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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We knew we’d become proper pop stars when we got a car like George Michael’s

“That was George Michael!” we both shouted. “And he was driving the car we want!”

One of the clichés about celebrity life is that all celebrities know each other. Back in the Eighties, when we were moderately famous, Ben and I did often bump into other famous people, and because of mutual recognition, there was a sort of acquaintance, if not friendship.

There was a random element to it, as well. Some celebrities you might never catch a glimpse of, while others seemed to pop up with an unexpected regularity.

In 1987, the car we drove was a 1970s Austin Princess, all leather seats and walnut dashboard. In many ways, it symbolised what people thought of as the basic qualities of our band: unassuming, a little bit quirky, a little bit vintage. We’d had it for a year or so, but Ben was running out of patience. It had a habit of letting us down at inconvenient moments – for instance, at the top of the long, steep climbs that you encounter when driving through Italy, which we had just recklessly done for a holiday. The car was such a novelty out there that it attracted crowds whenever we parked. They would gather round, nodding appreciatively, stroking the bonnet and murmuring, “Bella macchina . . .”

Having recently banked a couple of royalty cheques, Ben was thinking of a complete change of style – a rock’n’roll, grand-gesture kind of car.

“I wanna get an old Mercedes 300 SL,” he said to me.

“What’s one of those?”

“I’ll let you know next time we pass one,” he said.

We were driving through London in the Princess, and as we swung round into Sloane Square, Ben called out, “There’s one, look, coming up on the inside now!” I looked round at this vision of gleaming steel and chrome, gliding along effortlessly beside us, and at the same moment the driver glanced over towards our funny little car. We made eye contact, then the Merc roared away. It was George Michael.

“That was George Michael!” we both shouted. “And he was driving the car we want!”

We’d always had a soft spot for George, even though we seemed to inhabit opposite ends of the pop spectrum. He’d once been on a TV review show and said nice things about our first album, and I knew he had liked my solo single “Plain Sailing”. We’d done a miners’ benefit gig where Wham! had appeared, slightly out of place in their vests, tans and blond bouffants. There had been a bit of sneering because they’d mimed. But I remember thinking, “Good on you for even being here.” Their presence showed that being politically active, or even just caring, wasn’t the sole preserve of righteous indie groups.

A couple of weeks later, we were driving along again in the Princess, when who should pull up beside us in traffic? George again. He wound down his window, and so did we. He was charming and called across to say that, yes, he had recognised us the other day in Sloane Square. He went on to complain that BBC Radio 1 wouldn’t play his new single “because it was too crude”. “What’s it called?” asked Ben. “ ‘I Want Your Sex’!” he shouted, and roared away again, leaving us laughing.

We’d made up our minds by now, and so we went down to the showroom, flashed the cash, bought the pop-star car and spent the next few weeks driving our parents up and down the motorway with the roof off. It was amazing: even I had to admit that it was a thrill to be speeding along in such a machine.

A little time passed. We were happy with our glamorous new purchase, when one day we were driving down the M1 and, yes, you’ve guessed it, in the rear-view mirror Ben saw the familiar shape coming up behind. “Bloody hell, it’s George Michael again. I think he must be stalking us.”

George pulled out into the lane alongside and slowed down as he drew level with us. We wound down the windows. He gave the car a long look, up and down, smiled that smile and said, “That’s a bit more like it.” Then he sped away from us for the last time.

Cheers, George. You were friendly, and generous, and kind, and you were good at being a pop star.

Tracey Thorn is a musician and writer, best known as one half of Everything but the Girl. She writes the fortnightly “Off the Record” column for the New Statesman. Her latest book is Naked at the Albert Hall.

This article first appeared in the 12 January 2017 issue of the New Statesman, Putin's revenge