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Falling or flying? |
I set this March aside for replaying the entire Bioshock series, anticipating the
release of the final DLC which would signal the end of not only my favourite
game franchise but also Irrational Games, their creators. As I say goodbye to
the story of two cities filled with horror, corruption and infinitesimal yet
irrepressible hope, I realise how it, more than any other media I’ve experienced,
contains and defines the human experience. In exploring what I found in these
games, I hope only to share these practical lessons with you.
Above all else, the Bioshock
series is a master class in world building. The ceremonial unveiling of the
underwater city of Rapture in the first game, with its neon billboard studded high
rise towers glowing eerily both from within and from the spotlights dancing
over the external structures remains the most overwhelming sensation I’ve
experienced playing any game.
The grip on the player this revelation takes never ebbs due
to the city’s distinctive history. Andrew Ryan, the founder of Rapture, sought
to escape the post World War II nuclear arms race by building his underwater
utopia and inviting the finest artists, scientists and doctors to live under
the rule of ‘enlightened self-interest’ whereby they are free to live any way
they choose without any kind of governmental restriction. The scientific miracle
discovery of the ADAM stem cell that grants Rapture’s residents the ability to
teleport, move objects with their mind and fire lightning from their hands made
the city the progressive ideal Ryan wished for. The side effects of the drug driving all who
use it homicidally insane brings a new arms race to Rapture, with all of the
cities progress ceasing while each resident hordes more and more ADAM to
increase their power and destroy their competition in a brutal class based
civil war.
As your imagination is flooded by Rapture, your moral
character is also tested. So as not to
be wasteful, orphan girls implanted with the sea slug which secretes the stem
cell patrol Rapture syringing ADAM from the corpses of citizens who didn’t last
under the cities Social Darwinist demands. Forced to horde ADAM to survive your
imprisonment in the city, you are given the choice to give these children back
their wills for only a small ADAM return, or to ‘harvest’ all the reserves these
‘Little Sisters’ carry, killing them in the process. The cut scene that is cued by choosing the
latter is so traumatic that a player feels like they’ve lost a piece of their
souls within this broken, isolated city.
While it could be broadly identified as a ‘dystopia’, the
detailed atmosphere of Rapture built by audio diaries recording people’s
experiences of the city, the uniquely off-putting ADAM advertisements and
propaganda announcements over tannoy systems make it a dystopia like no other.
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Evolve today! |
Developing beyond the unique creation of Rapture, Bioshock Infinite, the third game in the
series, offers the flying city of Columbia; a utopia with a dystopia hiding
inside of it. Through the eyes of
desperately indebted private detective Booker DeWitt, the player explores the
floating paradise held aloft by atoms suspended in space/time which was founded
by Father Zachary Hale Comstock in order to spread America’s message of freedom
and peace amongst men throughout the world. Being a symbol of American
civilization in 1912 unfortunately means that Columbia is also founded on
vicious white supremacy, with the city elite building golden statues of John
Wilks Booth and mythologizing his brave, necessary assassination of Lincoln who
was misguided enough to abolish slavery.
Pulled apart by this outlandish ideological contradiction,
tears in the fabric of reality appear all over the city that can be opened by
Elizabeth, the young woman imprisoned in an angel statue that Booker is charged
with rescuing.
Escaping the city involves traversing these tears, allowing you to see the city from both the perspective of the oppressed class of black and Irish workers known as the Vox Populi and the tyrannically bigoted ruling Founders. The corruptions and hypocrisies of Columbia in true Bioshock tradition come to indict the player themselves, as Booker’s uncovering of the city’s secrets only bring out his own brutality and destructiveness.
As much as these cities are characters in themselves, it is
the unforgettable people that make these places their home that secures Bioshock’s prestige. Along with the cruelly indifferent Andrew
Ryan, who taxes the oxygen produced by the trees in his underwater park, Rapture
swarms with enemies who could easily support their own horror movies. Among the
most distinct are Doctor Steinman, the plastic surgeon turned vivisectionist
who seeks the perfect human face with the supernatural powers of ADAM at his
fingertips and Sander Cohen, the frustrated performance artist who takes to encasing
his protégés in clay to express his muse.
It’s insubstantial to talk about these characters as end of
level bosses, since the fights against them involve little differentiation from
coming up against normal ‘splicers’, the aforementioned psychotic ADAM addicts
that make up Rapture’s population. The terror
felt when facing enemies in Bioshock
is always subordinate to tragedy; you aren’t fighting criminals, aliens or
zombies, just people who have ended up destroying themselves in the pursuit of
absolute freedom.
While Bioshock Infinite exhibits the same level of
detail in exploring the impotent, self-congratulatory despot Father Comstock,
the affable slave tycoon Fink and the righteous but sinister Vox Populi leader
Daisy Fitzroy, it asserts itself as my favourite game of the series (and of all
time) for introducing me to Elizabeth. Both inquisitive and soulful while plagued
with uncertainty, she repeatedly questions the barbarism Booker commits while
trying to escape Columbia, at one point knocking him unconscious with a wrench
once she realises his selfish motivations for freeing her.
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'Are you real?' |
The exemplary human tragedy of the Bioshock series flows from Elizabeth, having the freedom to change
reality around her but being forced to ascent to Booker’s violent and myopic
view of the world to prevent her being dragged back to her tower by Songbird,
the giant mechanical bird that was her jailer.
Stripped of her innocence and her optimism, Elizabeth
nonetheless asserts herself as dominant once she gains full control over her
powers after destroying the tower that was her prison. Accessing every
viewpoint in the multiverse, she discovers that Booker and Comstock are the
same person, with the only difference between them being which of them believes
they deserve salvation of the atrocities they committed in the Boxer Rebellion
and Battle of Wounded Knee. Drowning
Booker in a baptismal lake, Elizabeth, the damsel in distress freed from the
bonds of this overused trope by Bioshock
Infinite’s metaphysical subject matter, saves the game’s hero and kills its
villain at the same time.
The stunning twists in the Bioshock series come as a direct result of the intimate worlds they create. In the first game, you are lead to comprehend Rapture and its history by your guide Atlas, a socialist organiser who takes on the role of your shoulder angel to Ryan’s shoulder devil, each hacking into your remote radio at different intervals. Taking on the task of avenging Atlas’ murdered family by killing Ryan, the kind of brute logic the action genre take as read, proves to be a part of Atlas long con to control Rapture himself.
The stunning twists in the Bioshock series come as a direct result of the intimate worlds they create. In the first game, you are lead to comprehend Rapture and its history by your guide Atlas, a socialist organiser who takes on the role of your shoulder angel to Ryan’s shoulder devil, each hacking into your remote radio at different intervals. Taking on the task of avenging Atlas’ murdered family by killing Ryan, the kind of brute logic the action genre take as read, proves to be a part of Atlas long con to control Rapture himself.
Rapture’s ability to reveal the hypocrisy and incapacity of
its citizens extends to the player, as killing Ryan has indicted them in the
corruption that defines the villains of the game. Defeating Atlas isn’t the end
of this moral scrutiny, as the player’s treatment of Little Sisters determines
whether you leave the city in peace or bring the Rapture nightmare to the world
above the waves when the splicers fall under your control.
The ending of Burial
At Sea, so richly complex it can be defined as the fourth and final instalment
of the Bioshock series culminates all
the particulars of its predecessors to deliver a mournful but inspiring end to
a series that characterises itself in those exact ways. Elizabeth, trapped in Rapture by a
recently deceased alternate version of herself, realises that, as a result of Bioshock Infinite’s twist ending, she has been brought into the cycle of
violence and revenge that defined Booker’s hypocrisy all along.
Unlike the murderously egotistical members of Rapture’s
undersea criminal underworld who only serve themselves, Elizabeth realises that
sacrificing herself to eventually free all the Little Sisters, a choice left to the player in the first Bioshock,
is the only way to produce anything good from the Rapture disaster. Freeing
Atlas from jail and putting his plan to take over Rapture into motion before
dying by his hand, Elizabeth’s corruption is washed away and the purity of her
sacrifice sings in time with the closing credit rendition of ‘La Vie en Rose’.
Elizabeth, in her final moments, mirrors Irrational’s position, leaving us with
a pristine, intimate, closed story and bowing out before greed can consume them
as well.
Even with Bioshock
finishing and Irrational Games closing, for me the series will never truly end.
Whenever I realise my own hypocrisies and inadequacies, I will plunge from the
clouds of Colombia back into Rapture, to have my self-satisfaction washed away.
No longer blinded by self-interest, I will escape the Rapture state of mind by
treating others the way I did the Little Sisters; benevolently allowing them
opportunities I could have just as easily taken away. This pattern being an
inescapable cycle of human nature, the Bioshock
story, for those who played it, will never truly end.
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Header pic http://mainlybioshock.tumblr.com/page/97?route=%2Fpage%2F%3Apage
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