Reviewed: BioShock Infinite

Moral maze.

Strip an excellent first-person shooter video game down to its core and you find two components: great gameplay and a well-told story. In BioShock Infinite, the mind of its creative director, Ken Levine, has created a twisted, disturbing and morally challenging narrative overlaid on to impressive animated graphics and games engine.

Levine’s world is the racially segregated Columbia: a 1912 airborne city state that has recently seceded from the US. To further complicate the mash-up of historical references, Columbia is a theocracy ruled by the all-powerful Father Comstock.

As well as the usual scenarios testing your fine motor skills, Infinite sets a series of moral dilemmas – challenges so gruesome I fear they may put me once again in a real-world conflict with the chairman of the home affairs select committee, Keith Vaz, who takes a less benign view of video games than me.

While Vaz usually uses the Call of Duty series to promote his strongly held views about the portrayal of violence in games, this is perhaps only because he has never heard of the BioShock series, with its re­pulsive graphics for an accurate head shot and the ability to kill unarmed acolytes in a place of worship. Early in the game, you win a raffle and are asked to throw the first baseball at a manacled interracial couple, on stage for a public stoning. Do you hurl the missile as requested, or break the laws of Columbia and hope you can escape by throwing the ball at the compère instead?

Being a socialist, and wedded to the principles of fairness and equality, I chose to break the laws of Columbia and quickly ended up in a melee requiring me to slay numerous police officers.

The fight was too frenetic to spend time pondering the game’s ethics and contrasting them to real-world principles. I quickly rationalised the act as the first combat in an adventure that would emancipate the people of Columbia from their evil overlord, Comstock.

Infinite’s protagonist is Booker De Witt, a world-weary bad debtor with the kind of physiology that gets you hired to save heroines from locked towers. Which is just as well, because this is the first task he faces. You are to rescue Elizabeth, a young woman who can tear holes in the space-time continuum, allowing you to grab weaponry and supplies from other dimensions, which come in handy when the two are escaping from Father Comstock.

Returning Elizabeth to the unnamed people in New York who are going to pay off De Witt’s debts is your stated goal. But Elizabeth, liberated from her gilded cage, has different ideas. She wants to go to Paris. And she doesn’t like De Witt racking up the body count – another one of Levine’s tiny moral challenges to the gamer.

As the adventure unfolds, De Witt develops his powers, from telekinesis to firebombs and electricity blasts. A minor irritation is the inability to carry more than two weapons at a time, which is particularly frustrating when you wish to use sniper fire. The design team seems to have simplified the character inventory from earlier versions of the game, perhaps anticipating a wider audience of less fanatical gamers. Experienced players will also find the “normal” difficulty setting a little tame.

Whatever the tiny defects, there is little doubt that BioShock Infinite will count sales in the millions. The attention to detail from the animation director, Shaun Robertson, and his team should win awards – just take Elizabeth from her Irish jig on the beach and let her explore, and you’ll see her independently execute animated routines. It must have taken hundreds of hours of artist time to achieve this tiny piece of colour.

I don’t think I have ever played a video game that has confronted racism in such an upfront manner as BioShock. There are segregated toilets, exploited black workers and prejudice. Will this portrayal serve to challenge the less informed gamer about the dangers of apartheid? My hunch is that many will just see it as another shoot ’em up with an interesting backdrop as a storyline. It fails as a breakthrough polemical first-person shooter because the plot doesn’t adequately integrate with the gameplay.

That said, beyond the moral dilemmas, BioShock Infinite is an impressive game. It has a powerful storyline that will leave it lingering in the memory of gamers when lesser attempts have long been forgotten.

Tom Watson is the Labour MP for West Bromwich East

All is not well in Columbia. Credit: Irrational Games.
Tom Watson is the MP for West Bromwich East, and Deputy Chair of the Labour Party. He is also an avid gamer and campaigner for media integrity.

This article first appeared in the 12 April 2013 issue of the New Statesman, Centenary Special Issue

Getty
Show Hide image

The “Yolocaust” project conflates hate with foolish but innocent acts of joy

A montage of selfies taken at Berlin’s Holocaust Memorial layered above images of concentration camps risks shutting visitors out of respectful commemoration.

Ten years ago I visited Berlin for the first time. It was a cold and overcast day – the kind of grey that encourages melancholy. When my friends and I came across the city’s Holocaust Memorial, with its maze of over 2,000 concrete slabs, we refrained from taking photos of each other exploring the site. “Might it be disrespectful?” asked one of my non-Jewish (and usually outrageously extroverted) friends. Yes, probably, a bit, we concluded, and moved softly and slowly on through the Memorial’s narrow alleys.

But not all days are gloomy, even in Berlin. And not all visitors to the Memorial had the same reaction as us.

A photo project called “Yolocaust” has collected together images of the Memorial and selfies taken there that young people from around the world have posted to Facebook, Instagram, Tinder and Grindr. In the 12 photos featured on the website, one man juggles pink balls, a girl does yoga atop a pillar, another practises a handstand against a slab’s base. The last of these is tagged “#flexiblegirl #circus #summer”.

Most of the images seem more brainless than abusive. But the implication seems to be that such behaviour risks sliding into insult – a fear all too painfully embodied in the first image of the series: a shot of two guys leaping between pillars with the tag-line: “Jumping on dead Jews @ Holocaust Memorial.”

Grim doesn’t begin to cover it, but the artist who collated the photos has thought up a clever device for retribution. As your cursor scrolls or hovers over each photo, a second image is then revealed beneath. These hidden black-and-white photographs of the Holocaust show countless emaciated bodies laid out in mass graves, or piled up against walls.

Even though they are familiar for those who learned about the Nazi concentration camps at school, these historic scenes are still too terrible and I cannot look at them for more than a few seconds before something in my chest seizes up. In fact, it’s only on second glance that I see the artist has also super-imposed the jumping men into the dead bodies – so that their sickening metaphor “jumping on dead Jews” is now made to appear actual.

The result is a powerful montage, and its message is an important one: that goofy, ill-considered behaviour at such sites is disrespectful, if not worse. Just take the woman who urinated on a British war memorial, or the attack on a Holocaust memorial in Hungary.

But while desecration and hate should not be tolerated anywhere, especially not at memorials, does juggling fall into the same category?

I can’t help but feel that the Yolocaust project is unfair to many of the contemporary subjects featured. After all, this is not Auschwitz but the centre of a modern city. If public-space memorials are intended to be inhabited, then surely they invite use not just as places for contemplation, grieving and reflection but also for being thankful for your life and your city on a sunny day?

The Memorial in Berlin is clearly designed to be walked in and around.  Even the architect, Peter Eisenman, has been reported saying he wants visitors to behave freely at the site – with children playing between the pillars and families picnicking on its fringes.

So how do we determine what is offensive behaviour and what is not?

A section at the bottom of the Yolocaust website also suggests (in rather sarcastic tones) that there are no prescriptions on how visitors should behave, “at a site that marks the death of 6 million people”. Though in fact a code of conduct on the memorial’s website lists the following as not permitted: loud noise, jumping from slab to slab, dogs or pets, bicycles, smoking and alcohol.

Only one of Yolocaust’s 12 photos breaks this code: the first and only explicitly insulting image of the jumping men. Another six show people climbing or sitting atop the pillars but most of these are a world away in tone from the jumpers.

The blurb at the bottom of the webpage says that the project intends to explore “our commemorative culture”. But by treating the image of the yoga performer – with an accompanying montage of her balancing amid dead bodies – in the same way as the jumping men, the artist seems to conflate the two.

In fact, the girl practising a yoga balance could be seen as a hopeful – if overtly cutesy and hipster – act of reverence. “Yoga is connection with everything around us,” says her tag beneath. And even if climbing the slabs is frowned upon by some, it could also be read as an act of joy, something to cherish when faced with such a dark history.

In an era when populist German politicians are using the past – and sentiment towards Holocaust memorials themselves – to rev up anti-immigrant, nationalist feeling, the need for careful and inclusive readings of the role of memorials in our society has never been greater.

Yolocaust may have intended to provide a space for reflection on our commemorative behaviour but the result feels worryingly sensationalist, if not censorious. Instead of inviting others in to the act of respectful commemoration, has it risked shutting people out?

India Bourke is an environment writer and editorial assistant at the New Statesman.