Tuesday, January 22, 2019

Bioshock Infinite without Gravity pt.03

First post || Previous Part

CW: talking about racism

So here we are, finally at Monument Island, our first major goal of the game. And I gotta say... It's all really confusing.

I know Monument Island is used for containing the girl we're trying to get, who if I haven't mentioned yet is named Elizabeth, but then why does it look like a public attraction? I guess it's because everything looks like a public attraction at an amusement park, but there was even a robot saying Monument Island is closed to the public in a way that sounds like it's temporary. So why gives?

Another compliment for does greenery really well. All the plant
life feels lush and makes the environment more welcoming
Now according to the wiki it used to be a popular tourist attraction until it a series of mysterious event deemed the place unsafe, and so it's been abandoned for years and the vegetation has overtaken the place, but everything inside looks fine, barely looks like there's even any dust, and the girl is trapped upstairs, so it's not like she's cleaning the place with her animal friends. So again, I ask, what gives?

I'm guessing the only person who comes here anymore is Songbird, which raises a bunch of other questions, but I really have nothing interesting or insightful to say about Monument Island, and that shouldn't be the case! Because when I say "I've got nothing to say," that includes the story bits.

Here we meet Elizabeth, the deuteragonist of the story, and by all accounts its soul. The story revolves around this person and you, the player, will spend more time with her than anybody else. The scene where you meet her should be magical! Ok, maybe not too magical, considering later spoilers, but still.

This scene is utterly forgettable. The only thing worth noting is that Song Bird attacks Elizabeth and Booker from outside the building while you make a daring escape. And, again, on the subject of horror villains, being attacked by a creature you can't see but can tear through metal is horrifying, but we don't really have a reason to care about Elizabeth's safety because we don't really know her. Hell, we've been playing this game for 2+ hours now and we don't know anything about Booker either! That, along with this being a scripted sequence, means this scene where a monster is tearing apart a tower and flies through the air to kill you there is no tension, what-so-ever.

Still, there is a funny part where an elevator falls on Songbird, knocking him out. Which allowed me to make this image;
Eventually, you wake up to Elizabeth having pulled you out of the water (more baptism symbolism, I'm guessing) but she quickly rushes off to find the source of some music. What's odd about it is within the span of 5 seconds Booker's like "yeah, go chase the music" to "dang, where did Elizabeth run off to?"

But this beach scene is the scene that everyone who's played this game remembers. No, not Elizabeth dancing on the dock, a captive all her life experiencing freedom for the first time among people. No, I mean Book looting the entire beach! I mean, you just fell out of the sky, so you're low on HP. You're pretty thoroughly incentivized to start looting the place for healing items. And you can take it ALL.

Hotdog next to a couple? It's yours now! Popcorn you found laying in the shadowy part of the beach and has been there for God knows how long? Why not! Shove that into your mouth! Pack of cigarettes? Sure! Eat the entire package in a single bite! Hell, I found some coins next to some kids, and I pick them up and shoved them into my pockets (the coins, I mean). Yes, nothing is too good or too immoral for Booker "Raccoon Hands" Dewitt to do


The rest of the beach scene is pretty stock, honestly. I mean, it is nice to be on a beach, a rather peaceful environment after that supposedly suspenseful scene, but the racist town folx are still talking in a very racist matter. And again, it's very much in a "well, that's how people used to talk" way, which is still a dumb defense for trite like this.

Eventually we do find Elizabeth dancing on a dock, and Booker lies to her, telling her he'll take her to Paris on an airship. I'll admit, seeing Elizabeth utterly joyful to being out of her cage certainly has its charm.

It doesn't take long for the Lutece Twins to arrive again, and they offer Elizabeth one of two brooches; one with a bird or one with a cage. It's one of those moments where you have to stop and think about the impact of your choices, and think about what kind of consequences will fall upon you because of your choices. Or, you know, it would if it changed literally any single thing other than the picture of the brooch Elizabeth wears and nothing else then why do you bother, you worthless piece of trash I HATE THIS BLOODY GAME AAAAAAAAAA!!

I choose the cage because that's
what this game feels like
It's worth pointing out as you explore the level, Elizabeth does, too. Not only will you she toss you spare coins and other items she finds laying about, but she'll also interact with the environment. She'll look at things, sit on benches and chairs, sometimes give commentary on things she finds, and even take food from the venders, taking after ol' Racoon Hands.

If I'm being honest, it's the first thing I've found of Liz that I find endearing, and it finally tells me something about her character, which is that she's curious.

Also, before I move onto a more serious topic, I'm kinda confused here; the next place we enter is an arcade, but all it has is chuckee cheese style robot of Washington, a few kinetoscopes, and over two dozen things that look like arcade machines, but are actually propaganda puppet shows that play automatically. Now look, I get it, as much as I make fun of R~E~A~L~I~S~M! I get the people are suckers for technology. People used to pay good money to see the kinetoscope "Fred Ott Sneeze" because it was NEW and ADVANCED! And while I get that, I still don't get why there isn't like Skee-Ball here or something. Heck, Skee-Ball was made in 1908, so it could work in the timeline.

It's an arcade, I feel like it should be more interesting for the player. But, whatever. That's small potatoes, really, especially since we've finally stumbled upon colored bathrooms.


So, yeah, there's a lot to digest here, both from what happens here and things that accorded to me when I got here. For starts, why isn't Elizabeth racist? I know that might seem like an odd question, but she's supposed to be Comstock's heir, why didn't he teach her to be super racist like he is? And make no mistake, Comstock IS super racist. You even find a voxaphone here where he compares black people to dogs, which again is really uncomfortable hearing from people who don't seem to get oppression at all.

Though to be fair, you do get the reason why he didn't teach her to be super racist; Elizabeth has never met Comstock. Oh, yes. Elizabeth, who is both Comstock's daughter and heir, has never met him before. Heck, she didn't even know he existed until she saw posters of him plastered in a shop in Battleship Bay. How Comstock expects Elizabeth to be his loyal servant having no emotion ties with her I'll never know, but that's a stupid we'll have to deal with another day. Let's go back to talking about oppression.

I'll be real with you here; the American education system sucks, and I didn't really learn about Irish oppresion in the states. But it's brought up here! A lot. So I'm going to have to talk about it, and taking my best guess I'm going to say it wasn't the same kind of oppression the black folx face.

Don't get me wrong, I read a little to give me an idea of what they went through, and it was utterly nightmarish and terrible and something no human being aught to face, but it also wasn't the same, just like the prejudice that white LGBT+ folx face is different, and I don't think this game gets that.
No, let's cut to the chase. The reason that Irish prejudice exists here is to very subtly show how WhItE PeOpLe aRe oPpReSsEd tOo!
And they go pretty hard on the Irish oppression, too.

For example, they need to use the "color" bathroom along with black folx, despite the fact that I couldn't find evidence of that actually happening when I went looking for it. Also, the sign on the door says "colored & Irish washroom," but what about Italians? Because guess what─there was also anti-italian sentiment when they immigrated from the US, too. And yet, there are no Italians to be seen anywhere.

I mean, it's almost as if this game, which is purportedly about racism, doesn't care about the nuences of oppression different groups of people faced. In fact, I dare say, it's almost as if the only reason the Irish are here is because they wanted to take one specific group and make a point with that because that's all they needed. Gee, I wonder why they chose the Irish for that? That was a joke, of course; I don't actually wonder─5t's because they're white.

Well, I guess that's not entirely true. It's also because anti-Irish sentiments aren't nearly as popular in the US as they were once (at least, I assume so. But then just a few years ago I thought nazis were exctint, so maybe anti-Irish folx still exist, too) But what's important is that it seems extinct. As in, a thing of the past. You know─the same way slavery is a thing of the past. Or colored bathrooms. Or RACISM, IF YOU CATCH MY DRIFT.

These things don't happen nowadays, so it's okay to use them! But the thing is, they still do happen. America's legal system has loopholes that effectively make slavery legal, just so long as they're prisoners. And who cares about those animals, am I right? (this is a call back to Comstock's voxaphone, if you didn't notice.)

Let us never forget this monstrousity
And for the game to make this juxtaposition it feels like the game is saying Lincoln and MLK ended racism forever? And if that's what it's actually trying to say, then "yikes" doesn't even begin to describe it.

 Also, it's worth noting that this game keeps bringing up the oppression of black folx, the Irish, and later Native Americans and Chinese folx, and yet it's only ever brought up Jewish people once, on a voxaphone, with a white man saying (racists crap ahead) "I'm half a jew when I smell silver," because this game needed to be even more uncomfortable then it already was, apparently! I reiterate─AAAAAAAAAA!!

So here's another part I like; when you walk up to the ticket booth for the airship, the guy at the counter is really suspicious. Now you can either choose to pull your gun on him or wait for him to finish being suspicious, but if you wait he'll stab your hand with a knife! Also, all the nearby citizens were actually working for Comstock, and you've fallen into their ambush! It's, for once, an actually exciting moment since you don't know what will happen next.

After the encounter you'll find that Elizabeth has run off, because for whatever reason she has a problem with you killing a whole bunch of people (I know. Weird, right?). You find her on a monorail where the two have a discussion which boils down to it was either that or Liz goes back in her cage. If you got the knife in your hand Booker says it's the last time Comstock will get the drop on him, and Liz patches up Booker's hand. If you pulled the gun he'll say sometimes you either pull your gun first, or not at all. Then Liz takes care of some unseen facial damage of Booker's. 

At this point we walk into another area, but I think the discussion for the place is best left to its own article. So that'll do it for now. Tune in next time, where we'll talk about propoganda, more about racism, and why I suspect people loved Bioshock Infinite's gunplay at the time despite it not being very good. Thanks so much for reading, and until next time, take care 💜

Part 1 || Part 2 || Part 3

Friday, January 11, 2019

Twilight Princess without Gravity pt03

First post || Previous Part

Finally, we got a sword, we got a shield, we got our human body bad, best of all, we got new duds, and best of all we're finally off to finally get into the first dungeon finally! Gah! It's felt like it's take weeks, but we're almost there, baby! Yeah!

But first, let's talk about the reason I'm doing this again. Thing is I'm going to talk a lot about negative aspects of this game, but that's not because I want to rage about a game I don't like. On the contrary, it's because I love this game, and I want to help make better games like this in the future.

Thing is it took me a while to write this third part, and I wasn't exactly sure why. But after thinking about it for a while, I realized it was because of the way I normally write these things.

Generally I have my sibling playthrough it first while I take notes, either privately or on twitter, then I play through it myself, pause when I reach a part I need to write about, then resume and repeat until the article is finished.

But I realized I didn't want to do that this time, or rather the last part. I didn't just want to play, stop and write─I just wanted to play a game that I loved. And you know what? I finished most of the article in a single day.

And that's why I wanted to say this right at the front of this article; I love Twilight Princess. As I said last time while Nintendo games are very formulaic, it's how much can you overlook the formula to appreciate the uniqueness which determines how much you'll love a Nintendo game.

And that's what's really frustrating about Twilight Princess; I don't think there's another Nintendo game that is so unique but also so formulaic. And I don't think there's any better examples of that then what we'll be talking about today; the dungeons.

But that will be in a little bit. There are some things to discuss first. To start with, let's talk about likable characters, and we'll be using Coro for our demonstration. Say hello, everyone!

Now we've already met Coro, if you'll recall. When Malo ran off into the woods alone, it was this guy who gave us a free lantern to help us find him. So right off the top we show how to make a player like a character; they're a benefit to the player. You're trying to find Malo and he helps you out.

It's also cool that he's honest and up front with you that the reason he's doing it is a business tactic; he sells lantern oil, so now that you have a lantern, you two can do business with each other.

Now that we're human again we need to talk to him again to unlock the path to the temple. He's nice and friendly as before, warns you of the danger but then says you look like you can handle it and give you the key. But before you leave he tells you he can sell you a new bottle for 100 rupps.

Coro is a memorable character not only because he has a kind personality, but because the things he gives to the player are things the player wants; a lantern and an empty bottle. In any other game he'd just be the guard NPC that you have to talk to in order to pass through. But because of the way he acts and helps the player, he becomes, well, memorable. He feels a lot more real, even if we don't see him that often, and that's really cool.

Remember when I said I'd lose my mind if there was another
side-quest before the dungeon? This is really pushin' it.

The part with the monkey and the lantern, however, I'm not so fond of.

I mean, it's annoying, but it's not terrible. The monkey takes your lantern to move through this fog and you have to sllooowwwlly follow her. It's a pain, but at least the monkey is trying to help which fits in with the theme of the game (which we'll get into further in a few) and it's nice that while she's terrified of monsters, she'll keep trying to swing the lantern around to keep the mist away instead of immediately cowering. So at least I'll give her a gold star for "doing her best."

Oh, but now... Now we're getting to the good part.

Just before entering the first temple, you'll come across a golden wolf who will pounce on you, which teleports you to a world of mist, apparently at the top of Hyrule Castle. When Link turns around, the wolf has transformed into an undead knight which quickly knocks Link on their butt. That's when the apparition tells Link "you think you're going to be a hero like that? No you ain't! I'm going to pass down my secret techniques to you!"

This is how you learn the first Hidden Skill, which honestly are a great gameplay mechanic. It's cool that Link is finally being taught new sword techniques aside from "swing sword wildly" (not that that isn't fun). I also like them because not only is the game set up so that the hidden skills are useful, but they also serve as a way to connect Link to previous heroes through the techniques.

For example, this first skill, the Ending Blow, is not only a way to kill enemies with lots of HP that are momentarily stunned, but it's also a call back to Zelda 2's stab down.

Hidden Skills are probably the most unique mechanic that Twilight Princess brings to the table, and it helps to make Link actually feel like they're growing as a swordsman and hero. And the best part is only one or two Hidden Skills suck, so you'll mostly be glad when you learn a new one and actually interoperate it into how you fight.

The only thing that really holds the Hidden Skills back is, well, the combat. Combat in Twilight Princess is kinda... Well, not good. Or at least, it's a big step down from Ocarina of Time. And I know how that sounds given how hyped up Ocarina is and if you're younger than me you'll look at Ocarina and probably see this...
... And wonder how I can honestly say it's better than Twilight Princess. I mean, Twilight Princess was made for the Gamecube and Wii. How can an N64 game compete with that? Well, it's all in the game design, and what Ocarina of Time did best is something no other Zelda game has really ever tried to do since; multiple solutions to any given puzzle.

Skulltulas are a good example of this. In Ocarina of Time Skulltulas are basically a wall enemy─they only hurt you if you get close and if you wait a second it will spin around so you can hit its weakspot. In and of itself that's not very interesting, but what made it interesting was that you had a whole inventory full of tools that had different effects on them.

For example if you hit its weak belly with your sword or slingshot, it would take 2 hits, but Deku Sticks deal double damage, so using that could let you get through it quicker. Also when you're an adult you get the bow, and it allows you to pierce the skull of the tula so you don't have to wait.

And you have several more items to try, remember. So what happens when you use bombs? the hookshot? your hammer? Din's Fire? You have a ton of options, and most enemies react differently to different items.

Another example is the Stalfos. They're set up to be a one-on-one sword fight, with Navi even saying if you target one the other won't attack, but no one said you ever had to play fair! Use deku nuts to stun them! Throw bombs when they drop their guard! You can use more than just your sword to topple these foes! And what about the Iron Knuckle near the end of the game? Too scary to get so close to hit them? Well, then just keep chucking bombs and bombchus at them until they fall over! MWAHAHAHAHAHA! >:D

Sometimes you can even circumvent a boss if you use an item you're not supposed to. Like, I didn't know until more than a decade after I beat Ocarina that you can use the Ice Arrows to beat Bongo Bongo much quicker! That level of detail to me is nuts! And I love it!

Maybe that sounds like a lot of cheap ways to get through enemies, but this is the point I'm trying to make; Ocarina of Time encouraged experimentation. It rewarded curiosity, and the childlike musing like "what if I place a bomb next to a Gossip Stone?" The fact that multiple items could work on foes and that sometimes certain items on certain enemies would get unique reactions encouraged the player to use multiple strategies to get past obstacles.

But Twilight Princess doesn't encourage this. Generally, there are only 2 solutions to any problem; your sword, and an item/skill that makes your sword attacks more effective.

Cycling back around to Skulltulas, these guys are a perfect example of how deteriorated the combat is compared to Ocarina. Now credit where it's due─Skulltulas, like almost every other enemy, are incredibly well designed and even your first encounter with one here, where it drops from the ceiling to walk down to kill you, is incredibly well scripted. It's also just cool that Skulltulas went from this kinda whatever blocking enemy to an elite foe. It's pretty dang cool, but the problem is fighting them isn't terribly fun.

The reason why is because you have to wait for the spider to attack you before it becomes vulnerable, which is just a pain in the booty. But hang on, I'm hearing Goofus again! "But didn't you have to wait to attack a bunch of enemies in Ocarina, too?" Yeah, but here's the thing; the waiting time for Ocarina's enemies was actually a skill barrier. If you knew what you were doing you could take down enemies quickly. If you didn't then you'd have to do the whole song and dance and wait for them to expose their weak point. It encouraged you to fight enemies more efficiently so you didn't have to wait for its arbitrary weak point to be exposed.

Here? You basically just have to wait. Worse, it being exposed and it blocking your sword swings look nearly identical. So yeah, it's pretty bad. Or, wait, you could also jump attack it to make it vulnerable? Yeah! In this play session I found out jump attacks will expose the Skulltula's weakness. Huh. That's actually neat. So maybe there will be some experimentation down the line. I guess we'll have to see.

Alright, so shifting gears, let's talk about the Forest Temple itself, and I can't think of a better place to begin then with the monkeys. The monkeys are, in a word, rad. They are a brilliant idea because not only do they help you, the player, but they also tie into the theme of Twilight Princess being the story of everyone in Hyrule.

One unique feature of Twilight Princess is many of the dungeons have NPCs in them that help Link out (more or less) and here in the Forest Temple it's the monkeys. The monkey that took your lantern needs your help to free her friends, and as you do more areas of the temple open up to you because more monkeys can help you now.

You can't get through the dungeon without the help of the monkeys, and the monkeys can't free themselves. It's a great two-way relationship where you feel like you're helping someone else and not just having to do all the chores to save the world yourself. And this reaches its peak when you get to the boss of the dungeon and get help from the boss monkey. It's epic AF, which as we've established is what Nintendo was going for, so I commend them on that.

And what really takes this idea from "pretty neat" to "rad AF" is that the monkeys don't talk, so your entire relationship with them is purely through gameplay. It's like Nintendo thought "how can players interact with these characters with more than just dialogue?" That is amazing.

But remember, this is Twilight Princess we're talking about here, so for every moment of light, there is darkness to accompany it. You better get those shot glasses ready, cause it's time to talk about poor design! Woot!

First of all, that great idea of NPCs helping you in the dungeon and following you through it? This is the best it gets. Yeah, from here on there are some fun NPC, but none of them really help you the way the monkeys do (with one major exception, but that's a long ways from now, so we'll have to get back to it).

And in any other game it'd be annoying for Nintendo to drop the ball like this, but in Twilight Princess it's a borderline disaster. Because they have this brilliant,amazing idea which could be used to explore the theme of the game through gameplay alone and give us some of the most memorable dungeons in any Zelda game, and they completely jettison it right after the first dungeon. WHY?

To illustrate how often monkeys screw you in Nintendo games,
I'm just going to throw in random Nintendo monkeys for the rest
of the article.
Not to mention it's monkeys we're talking about here. Do you know how many times a monkey tired to steal your hat, or sent you on an insanely long fetch quest, or tried to destroy the entire effin' galaxy?! So we're not exactly in a place to trust these monkeys from the get-go, ya know?

Also the monkey's designs... Aren't great, honestly. They're fine. But they're not really endearing. They certainly aren't as cute as the ones from Majora's Mask. And the dungeon itself isn't all the memorable outside of them. Is anyone going to think back to TP & say "the Forest Temple was my favorite part"?

Well, then again the monkey's have a boss, like I said, so maybe he's got a great design you'll remember forever! So let's see what he looks like, shall we?

... video games were a mistake.
In all honesty, the dungeon itself doesn't have a lot of memorable puzzles, which is to be expected for the first dungeon, I suppose. There are some interesting bits where you have to active torches with your lantern, but when you get the gale boomerang you have to blow them out to get secrets you couldn't get before, so that's really neat.

But honestly, even though the dungeon doesn't have a lot going for it in the way of gameplay, this is probably my favorite Forest Temple in any Zelda game, and not just because of the monkeys; it's because the art team clearly put a lot of heart and soul into this dungeon. Despite being the first one and a forest dungeon on top of that, there's a lot of intricate design and a ton of variety all over the place.

Some rooms are bright, while others are dark. There are rooms that seem dried out, while others have huge bodies of water in them, making them feel like a lake or marsh. There are rooms of all different sorts of shapes and elevations. Some are round and others are sprawling rooms. Some rooms with wooden scaffolding while others have stone structures, there's a room full of spiders, one that's outside and used as a juncture of between other rooms and has these neat platforms that change their angle depending on the wind. There's a ton of details all over the place, and that makes this forest temple feel more unique and alive than any other

This monkey wants to destroy the universe.
Also, I could make a point about the fairy living in Link's boomerang tying into the overall story
theme too... But the boomerang being sentient is really, really weird and it never comes up again in the entire game, so we're going to move right along and pretend it doesn't exist, like the game itself does. Poor fairy.

Also a pretty cool new feature of this game is if you open a treasure chest that has 20 or more rupees in it, the game will put the money back if your wallet if full. That's pretty neat. But what's also neat is I just got a blue rupee, which is worth 5 rupees! I'm so glad the game told me that! 😆

Another interesting thing that Twilight Princess tries to do is make itself a bit harder by diminishing the healing effects of bottled items. So far I've found milk, which in previous games heal 5 hearts twice, but here only heals 3 hearts twice. Red potions, which used to heal all hearts but now only heal 8. And fairies, which used to bring you back to full life if you died, but now only heal 8 (but still revive you).

Honestly, I think it's a nice gesture, but it doesn't mean much since I barely ever go for potions still. I'm not sure why that is, but I'll try to figure it out.

Trading game with monkeys in Earthbound
Finally I save all 8 monkeys, which allows me entrance to the boss's lair. Again, the room is unique compared to all the others, as this one has sickly purple water, implying toxicity. It feels your inside a poisonous swamp inside the heart of a giant tree. So it's kinda of like a combination of the great Deku Tree and Wood Fall Temple. And that's really cool and interesting! So don't take a shot for once!

Aesthetically, all the bosses in this game are really amazing. For example,this one appears to be two giant deku babas, so it's cool that they have their own boss enemy. They come out of the water and you use your boomerang to bomb them to death. Pretty simple, but when you beat them the room starts to quake, the bomb bugs hide in their homes, and out from the water appears a giant, dragon-like plant monster! Now the real fight begins!
After a few attacks the monkey boss comes in and helps you by bringing some bomb bugs with him. Again, use the boomerang to get the bomb bugs into the mouths, stab Diababa's eye weakness thing, and boom! Congratulations! You beat your first level in Twilight Princes!

I'm also starting to realize the dialogue in this game is really good. Everyone says just what they need to so you know things but also they don't wear out their welcome. In this scene all Midna tells you that the what she's looking for is the same things the light spirits told you to get; relics of darkness called Fused Shadows. She gloats about how easy it was to get and says if you really want to know what they are, you should get the other two.

There's also an interesting juxtaposition going on with everyone in the world being super helpful to Link... Except his companion, Midna, who is just the most annoying, unhelpful little jerk. And that's part of what makes her so awesome.


And with that we wrap up this post. Thanks so much for reading! Join us next time when we return to Wolf Link, talk about a few more of their unique mechanics, as well as some good character bit and more bug hunting. Until then, take care 💜

Never forget... Never forgive...

Part 01 || Part 02 || Part 03

Wednesday, January 2, 2019

Bioshock Infinite without Gravity pt.02

Part 1

Hey, welcome back to my journey where I try to be positive about one of my least favorite games, before I devolve into shouting into the digital void about how terrible it is. Sounds like fun?

General content warning, though, we will be talking about some rather heavy subjects later on, including some talk about the KKK at the midpoint to the end. So if that makes you uncomfortable, maybe skip this one since we'll be talking about Legend of Zelda later in the week, which have no KKK in them whatsoever!

I mean, unless we're talking about the second Zelda game, which, um... Yeah, let's just move on for now, shall we?
Let's talk a bit more about the city itself. In relation to the story, it really only has two jobs; looking like a place a bunch or privileged white folx live, and being really, really intimidating. And credit where it's due, it nails both.
Columbia being a sky city already gives it a lot of points in both these regards, but also the way houses are decorated and laid out give a very regal air to it all. Take the Blue Ribbon Bar, for example. If I walked into a place like this in real life, my first thought would be "crap, I'm too poor to breathe this air." Everything screams "utter decadence" at you, and along with the religious imagery bloody everywhere, it really sells what kind of a posh, exclusionary, violent place Columbia is.

Plus Columbia uses a particular type of building that sells both intimidation and affluence rather well, that being towers.

From housing to places of business, a vast majority of the buildings in Columbia are built to be long and vertical. Being constantly surrounded by things much bigger than you brings in that special intimidation factor, since you're always so small. Everything feels giant to you, so it gives you a dreadful feeling like a rat caught in a maze. And even the houses that look plain will still make you say "wow, what a gross display of extravagant wealth."

If there's one thing that Bioshock Infinite excels at, it's setting a mood. I just that mood didn't come across as incredibly racist.

Before you're able to leave the bar, the woman Lutece gives you a yellow potion, which gives you your only passive vigor; a magnetic shield that protects Booker from bullets, but will break if it takes too much damage. But don't worry! If you manage to stay out of fire for a few seconds, it will recharge on its own!

... Okay, yeah. I'm thinking it, you're thinking it, we're all thinking it. But be patient. I'm going to make a point of this in about 12 paragraphs.

It's also here, at this point where I'm rifling through pretty much everything in the bar, from cabinets, to boxes to cash registers to trash, that I realize how much of a bloody thief Booker is. He rifles through everything, and I do mean everything, desks, wardrobes, crates, trash cans, you name it, just so he scrounge up a few pennys and a snicker's bar before looting the next house

A lot of people don't like the scavenging mechanics in this game. They say it feels outta place to be . But the only time I really have fun is when Booker "Racoon Hands" DeWitt looks inside a desk drawer, finds an orange, and scarfs it down without a second thought.

Hell, this is a city where people are rich enough to just casually throw away machine gun ammo, so screw decor. 

So after getting the magnetic shield, a woman's voice on the loud speaker shouts out about the false shepherd is here. This lady is... problematic, but it isn't until later I can do a full fledged rant on this, so we'll save it for later.

And on that same note this is the first time we see women in combat, too. Again, this is problematic and I'll save it for later, but for now just think of the implications of this being a 1912 American city that has segregation, but everyone's cool with feminism

So far combat is fine. It's a little chaotic, but otherwise does its job well enough. It isn't until after we meet the leading lady of this game it takes a full on nosedive in quality, but for now it's quick and frantic enough to keep you engaged, especially if you were playing this when it was first released.

Thing is that back in the mid 2000's an certain mechanic crept up onto the shooter scene, and it became massively popular and oversaturated the market. And that mechanic was the cover system, or cover-based shooting, where your character could duck behind walls to protect you from enemy bullets and pop out to fire back, though you'd be vulnerable while doing so.

This was a way around hit-scan weapons, which are basically weapons that you point, aim and your enemy immediately gets hit. It's how the guns in almost every modern shooter works, which does make them R~E~A~L~I~S~T~I~C it does present a problem to the player, namely "why do I keep dying?"

Getting hit was a way for a player to know that they messed up, but by getting rid of dodgable projectile weapons like in the original Doom and moving to the R~E~A~L~I~S~T~I~C hit scan weapons, it means you're always going to get hit by something, so letting the player fix their mistake is no longer about knowing how to dodge, but knowing how to get to cover and figure out where the threat is coming from. Thus, the cover-based shooter!

And look, there's nothing wrong with cover systems in and of themselves. Like anything has its pros and cons, but the thing was back between the mid 2000's and 2010's, cover-based shooting was EVERYWHERE. It hella over saturated the market for about a solid decade, even up to when Bioshock Infinite came out in 2013

Alpha Protocol, 2010
For a brief summery, there was Gears of War in 2006, which probably had a big hand in its popularity, Tom Clancy's Ghost Reacon and Uncharted from 2007, Army of Two and GTA4 from 2008, Vanquish, MGS Peacewalker and Red Dead Redemption from 2010, Deus Ex Human Revolution from 2011, Spec Ops: The Line from 2012 and rounding it all up was the Mass Effect trilogy, which ran from 2007 to 2012

Now not all of these games were games you'd think of and say "oh, it's a cover based shooter" (GTA, for example) but these games all had them, and there were so many games that had them that being able to play a game where you felt free and could maneuver around without hugging a wall must have felt like a breath of fresh air.

Shame then, that it's all undermined by the careless mishandling of the halo shields. Oh, hello there, people who couldn't read through a dozen paragraphs to see what I'd say about Bioshock's use of halo shields! I'm glad you could rejoin us!

So, yeah, this is clearly the Halo shields from, well, Halo. But honestly, I'm not going to give it any guff for taking it, for a couple of reasons. For starters the Original Halo came out in 2001, so a ton of games had already ripped off the idea, and much worse. Hell, at least in Bioshock Infinite you're given a reason as to why you regenerate, unlike in Call of Duty games where you regenerate because "shut up, it's just a game."

Another reason is that it's a smart system that Bioshock almost nails, but ultimately fails. Dang. See, the idea of the Halo Shields is another way to make the player not feel cheated by hit scan weapons; if you start getting hit, you first take damage from a small pool of life that regenerates when you're not getting hit, but if it breaks you start to take damage to your real life bar which doesn't regenerate. It's a good lifeline for players when faced with hit scan weapons.

So what's the problem with it? Well, it's that systems don't exist in a vacuum, and when you combine two systems that work great alone, they won't always work great together (looking at you, FFTA2). With that said, let's talk about Bioshock Infinite's upgrade system.

So instead of leveling up through battle or some such time waster, you instead get stronger by finding this color changing bottle, and by drinking it you can choose one of your 3 stats to upgrade; health, salts (magic) or shields. This may have seemed reasonable to the team making this, but that actually really sucks. Because in order to make the upgrades for the shield to feel meaningful, you have to start with a shiled that's so pitiful it might as well be tissue paper

This is such a bad, bad design choice. It's actively hampering a player's lifeline to make it seem like the upgrading options are good. It'd be like if Who Wants To Be a Millionaire just made every question have 8 possible choices so that their new 75/75 life-line would look amazing in comparison!
Yes, those are all Icelandic cities near Eyjafjallajokull
Also I'm starting to notice some weird habits about the citizens of Columbia. Aside from the fact that 99.9% of them all wear hats, it seems like no matter who I kill, whether it be a fully armed police officer or a citizen with a gun, all of them seem to carry some sort of food in their pockets?

What is the deal with that?! So far I've found on the bodies of people trying to kill me a pear, two hot dogs, soda, some cotton candy and a cup of hot coffee. I mean, why?! What is the point of all this food! Are the people of Columbia such bourgeois fat cats that they just throw surprise dinner parties at random and it's considered a social faux-pas to not bring something? So every single bloody person in Columbia is always like "I better keep a pineapple in my pants at all times, just in case!"

Ok, well the real point is that you don't have a quick heal button in this game, but I'll have to go into why in another article.

Another thing that really bugs me is after 90% of the combat encounters I've found a puddle of oil on the ground and I'm like "oh, I was supposed to shoot my fire ball here to cause extra damage. Shame I didn't see this barely visible puddle of goo on the ground while more then a dozen people were zerg rushing me!

Like I said I haven't played a lot of the original Bioshock, but from what I did play, they used water there way better than oil here. Because it's not generally just a puddle of water but a small pool. It's easily visible to the player, and what's more since Rapture is a ruined city underwater, it makes sense that there are a ton of leaks causing these huge pools of water.

But why does Columbia have all these puddles of oil in random spots? There isn't even a barrel on its side to show where it is. Is it that some policemen do have vigors, but all it does is create a single puddle of oil and they're just like "yes, now the false shepherd will slip in this tiny spot on the ground and break his collar bone. Columbia is finally safe!"

If so, then I guess every single cop is on the same power level as Moist from Dr Horrible's Sing-a-Long Blog

Now here's the thing about doing a study like this; I'm doing my best to analyze just about everything I can from these games so I can give a full summery on how well every gear turns. I only cut out what I absolutely have to, so I may bring up parts of the game that are super minor and you may not remember

This is one of those parts; it's the home of the Trust. Worthy. Whites.

Ugh.

So first off, the scene is kinda terribly paced. When I first walk in I just assume it's another house and being my usual life as Raccoon-hands DeWitt, but then you start to hear talking. Well, hopefully it wasn't important, because when the dialogue starts I'm too far away to hear it and even if I could I'm too busy being a racoon to care about what they're saying.

However after reseting to the last check point a few times, they're basically arguing about some black folk they're healing in secret, and whether or not violence is inevitable. Given this game's later depiction of violence and its philosophical viewpoints on it, we'll have to keep coming back to these guys through the study. So don't worry if you forgot them─by the end of this you'll wish you still had.

So, you may be wondering why I'm upset by these characters. After all, at first glance they seem reasonable enough; they're taking care of black folx and hiding them from the racist majority of Columbia. Is that so bad? Well, that depends on context. And what is the context here? We just saw a crowd willing to stone a couple to death for being interracial, but now we see other white folx protecting black people?

Why is it here? Well, it's to show that not all of Columbia is racist! There are even some good people here! Or if you haven't put it together the painfully obvious point at this point, the game is saying this: Not! All! Whites!

*muffled screaming noises*

And to hammer that point home, when you approach the couple immediately the cops are at the door and they tell you to use the back way while they stall them. Wow! Who good are these guys! They're like super good! Not like all those other racists we saw back at the fair!

And after you beat the cops they disappear from the game. Where did they go? I dunno. You never see their corpses and they don't show up again as far as I know. So, I guess the trust worth whites either ran away or were arrested off screen. I dunno which, but I suppose we can add martyrdom to their list of virtues.

Honestly, I find this whole part creepy. Not just in what the game is saying by putting these characters here, but also just the characters themselves. And Goofus, I know what you're thinking; creepy? Why do you find them creepy? They haven't done anything to warrant that response."

Well, I mean, I guess you're right, except for the 6-foot tall portrait of a heavenly Abraham Lincoln signing the emancipation proclamation that's hung in their study!
Part of me is surprised no one talks about this creepiness. Heck, I couldn't even find a real picture of it on Google and had to take this crappy screenshot from a livestream. But on the other hand it not ever focused on. It's just there. In their study. With curtains and everything. I suppose those are there to drape over the picture when they have company. Might be a bit awkward to explain to your super racist house guests why you have a 6-foot portrait of Abraham Lincoln freeing the slaves in a heavenly glow.

Oh, but I tell a lie; they don't have a 6-foot portrait of Abraham Lincoln freeing the slaves in a heavenly glow. THEY HAVE TWO. The other one is in the room that they're treating the black folx! And I mean, my god, do I even have to explain how GROSS that is? It's like saying "Hey, don't forget who freed you while we're treating the wounds you got from our racist neighbors. Want some pie?"

AAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHH!!!!

It's also worth noting that in the house before this one I ran across a dude who also said he's a trust worthy white, but did it... better, I guess. He just said "don't worry, I'm a progressive" which still came about with all the subtly of a falling steamroller, but at least he didn't have a statue of Lincoln on the cross in his living room!

And again, I need to stress this, we'll be coming back to this scene. Cause really it's good to establish that there are good people and it's not terrible? Well, other than the portrait of Lincoln bit, but because of how the game treats other people trying to do good... Yeah, we'll be checking back with this couple a lot.

After that you can find an audio log by a guy name Preston E Down, and honestly, I really liked this guy's story my first time through this game. It's well acted, the character, while utterly racist, is likeable to me in the way he tries telling jokes but he can tell they're all terrible, and his story is a redemption arc which I'm a sucker for.

But here's the thing about redemption arcs that most people don't seem to get; to be redeemed, you have to have something to be redeemed from, and that's the problem with a lot of "I was racist but now I'm not" redemption "arcs." You have to make ABSOLUTELY SURE that the audience knows that RACISM IS TERRIBLE. Because if you make your redemption arc end with "I didn't know any better when I was racist," then congratulations─you just helped to normalize racism as an "oopsie" and rather than what it is; monstrous and inhuman.
 
Honestly, I want this to be good, but given this game's track record, I doubt it will be.

And oh, dear, we're finally here, aren't we? The building of the Brotherhood of the Raven. Honestly, in another game this would be my favorite part, because when I said this game is exceptionally good at setting a mood, I mean it.

You enter this area from gates that are so high you can't see what's over them, only to walk into a set from Silent Hill─the lights have darkened, crows take off as soon as you open the gate, there's a creepy fog rolling in, an incredibly racist statue out front that I'm not even going to touch! But it all works together to drive a sense of horror into you. This next part is the horror section of the game, like Bottom of the Well is for Ocarina of Time, or the Boo Mansion from Mario 64.

I loooove horror bits like this, and this should be my favorite part of the game. But not only do they misuse the horror here for more "not all whites" crap, they pull a 180 right at the end that creates some seriously terrible implications.

So let's take this step by step; as you enter the house you're probably going to do see two things at once, a bowl of fruit right in front of you, and a statue in the foyer. Let's discuss the statue first.

Walk up to the statue, and you'll see a plaque naming the figure; John Wilkes Booth, the man who assassinated Abraham Lincoln who, if you didn't know, is widely attributed as being the president who "ended" slavery.

This is incredibly jarring. So far nothing about this house was particularly out of the ordinary for Columbia (other than the horror movie environment). Despite the carnival scene we haven't seen any colored bathrooms or monuments to confederate generals (oh, but trust me, we will). And now you walk in here and BAM! This thing!

Now I could write an entire article with the problems of *points finger at statue* THIS, but I'm only going to make one point; despite all the racism we've seen, we haven't really seen anything that would imply that the normal Columbia citizen has any problem with Lincoln. Hell, we just got out of a home with 2 giant butt pictures of him, and now you throw *points finger at statue* THIS at us? What the heckers for checkers?!

Now back to the bowl of fruit. It's full of rotten food, with birds eating the contents of it. Actually, there were also birds on the JWB statue, too? I wonder why that was? Well, it's to show the house is in disrepair, but doesn't this seem like something that's more akin to Rapture than Columbia?

"Well, maybe this is them establishing it for the first time and you're jumping the gun on this criticism" I hear myself say but I'm going to project onto you, the reader. Well, I'm very glad you asked, Goofus!

Because yes, this juxaposion, if done well, could be used to create some mystery, some intrigue, but the problem is it's way too much of a tonal shift. Because of that it comes off as a lot more confusing than it does interesting. Especially when you learn that this isn't just some abandonded building─people are still in here, meeting for their KKK get togethers. Oh, how pleasant

And make no mistake, they are the KKK, but the game is so non-commital in its portrail of them it comes of as utterly pointless. I mean, think about it; why are they wearing that get up? Columbia is already racist AF! What exactly is the bridge-too-far that the citizenry what associate with these guys? Is the klansman look just out of style? Did they bring the wrong fruit to Susan's get-together last Saturday?

Picture found in the klan's mansion
Honestly it looks like a MTG card...
"tap to free the slaves"
Nothing here makes any sense! Not the squalled condition of the house, not the fact that the kultists are hiding away in it like weirdos, not anything! This whole part is completely pointless.

Well, kind of. See, in universe this part is completely alien to the rest of what we've seen of Columbia so far. But out of universe? This whole section makes a lot of sense, and it's really terrible. And it's mostly a way to bring up the KKK while also not bringing them up. Because this game is set in 1912 and is (tentatively) about racism at the time, and, spoiler alert, white people in the 1910's were really, really racist!

And that's what makes this game so terrible when you get right down to it, and one of the most important thing to know about the creators of Bioshock Infinite; they're cowards. Like the most cowardly cowards of the coward dynasty cowards And I'm not pointing fingers straight at Ken L. VGs are a collaborative efforts so there's plenty of cowardice about.

This is the main problem with this whole scene and most of the game; it does not want to grapple with the fact that the average white person in 1912 was super racist. Maybe they were nice to other white folx, but they were still super racist, and the game just doesn't want to touch that.

And for another uncomfortable fact, the klan was massively popular at the time. They weren't some fringe group of weirds who met in one of their mum's basement. Susan would have been exited to see them at her party.

And yet in this game everything about the Order of the Not-Klan is meant to "other" them, to disassociate them from "normal" whites. From their crappy house, to their weaker combat prowess (yeah, they suck in combat, too), to the bird poop everywhere, to the audio log you find before coming here where the person always called them "them" and mentions "their secret meetings," which clearly need a better name at this point.

Everything about them is meant to make them look like a joke, that no one seriously thinks like this and even if some fringe people do, they're not representative of white folx and that they're just a bunch of lone wolves, and that "we" are not responsible for "their" actions.

But I can hear you again, Goofus. "Isn't that a good thing?" you say, "To treat them with utter derision/mockery like the Superman radio show did in 1947 which caused a massive PR to the klan, to the point that no one ever took them as seriously again?"

And you're right, Goofus, but remember this scene comes right out nowhere, and after these scene is over we never see these guys again (with one exception I'll talk about when I hit the "boss" of this area.)

So that begs the question; why is this scene even here? Near the start of the game on the main path, no less. So there must be something in it that's relevant to the story overall, or there should be at least.

Well, I can only think of one reason, and it's to paint the KKK-expies as the "real" racists, and by extention to make the wealthy, slave owning and posh upper class of "normal" white folx who goes along with it as "misguided," the lesser of two evils. Which, if true, uh...


But hey, it could be a lot worse. At least they didn't portray them as intimidating or cool. Because if they did, that would be really, really awkward!

... Oh, by the by; do you remember that exception I spoke about?
After traveling around a bit more and finding the kult's creepy, underground basement/headquaters/dungeon, you'll run across this freaky lookin' guy who is akin to a boss battle!

... So let me get this straight, Bioshock Infinite; after you fight the weak grunts who are much weaker then the cops and aren't meant to be taken seriously, you force me to fight a super klansman? WHY

This is one of those things that is great in a vacuum, but is utter garbage because of the execution. See, when you approach the boss's room, you hear the voice of a prisoner. You open the door, but a chain only lets you peek through it, and what you see is a man, tied to a rack, being mauled to death by crows under the command of an unseen person.

When you break open the door the prisoner is dead, and the boss vanishes like a ghost into the arena, which is an eerie covered in fog. If this were a horror game, this would be a masterful intro to a boss battle.

BUT GUESS WHAT IT'S NOT SO THIS IS POOPY

I mean, yes, it was an incredibly effective villain moment. You got to see the boss's super power just before the fight with him, and the way it's shown to you is straight out of a horror movie, so it puts you on edge right form the start of the fight. But there's a huge problem here & guess what? It's racism

Let's start with the obvious; the subtitles helpfully point out that the prisoner is Chinese. So not only is this a casual display of violence meant for shock value, it's a RACIST casual display of violence! Yay, haven't had enough of that now, have we? But the bigger problem for me is that they use horror to frame this fight

Do you know why people love Darth Vader's scene in Rogue One, despite the rest of the movie being at best okay? Do you know what despite the Clone Wars cartoon being pretty dang good, what everyone remembers from it is General Grievous? It's because of the way the films framed their villains; they were treated like monsters out of a horror movie.

Think about all the great horror movie monsters; Jason, the Alien, Michael Myers, Satako, they all had a very sinister atmosphere around them, a certain sense of fear and pure malice for monsters filmed this way; like they're dripping with so much evil and power that you couldn't even hope to defeat them, let alone survive

And guess what? THEY GAVE THAT HONOR TO A FLULLING K/LANSMAN! WTFFFFF?!

And the exception I mention? It this boss. There's a ton of elite mooks that are just like this boss, so it makes them seem even more intimidating. How do you fail this badly?

even getting the crow vigor after the fight feels hallow, cause now I'm just wondering if I'm a very racist Megaman. Get Equipped with Incredibly Racist Implications.

One nice bit of game design is that if you can hear the music, there's always an orchestra string after you kill the last enemy. It's a good way to show you're out of danger.

Speaking of fights, I get into a lot more of them the closer I get to monument island. Most of it is just filler, but there are 2 moments that really stick out. The first is some banter with some cops, which I'll sadly have to bring up in another article (I know I've been doing that a lot today, but there's a particular spot where it's best to just dump all of this trash at) and then during the middle of another frantic battle a siren blairs and a voice on the PA tells all the combatants to stand down, because it seems Comstock wants to talk.


This whole scene feels rather, well, mediocre, and that sucks. I mean, this is your first direct dialogue with the big bad and it's very poorly done. On my first playthrough after this part I couldn't figure out what had just happened, which is pretty bad since he drops some plot critical details here, indicating a knowledge of Booker's past and that if he tries to take "the girl" away from him, there will be much, much more bloodshed.

So, why doesn't this scene work? Why am I not blown away and feeling threatened by the man who owns the city and everyone in it? Well, I guess the first place to look is your first confrontation with another big bad who owns their own city; Andrew Ryan.

This is clearly what the blimp talk with Comstock is trying to be, but it doesn't even pull of a fraction of the magic here. Like Comstock, Andrew Ryan has more than one introduction; one where you're told about him and the other when he actually speaks to you. As mentioned last time where Comstock is show through propoganda and "wow look how amazing this guy is," Ryan does it talks to the viewer himself. True, it's a recording, but you get much more of a sense of him knowing how great he is, and that he's not afraid to flaunt it.

This contrasts nicely with the first time he talks to you. The city is already in ruins and while you're trying to escape the psychotic former citizens, you find yourself trapped on an elevator when everything goes dark, except one screen lighting the room. You see a single, still picture of Ryan on the screen and he accuses you of being a thief trying to raid Rapture, and that he won't allow you to steal from his city, and leaves you to your fate at the hands of the splicers.

This scene is way more intense than Comstock's scene. Thing is we get a good idea of Ryan's personality from that intro movie, and he still retains that "I'm better than anyone else" ego in his conversation with you. Plus you get the feeling he's gone a little mad, perfectly reflecting Rapture's fallen status.

This is made more clear since he accuses you of being KGB or USA, both groups he perceives as his enemies given what we learned from the intro movie. He's clearly gotten a little paranoid, and it makes the whole scene more intense and intriguing.

But for Comstock? There's nothing interesting about him! His head is on a giant novelty blimp as he tells you how bad of a person you are and how you can never be forgiven and this all end in blood and OH SHUT UP! You suck, Comstock! Funko Pops are more intimating than you are! You aren't even a fraction as interesting as Andrew Ryan. Hell, Zant is a better villain, even knowing how his arc ends!

Though, credit where credit is due; when Booker tries to steal an airship, Comstock does say one hell of a line before destroying your ship and leaving you to die; "The lord forgives everything. But I'm just a prophet... So I don't have to." That is a seriously good villain line and if Comstock had more lines like that, I'd actually think he'd be a much better villain.

So Comstock has one of his followers burn the whole ship we're on, trying to take me with it, but I manage to escape and land on... Monument Island. Wow, thanks for getting us there a lot faster, Comstock. Truely, you are a villain without rival. Surpassed many times, but never rivaled.

So we've finally made it to Monument Island, but a lot happens here, so I'll save that for the next article. Thank you so much for reading! And until next time, take care 💜

Part 1 || Part 2 || Part 3