yes this is generally a dumb idea. I generally play sorcerer, so I wanted to make a vigor focuses character, but there was no sure fire way to get vigor focused gear.<br /><br />You've already read my thoughts about how ridiculous I think the violence is in this game and the dissonance that results from it (this is Justin, btw), but as I said before I understand why it's there.<br /><br />Sadly, in the end, the game is a product, and as a product it needs to have as wide of an appeal as possible. Full retail games in this genre need visceral action in order to appeal to the masses. Hell, Ken Levine himself admitted the cover was designed to appeal to Fratboys. They may not understand the ending, nor any of the themes that are present in the narrative, but at least they'll have fun eviscerating people. Yes, The Walking Dead is fantastic in it's storytelling, but it's a downloadable title, and an episodic one at that, so it could take more risks. Even The Walking Dead got an FPS spin off, and from what I can tell it's selling like hotcakes despite negative buzz. In fact, I overheard someone saying that it's not "boring like the other one." Is this trend a good thing, especially for people like us who play games primarily for narrative? No, but its a necessary evil. That's business.<br /><br />Would I love to have a game where I was free to explore Columbia and solve puzzles? Hell yes. Is it feasible for full release? Not really. There is potential hope, however, in DLC. If fan theories are correct and Constance is Songbird (never confirmed, so technically not spoilers) we may get the opportunity to experience Columbia as a citizen and, more than that, as a child who hopefully won't go around murdering everyone. Solving puzzles and finding clues to sneak into Elizabeth's tower, while slowly becoming disillusioned with Columbia would be fantastic. Here's hoping.<br /><br />Also, I found that most deaths in the last half of the game were meant more as development for Elizabeth or foreshadowing as opposed to having any meaningful emotional impact on the player regarding to that character's passing. If you're referring to the final death, I would argue that whether or not you feel pity for him or feel like he deserved it is kind of part of the point. In my eyes the person murdering him is making the greater sacrifice, as they know the ultimate outcome (this is hard without spoilers).<br /><br />Anyway, there's my 2 cents. As you already know, I agree with quite a few of your points, though I feel like I feel slightly more positive about the game than you do :-PShingouryuhttps://www.blogger.com/profile/12423761527545806032noreply@blogger.com