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

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Why Prince’s wife ate other people’s room service (and other Paisley Park tales)

She couldn’t afford to order her own on the $300 a week he was paying her.

 I’m on the phone to Prince’s first wife and I’m trying to picture the wrestling. He had a very strong upper body, Mayte Garcia says brightly – but she had very powerful legs.

“When he knocked me down, I would take my legs around his body and squeeze really hard. So he stopped tackling me down to the floor.” She doesn’t know why they wrestled – couples do weird things, don’t they? Like the hypnosis. In her new book, she says she loved the hypnosis because it was the only time he’d let her talk without interrupting her.

Garcia could not have imagined at 16 – shortly before her parents gave Prince legal guardianship over her, and three years before he put her on birth control – that they would scale such philosophical heights together: the Third Eye, the migration of souls. Seventeen years after their marriage ended, she still sometimes hears the click click click of his spurs down the hall.

What was in Prince’s bathroom? Oil of Olay, fancy soaps and distinctly feminine perfumes. His kitchen? Tostitos, teas by Celestial Seasonings, and honey that comes in those little plastic bears.

They met after her “Puerto Rican supermom” insisted that Garcia get a videotape of herself bellydancing to him backstage. Her note said, PS: I am 16 years old.

During their getting-to-know you sessions, he liked to get a bowl of popcorn and tip a whole bag of Goobers (chocolate peanuts) into it. Once Garcia had joined the New Power Generation as his dancer, her relationship with food became less enjoyable. She couldn’t go to the gym because she was indoors most of the day waiting for his phone calls (Prince’s girlfriends didn’t have his number) – so, in order to keep her dancer’s body, she would eat salad standing up, while he ate fettuccine Alfredo.

She took leftover bread and Thousand Island dressing from other people’s room service trolleys in hotel corridors, because she couldn’t afford to order her own on the $300 a week he was paying her.

Then one day, he saw her standing next to a bowl of whipped cream; so he docked her wages. “He could be mean,” she writes. “But it made him human, and he seemed to like and respect me more when I checked him on it.”

Prince rarely touched people (germs), so when you saw him shaking another girl’s hand you knew you were on the way out. He wrote “The Most Beautiful Girl in the World” for Garcia but she knows three other women who think it’s about them. She says she wants every girl to think it’s about them. She quotes Michelle Obama: “When they go low, I go high.” She calls him her dear friend.

The couple broke up a while after their child died. Prince didn’t allow an amniocentesis test and the baby was born severely disabled. Garcia says they decided together to let him die. He invited Oprah into their house and showed her the nursery, as though the baby was alive. Mayte was taken from the bed where she slept with his ashes, made up, put on camera and told not to mention the nasty business.

“Oprah was planned months ahead of time,” she tells me now, breezily. “He had this album coming out. He was like, ‘It’s Oprah.’ I’m like, ‘I get it!’”

There’s the facts, and then there’s the way she chooses to talk about them. Who is to say how you should deal with memories of years of abuse?

“People say that forgiving is my flaw, but I really believe that holding grudges and anger is a waste of energy,” she says. “We are all going to die. We are all evolving, trying to become better people, so let it go.”

Prince died a year ago. With The Passing, as she calls it, her desire to write a book increased. “I wanted to honour him,” she tells me. “He was a great friend. He listened, he cared, and he always treated me like a princess. Yes, he was a tyrant. We all knew that.”

I ask her what she would do if she could have him back for one night. She says she’d tackle him again. She misses the popcorn. “They don’t make Goobers any more.” 

“The Most Beautiful: My Life With Prince” by Mayte Garcia is published by Trapeze
 

Kate Mossman is the New Statesman's arts editor and pop critic.

This article first appeared in the 20 April 2017 issue of the New Statesman, May's gamble

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