Burial
at Sea: Episode 1 brought us back to the undersea metropolis of
Rapture on December 31st,
1958 - the eve of its destruction – and introduced us to a grown-up
Elizabeth and a Booker Dewitt who seemed a little...off. After a
brief (criminally brief,
many gamers maintain) stint of play that allowed us to explore an
as-yet-unsullied city and reconnect with old loonies like Sander
Cohen, the DLC concluded with the revelation that this
Dewitt was in fact an older, post-baptism Zachary Comstock recently
fled from Columbia and hiding in shame. Unwilling to let him
languish in false memories, Elizabeth had trailed this version of the
mad prophet to Rapture to force him to recall a horrifying alternate
outcome to his original crime: his zealous theft of an infant
Elizabeth which, in that particular Comstock's reality, resulted in
the girl losing her head instead of the tip of her pinky. “I felt
it,” a vengeful Elizabeth says later. “It was another Elizabeth
but I felt it as if it
had happened to me.” Elizabeth's 'case' – the search for the
missing orphan Sally – had only been a ruse to jog Comstock's
memory...right before he was given an industrial-strength colonoscopy
by a Big Daddy.
Episode
2 begins with Elizabeth caught in a moral quandary. Though she
functioned only as bait, Sally is very much a real girl - one of the
many Little Sisters exploited by Rapture scientists to produce the
addictive elixir ADAM. Alas, immediately following Comstock's
comeuppance Sally is summarily abducted by card-carrying evil shit
Frank Fontaine, the Bill the Butcher of Rapture, and threatened with
a slow, torturous death unless Elizabeth does what he wants. Our
heroine, being a reality-hopping goddess of sorts, has already
foreseen a terrible end for Sally and is haunted
by portents of doom should she leave the poor girl to die. Thus, in
one of those “huh?” moments you have to watch twice to
understand, Elizabeth uses her powers to return to the critical
moment of Sally's abduction and vows to put things right.
For
the rest of the game the player occupies Elizabeth's ankle-strap
wedgies, picking up the action mere seconds after the end of the
first segment. We even see Comstock's eviscerated body on the floor,
dressed in Dewitt's trademark vest and rolled shirtsleeves but
sporting a shock of white hair – a cool touch since we might have
originally assumed he was youthful like the Booker we knew. In what
is explained as a “consequence” for her meddling in realities
Elizabeth is stripped of her tear-opening powers and becomes, in her
words, “just a girl with a handful of lockpicks.” Urged on by
the disembodied voice of a Booker who may or may not be all in her
head, she delves deep into Rapture's underbelly. But there's a
caveat: not being a soldier or gunfighter, Elizabeth must rely on
stealth to win to day instead of spraying room-clearing quantities of
lead in all directions – a somewhat counterintuitive strategy for
BioShock players, but
one that allows ample opportunity for tense, inventive gameplay.
Sneaking is the name of the game. Lightly armed with a only a
handful of small weapons, players have to be observant, watching for
broken glass, puddles, and anything else where an errant step might
alert enemies and bring an overwhelming response. Plasmids are there
to help, too, including the indispensable Peeping Tom, which allows
you to see through walls and even turn invisible when the going gets
rough. The folks at Irrational tweaked the gameplay mechanics to
favor the path of least resistance – though Elizabeth has
conventional firearms they've been enervated to Nerf-levels of
stopping power (three direct hits from a hand cannon to down ONE
splicer!) and ammo is scarce, so while it may be tempting to blast
away like a boss, don't: it will most likely end with your back to a
wall, dry-firing at a horde of piss-off foes. So step light and use
your head.
Tiptoeing
aside, much of the gameplay follows the standard BioShock
approach of completing little
tasks to accomplish a bigger one. Elizabeth has been given the
herculean chore of finding a way to free Fontaine from his sunken
department store and return the whole place to Rapture proper.
BioShock veterans will
know these are the events that immediately precede the outbreak of
war between Fontaine – in the guise of the Irish revolutionary
'Atlas' - and Rapture's Rand-ian demagogue Andrew Ryan, a conflict
which will destroy Rapture and leave it the charnel house found at
the beginning of the first game. Everything Elizabeth does in some
way contributes to the events as we already know them, making her
role in the entire saga more meaningful than we ever suspected.
Action-less segments walk the player through expository flashbacks
and clue-heavy prehistory that expose BioShock's
most persistent mysteries or confirm things we've always suspected:
the origin of Songbird, the miraculous nature of quantum particles,
and, most shockingly, the role played by Vox Populi leader Daisy
Fitzroy. The middle portion even features an interlude in a
previously unseen portion of Columbia – the Finkton Laboratories –
at a crucial moment where the playable Elizabeth makes like Marty
McFly, dodging the original Booker and her younger self during
Infinite's action. If
it sounds like lunacy, it is...at first, until it all comes together
in the end and everything makes a strange kind of sense.
Symbolism
and side references abound, as do oodles of great detail. Patient
gamers will be rewarded for some extra exploration in all the shadowy
nooks and crannies. Or, if you're especially anal (like me) you can
replay the first BioShock prior
to tackling BaS: Episode 2 for maximum appreciation of even the
subtlest nods-'n-winks to the source material. The designers must
have had a field day with some of Rapture's new environs, like
cantankerous scientist Suchong's lab and his hastily scrawled notes
over grainy footage of the floating city (“Giant balloons??
Ridiculous!!”).
We hardly recognize the woman Elizabeth's become... |
Major
kudos also to voice actress Courtnee Draper, who gives her most
nuanced performance as Elizabeth yet, carrying virtually the entire
game without much help – she manages awe, terror, rage, and
gravitas with equal aplomb (side note: as proof that the Universe is
a fair and just place, Ms. Draper disclosed in a recent interview
that despite earning a law degree she intends to continue working in
the world of video games, depriving the world of one more
attorney but blessing us with many more years of her singular talent.
The better portion of this world rejoices).
The
tear-jerker of an ending, which you'll reach in about five hours (six
if you kick all the tires), is as beautiful and wrenching and
satisfying a conclusion as any gamer could hope for. The banner
question of BioShock infinite is
“Will the circle be unbroken?”, a rather loaded query one might
think only applies to the latest game. BaS: Episode 2 reveals that
'the circle' in fact encompasses all of BioShock,
Rapture and Columbia alike, and that the entire story, from Jack's
plane crash to Booker's baptism and Elizabeth's decision is all one,
united narrative; the Infinite refers
not necessarily to infinite possibilities but an infinite loop in
which one tale begets the other and back again without end. The
number of “ah-ha!” moments is something to behold and is a
testament to the brilliance and craftiness of creator Ken Levine, who
caps his masterpiece with a swansong that trumps his ambitious
beginnings. It is a bittersweet end for another reason, of course,
as Levine and his Irrational Games are no more. Levine is off to
different pastures to make different games; the mysteries of what
he's working on now and when we'll next hear from him are yet to be
revealed, though the phrases “something amazing” and “sooner
than you think” leap unbidden to my mind (no pressure, Ken).
Scuttlebutt is the BioShock franchise
may continue under 2K games, but the creative direction will almost
certainly change come new management; the saga we know has indeed
ended. But Lord, what an end. I could wax poetic a ream or two
longer. I could sing a lament for all that has come and gone and
break the thesaurus while I'm at it. But the simple fact is I am sad
to see the story conclude but happy that I had a chance to experience
it. In an industry that has given us good games, great games, a few
outstanding games and whole LOT of dreck, BioShock
stands – will stand – as a shining example of what can happen
when truly inspired people care enough to tell a truly magnificent
story.
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