The end of the epic: why the success of Bioshock Infinite is bad for gaming

Phil Hartup hated the critically acclaimed blockbuster. And he thinks you should too.

 

There was a time when games tried harder than this. They’ve never spent more money in production, they’ve never had better hardware, but they tried harder. New game types, new control systems, new themes, new mechanics. They had to wow the audience, impress them and offer them something new. Those days are gone. Now games merely presume to have our attention and because of the hype, because of the money and because sometimes they just look so amazing, that attention is often given freely.

Bioshock: Infinite is just such a game. It deserves a place in history as being the world’s most successfully polished turd.

The acclaim piled on it is easy to understand. Groupthink amongst the gaming press has a habit of running riot and almost from day one of its announcement it was clear to see that Bioshock: Infinite was the anointed one. It contained very serious issues like racism and inequality, it had religious baddies in it, who weren’t Muslim for a change, it had a prominent female character who wasn’t simply there to be drooled over and of course it all looked so pretty in the videos. People were ready for a game that wasn’t as ideologically bankrupt as the Call of Duty series, but was still, for all intents and purposes, that sort of game. Bingo.

Complaints with Bioshock: Infinite are limited to two key areas.

First, and most obviously, it’s a first person shooter and it’s a conspicuously bad one. Everything takes place in a series of arena battles, with the plot occurring in the times between them. This is a really bad sign. It tells us that the story is written and the game, that bit that you’re paying for, the bit that really anything calling itself a game ought to be focused on, that’s just filler. That’s the stuff you do to pad the running time out. That the actual game part of the game has been relegated to the fringes of the experience is evidenced by just how below-par the combat actually is. The mechanics, the arbitrary limitations, the repetition of it all . . . on a mechanical level this is the sort of thing that was done better in Half Life back in 1998.

Secondly in terms of story and themes, what are we really learning here? That racism is bad? That religious fanaticism is bad? A huge amount has been talked about the Bioshock: Infinite story but the elephant in the room is that if the story is written before you even install the game then it is a bad story. This brings us back to the idea of the game as a game.

What makes games special is that you are not supposed to know the outcome. Take a football match for example. If you’re playing football and you don’t know how the match will turn out, but you know you can affect it, that’s fun. That’s really the joy of playing a game. But suppose you put your boots on, you step out onto the pitch, and the referee hands you a script. You play your part in the game, you have to kick the ball when it comes to you, you have to tackle players as they come to you, just like it says in the script, and if you do that right, you win. If you do it wrong the ref blows his whistle and you do it again until it is right and then you win.

This is what a game as scripted as Bioshock: Infinite comes down to; an interactive movie where the totality of the player capacity for interaction is our old friend, violence. Now I am actually rather partial to videogame violence. It can be good clean fun. But when it is forced upon me for reasons that essentially amount to time sinking I find it a little objectionable. There’s no engaging with the people in the game world, and there is little interaction with objects other than to instantly munch them down to heal gunshot wounds.

Now it could be argued that Bioshock: Infinite is being playful and ironic, that it is a self-aware look at games and violence and other things, playing against expectations and messing with ideas of parenthood and conscience and so on, and I’m sure that’s ever so clever. But here’s the thing with that. If you want to be a clever game, first you have to be a good game. You can tell that Bioshock: Infinite isn’t that because people are talking about themes and story, they are not asking about how to play it better. Besides, is a "good guy who is a killer with a mysterious past" such a revolutionary idea? Is rescuing some mysterious yet important girl from a prison really a new idea? Is a one-dimensional dickhead as a principle antagonist really as sophisticated as all that? For a game lauded for its story it is hard to pick anything in this game that wasn’t already clichéd years ago.

But here’s the thing. All this said, Bioshock: Infinite has been wildly applauded by critics. This blood-spattered series of fetch quests, arena fights and pseudo intellectualism is being talked about as one of the best games in recent years. Mathematics departments around the world have been struggling for weeks to find a new whole number above ten but less than eleven just to use for reviewing this game. The team at the Oxford English Dictionary are in the process of removing the existing definition of the word airship from the dictionary to be replaced by the term ‘wonderful floating thing found in Bioshock: Infinite’. This game is, as far as most of the gaming press and public are concerned, the greatest thing ever.

That should worry fans of video games because when something as completely wrongheaded and primitive as Bioshock: Infinite is lauded as a masterpiece, the fallout can only be toxic.

What video games need now are new ideas, not the same old thing with a different set of backgrounds and a new story. This is what video games promised when they first appeared, when people were not just inventing games but inventing genres of game. Somewhere along the way this seems to have stopped happening, to the extent that the best game so far of 2013 is a game that, graphical fidelity notwithstanding, could have been made ten years ago.

Board games are in many ways showing the direction that video games ought to be taking. Games such as Risk: Legacy offer changes to old formulae and new formats and game tropes appear all the time. Meanwhile, what mainstream video games are delivering is akin to the dizzying array of different Monopoly sets you can get. Maybe it’s set in space, or in Legoland, or Russia, or wherever, but it’s still ultimately the same game.

While the 10/10 scores and the plaudits are piling up around titles that offer nothing more than a new story played out in the same old style, the games industry will see no reason to change.

For people who thought that Bioshock: Infinite was new and exciting, congratulations. That’s what’s on the menu, at least from the big developers, for the foreseeable future. For those of us who had our fill of this slop back when it still tasted sort of new and the crunchy bits still had some crunch to them, it’s going to be a long few years.

Oops, too late.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

Photo: Nadav Kander
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Sarah Hall's dark short stories are fragments of lives wrenched out of alignment

The displacements in Madame Zero are literal, figurative and occasionally fantastical.

There’s no story called “Madame Zero” in Sarah Hall’s new collection: the title floats enigmatically above this dark and memorable set of stories. A passing mention of “Cotard. Capgras. Madame Zero” gives a clue, but the reader has to scurry for it.

In the 1920s a patient presented herself to the French psychiatrist Joseph Capgras with what the latter identified as an unusual form of the Cotard delusion, a mental illness characterised by a radical sense of disconnection from the self. Some Cotard sufferers think parts of their body have vanished; some think they’re dead and rotting. Capgras’s patient felt that she wasn’t there at all, and gave the name Madame Zero to the non-being who had replaced her.

With this, a lot becomes clear about Hall’s second collection of short fiction. So many of these stories are about characters who have vanished, become strange to themselves or stepped out of the centres of their own lives.

The displacements are literal, figurative and, occasionally, fantastical. In the opening story, “Mrs Fox”, for which Hall won the BBC National Short Story Prize in 2013, a woman who “dreams subterranean dreams, of forests, dark corridors and burrows, roots and earth” is out for a walk with her husband one morning when she transforms into a vixen. “She turns and smiles,” Hall writes, in language whose imagery edges close to horror. “Something is wrong with her face. The bones have been re-carved. Her lips are thin and the nose is a dark blade. Teeth small and yellow. The lashes of her hazel eyes have thickened…”

The story quietly updates David Garnett’s strange little novel Lady Into Fox from 1922, but its fascination with the wild – in humans, in nature, in the borders between the two – continues a theme that runs in Hall’s work from her debut novel Haweswater (2002) to her most recent, The Wolf Border (2015).

It finds an echo in “Evie”, the collection’s final piece, in which a married woman becomes wild in a different way, exhibiting cravings, confusion and promiscuity that first baffles then arouses her husband. Her radical changes, however (“She’d walked carelessly across the tripwires of their relationship, as though through a field of mines, as if immune”), turn out to have a dreadful neurological cause.

Other stories experiment with register, style and genre. Written in downbeat medicalese, “Case Study 2” takes the form of a psychiatrist’s report on a patient: a wild boy found on the moors who turns out to have been brought up by a secretive communal cult. As the therapist begins to “re-parent” her new charge, getting him to say “I” instead of “we” and teaching him about property and possessions, Hall drip-feeds hints about the community he has left, whose slogan “All of one mind and all free” soon acquires a threatening resonance.

The points in this story about connection and selfhood give it an aspect of fable, but at root it’s a weird tale; take away the leached and wistful tone and the doctorly equivocations and we might be in The Twilight Zone. Hall has written counterfactuals and science fiction before: her novel The Carhullan Army imagined life among a group of armed feminist rebels in dystopian Britain, while The Wolf Border, written before the referendum but set in a newly independent Scotland, looks more alternative-historical by the day. 

Similar impulses power several of the stories here. “Theatre 6” portrays a Britain living under “God’s Jurisdiction”, in which the Department for the Protection of Unborn Children insists all pregnancies be carried to term. Other imaginary societies are evoked in “Later, His Ghost”, a haunting piece of cli-fi about a Britain devastated by high winds (originally published in this magazine); and in “One in Four”, a four-page chiller set in the middle of a flu pandemic. Hall is no world-building nerd, however. Her focus is always on the strangely displaced characters (harried anaesthetist, obsessed survivor, suicidal biochemist) at the stories’ heart.

A microclimate of unease also hangs over the stories in which nothing weird is visibly going on. In “Luxury Hour”, a new mother returning from the lido meets the man with whom she once had a secret affair; going home, she imagines her child “lying motionless in the bath while the minder sat on a stool, wings unfurled, monstrous”. “Goodnight Nobody” evokes the crowded inner world of Jem, an Eighties child with a ThunderCats obsession (but her mum works in a mortuary, and the neighbour’s dog has just eaten a baby…). And “Wilderness”, my favourite from this collection, conjures stark prickling fear from its description of a woman with vertigo crossing a creaking viaduct in South Africa: “The viaduct was floating free, and sailing on the wind. It was moving into the valley, into the river’s mouth. It was going to hit the hillside, and heave and tip and buckle.”

These aren’t particularly comforting stories; they’re fragments of lives wrenched out of alignment, told by or featuring characters who are frequently incomprehensible to themselves. But their poise, power and assurance are very striking indeed. 

Madame Zero
Sarah Hall
Faber & Faber, 179pp, £12.99

This article first appeared in the 20 July 2017 issue of the New Statesman, The new world disorder