The moment you can't ignore in Bioshock Infinite

A videogame that dares to address the banality of racist violence.

Just a few minutes in to BioShock Infinite is a scene that pulled me up short. Your character, Booker DeWitt, has been transported to what looks like a vintage all-American paradise, a city floating in the sky. Strolling through a carnival, he is asked to take part in a “lottery” and handed a baseball. The stage curtains pull back and there stand a white man and a black woman, bound and tied to stakes. That baseball you’re holding? You’re supposed to stone them with it.

Rarely have I been so uncomfortable playing a video game, but the effect is deliberate: BioShock Infinite is determined to make its largely American audience engage with aspects of its history that it would probably rather forget.

Over the course of the game, the spotless, well-ordered city of Columbia is revealed to be part of an explicitly racist police state, one that an Occupy-like group called Vox Populi is threatening to disrupt.

All of this is calculated to get writers like me in a lather; although games have many wonderful qualities, serious engagement with politics is rarely one of them. (I have never seen the phrase “American exceptionalism” appear so often on game blogs before.) The stoning scene also poses an intriguing question – because, minutes after it, I was loosing off rounds into every guard I could see and even stoving in the head of one of them with a hand-held chainsaw.

How, I asked the game’s creative director, Ken Levine, on his recent press tour in London, do you make the player switch between feeling painful levels of empathy and feeling no empathy at all? “There are a lot of reasons why that stoning scene is so uncomfortable,” he said. “There’s the racial component; there’s the powerlessness . . . They are not a threat to you. They are humiliated.

“Have you ever seen photos of lynchings? They were basically parties. It was so shocking to me . . . Anybody with a working sense of ethics understands that hurting powerless creatures is cruelty.” The guards, meanwhile, are trying to kill you, so you feel no compunction in killing them first.

Levine is also concerned with how to create a connection between the player and the game’s characters. In too many titles, the people in them are simply plot dispensers or, worse, broad-brush versions of a stereotype.

At Bafta on Piccadilly the night before our interview, he explained how using a first-person camera angle encourages you to identify with the protagonist. At the same time, other characters must have rounded personalities, shown through the quality of their dialogue, voice acting and facial expressions. (The designers gave the companion Elizabeth oversized eyes so that she can communicate better.) If Levine succeeds, BioShock Infinite will achieve something momentous – making video games more human.

Author's update:

I wrote this piece for the magazine - hence the shortness - so expect more trilling on the subject from me in the future, as I've vowed to try to avoid reading anyone else's pieces on the game until I finish it. But I did want to mention one other moment near the start, because it chimed with something I heard Danny Boyle tell Chris Evans on his breakfast show on Friday: "70 per cent of a movie is sound". He went on to give a really interesting outline of how your eye travels ahead, always looking for the surprise; but your ear is much easier to shock with a sudden noise or burst of music.

Anyway, I then thought about all the bits of games that I never, ever think about when doing reviews: like the sound effects, which in Bioshock: Infinite are often similar to, although not identical to, those from the original game.

But I think this might also be the first game where the rumble pack is used artistically. I've seen it put to utilitarian purposes in things like Heavy Rain,  first-person shooters, or even titles like Johann Sebastian Joust, obviously.

At the start of the Bioshock Infinite, you blast off from a rocket-fuelled pod fired from a lighthouse and the rumble pack in your controller whirrs like crazy. Then - then - you break through the clouds, and the sunlight breaks across the floating of city of Columbia, and the choral music wafts across the breeze. And the rocket engines stop, and the rumble pack and the on-screen sound effects fall silent. 

It's very much like that moment during take-off on an aircraft when you go down the runway . . . . runrunrunrunrunLIFT. It gives you a real feeling of peace. 

And I bet no review you'll read mentions it. 

 

A still from the beginning of Bioshock: Infinite

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

This article first appeared in the 25 March 2013 issue of the New Statesman, After God

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Back to the future – mankind’s new ideas that aren’t new at all

Rethink: the Surprising History of New Ideas by Steven Poole reviewed.

When Steven Poole writes a book review, he likes to lie to himself. His only conscious decision is to jot down a few notes as the deadline approaches. There is no pressure to think deep thoughts, he tells himself, or to reach the required word count. Then invariably, in a few hours, he has written the entire review. This happens time and again. No matter how many times he convinces himself he is merely jotting and thinking, the result is a finished article.

Human beings are extraordinarily good at deceiving themselves and possibly never more so than when they think that they have had a new idea, as Poole makes clear in this fascinating compendium of new ideas that aren’t new at all. He digs deep into subjects as various as cosmology, economics, health care and bioethics to show that, as the writer of Ecclesiastes put it (long before Poole), “There is nothing new under the sun.” This is demonstrated in the re-emergence of ideas such as therapeutic psychedelic drugs, inherited traits that aren’t programmed into the genome, cognitive behavioural therapy, getting our protein from insects, and the multiverse.

Poole explores these propositions deftly enough, but they are not what interest him here. Rather, his subject is the way that we have seen them all before. He ties together what he concedes is a “highly selective snapshot of the looping evolution of ideas” with the observation that: “Any culture that thinks the past is irrelevant is one in which future invention threatens to stall.” Originality, he argues, is overrated.

The book might be something of a downer for those who like to gaze at “progress” with wide-eyed admiration. The starkest takeaway is that we are clearly hopeless at putting good ideas to work. In his discussion of artificial intelligence, for instance, Poole mentions the emerging idea of a universal basic income, which is likely to become a necessary innovation as robots take over many of the least demanding tasks of the human workforce. Yet he traces it back to 1796, when Thomas Paine first published his pamphlet Agrarian Justice.

Maybe this tells us something about the limits of the brain. It has always innovated, thought through its situations and created solutions. But those solutions can only be drawn from a limited pool of possibilities. Hence we get the same ideas occurring ­inside human skulls for millennia and they are not always presented any better for the passing of time. Richard Dawkins and his ilk provide a salient example, as Poole points out: “Virtually none of the debating points in the great new atheism struggles of the 21st century . . . would have been unfamiliar to medieval monks, who by and large conducted the argument on a more sophisticated and humane level.”

So, perhaps we should start to ask ourselves why so many proposed solutions remain unimplemented after what seem to be thousand-year development programmes. It is only through such reflection on our own thinking that we will overcome our barriers to progress.

Sometimes the barriers are mere prejudice or self-interest. After the Second World War, Grace Hopper, a computer scientist in the US navy, created a language that allowed a computer to be programmed in English, French or German. “Her managers were aghast,” Poole writes. It was “an American computer built in blue-belt Pennsylvania” – so it simply had to be programmed in English. “Hopper had to promise management that from then on the program would only accept English input.”

It is worth noting that Hopper was also a victim of postwar sexism. In 1960 she and several other women participated in a project to create COBOL, the computing language. Critics said there was no way that such a “female-dominated process” could end in anything worthwhile. Those critics were
wrong. By the turn of the century, 80 per cent of computer coding was written in COBOL. But this is another unlearned lesson. A survey in 2013 showed that women make up just 11 per cent of software developers. A swath of the population is missing from one of our most creative endeavours. And we are missing out on quality. Industry experiments show that women generally write better code. Unfortunately, the gatekeepers only accept it as better when they don’t know it was written by a woman.

Solving the technology industry’s gender problems will be a complex undertaking. Yet it is easy to resolve some long-standing difficulties. Take that old idea of providing a universal basic income. It appears to be a complex economic issue but experimental projects show that the answer can be as simple as giving money to the poor.

We know this because the non-profit organisation GiveDirectly has done it. It distributed a basic income to an entire community and the “innovation” has proved remarkably effective in providing the means for people to lift themselves out of poverty. Projects in Kenya, Brazil and Uganda have made the same discovery. As Poole notes, even the Economist, that “bastion of free-market economics”, was surprised and impressed. It said of the scheme: “Giving money directly to poor people works surprisingly well.” You can almost hear the exclamation “Who knew?” – and the slapping sound of history’s facepalm.

Michael Brooks’s books include “At the Edge of Uncertainty: 11 Discoveries Taking Science by Surprise” (Profile)

Michael Brooks holds a PhD in quantum physics. He writes a weekly science column for the New Statesman, and his most recent book is At the Edge of Uncertainty: 11 Discoveries Taking Science by Surprise.

This article first appeared in the 21 July 2016 issue of the New Statesman, The English Revolt