Friday 29 March 2013

Review - Bioshock Infinite


Talk about a game you can't put down.

Irrational Games returns to the Bioshock universe with Bioshock Infinite, a game which takes place in an alternate-history 1912. You control Booker Dewitt, an ex-Pinkerton agent with a shady past, tasked with recovering a teenaged girl named Elizabeth from a big, tall, tower. Perhaps the greatest strength that the game has over virtually all others on the market is, (as we've come to expect from Irrational), that it leaves convention at the door.

For starters, despite my simplistic plot summary, Elizabeth is anything but your traditional damsel in distress. If anything, she's the opposite: her interaction in combat is vital, and adds much-needed dimension to the game's firefights. What's really notable is how well fleshed-out her character is. Her absence in a few short moments of the game is unmistakably felt, and her impact on the game's story is, well, spoiler spoiler spoiler. Her sense of importance is unmistakable, even when it hasn't fully been explained, and her presence bolstered my curiosity and led me to search for more answers throughout the game.

Just who is Elizabeth, and why does she seem so important?

Booker himself is an interesting character, not least because of the events of the game which cause the player to view him in a totally new light. Going into the experience, I'd heard quite a bit about Elizabeth, which caused me to worry that the reasonably generic-looking Booker might just be a standard video game hero. Thankfully, this was not the case, and the reality led to a far more interesting and multi-layered protagonist, especially as the story progressed and I learned more about him. In addition to this, the chemistry between the two heroes is terrific, and having Elizabeth along serves the narrative terrifically - it felt a lot more intimate, and worked much better for this story than simply conversing over a radio in the original.

A key similarity between Infinite and the original Bioshock is its location: both games focusing on a city left to its own devices. Of course, this is also where a lot of the difference stems from: while the original's city, Rapture, was a decrepit cesspit, morally and physically rotting apart, Columbia seems, at first glance, to be a gorgeous utopia. Talk about game-feel: the city in the sky is easily the most colourful and beautiful location I've ever seen in a first-person shooter. But beneath the surface lies a seedy underbelly: propaganda litters the streets, there's a cultish undertone to the city's unanimous love for Zachary Comstock (aka The Prophet), and, of course, as we learn more about The Prophet's views, we learn that the apparent Main Street USA charm of Columbia is skin-deep. As such, exploring the city is a treat, and the overall impression is a location that's every bit as creepy and fascinating as Rapture.

Gorgeous, colourful visuals with incredible detail - the game looks
unlike any other first-person shooter.

If there is one aspect in which Infinite is not outstanding, it's the gameplay. While its action-heavy FPS sections are exciting, they're certainly not what kept me up all night playing. Many games have used similar combat systems to greater effect, and Infinite's limited weapons and 'vigors' (magical abilities, for lack of a better phrase) meant that I quickly established a favourite combination, which I could use on just about any enemy that crossed my path without too much difficulty. Once I found a system that worked, it was largely rinse and repeat, and in fact, I left many of the vigors virtually untouched at the end of the game, never really finding a good reason to use them.

As an interesting side-note, though: isn't it funny that some of the best games of the last few years (Journey, The Walking Dead, Heavy Rain, hell, even Mass Effect) have totally underplayed an emphasis on gameplay, in favour of story and character? It's definitely a mould that BioShock Infinite sits comfortably within. The gameplay isn't bad, it's just not great. Thankfully, I saw it as a means to an end - the firefights were exciting because I wanted to see what would happen after they ended, and I could put up with the repetition because I knew it wasn't long before I'd be uncovering another recording, unlocking a new vigor or weapon, or running into another twist in the plot.

Infinite's gameplay is enjoyable, but not revolutionary.


It's hard to explain just why the story's so fascinating without spoiling the whole thing completely, but I'll put it this way - the emotional reaction that I got from Journey (a game I called my Game Of The Year), is equal to the amount of intellectual stimulation my brain got playing through Infinite. In a medium so swamped with games that hand you all the answers on a plate (or don't bother asking any questions to begin with), it's immensely refreshing to play a game like this, that provides so much to mull over. Along with the plot, the context and commentary it provides are well-honed, too - it'd be wrong to do it any other way, but Infinite's dystopian 1912 is not without the real early-20th-century struggles of sexism, racism, and nationalism. So many moments will have you thinking long and hard about your own morality, and it's a game that has as much to say about America as it does about Booker and Elizabeth.

The story is told brilliantly, too - as mentioned, nothing is given to you too easily, but the way you learn things by observing the world around you means you'll put together the pieces for yourself. This bolsters the sense of connection to the world, and to the game itself, because you feel involved. It's truly interactive storytelling at its best.

A multi-layered story that twists, turns, and makes you think -
without losing sight of itself in the process.


At its core, BioShock Infinite succeeds in being an absolutely ripping science-fiction story, one whose minutiae and symbolic meaning I can't wait to pick apart with a fine-toothed comb in conversations with friends in the days and weeks to come. With the combination of its layered and interesting characters, world, and plot, it's up there with the best stories that have ever been told in the medium. Backed up by incredible graphics and design, as well as jaw-dropping sound and music, it's an incredible vision that aims high and is almost perfectly realised.

XRN / @xavierrn

Sunday 24 March 2013

69 - #SSJ69 (feat. Ree Mansell and Patch Kolan)

This week, I'm too drunk to remember what happened today, but needless to say, it was very sexy and very... alcohol.
HUGE thanks to everyone who wrote in and contributed to making this a brilliant and super fun 69th episode spectacular!

MUSIC USED:
SSJ (CXDR XXX RMX) - Cherax Destructor
Ici la Femme (XXX Mix) - Louise Vertigo (The Lounge King) / CC BY-NC 3.0
Sweet Somethings - Jeffrey Letterly / CC BY-NC-SA 3.0
SSJ Theme 2 - Xavier Rubetzki Noonan

CLICK HERE to download!
Add Ree on Twitter and Facebook!
Check out Patch on Twitter, on Instagram, at Shotgun Critic, and at whatever else he mentioned on the podcast. I'm so sorry. I'm drunk. Patch is the best. Go click on his internet things.
Get your free download of Cherax Destructor's brilliant remix of our theme song at his Soundcloud. Also please follow him on there and maybe grab an EP from his Bandcamp because Oh My God, You Guys. Oh My God.
NOTE: this episode is uncut and uncensored because right now i'm just too drunk to handle that shit.


Monday 18 March 2013

68 - Alan Turtle Dickman

This week, I'm not wearing any pants, and we talk about 5 o'clock shadow, Australia's founding fathers, Turkish baby names, The Easybeats, our plans for the 69th Episode Spectacular (inc. Patch Hutley/Cherax Destructor, Ree Mansell, and Patch Kolan!), strange emotions and dreams, comfort in the normalcy of others, Justin Timberlake, Tom's white-bread family, tardiness, Alien vs. Aliens, Identity, and Tomb Raider.
In SSST: Deep Silver unveil Saints Row IV, voice actor Dred Foxx pushes for a new Parappa the Rapper game, and Capcom and Valve team up for a Resident Evil 6/Left 4 Dead 2 crossover project.
In Ask SSJ: we take a question about Korea, check our iTunes reviews, and feature a very special submission from dear friend of the show, #GargoyleJuan Taylor Willoughby.

MUSIC USED:
SSJ Theme 2Xavier Rubetzki Noonan
Senescence: Cherax Destructor
aaf: Goto80 / CC BY-NC-ND 3.0

CLICK HERE to download!
I FEEL LIKE NOT ENOUGH JOKES HAVE BEEN MADE ABOUT THE NAME 'SACKBOY'.
Add Sandsky on XBL and PSN: colourfast
Add Xavier on PSN and XBL: xavierrn


Monday 11 March 2013

67 - Orlando Bloom

This week, we talk about appetisers, teeth, buds, our demographic, the birds and the bees, Orlando Bloom, a chance romantic encounter with a yellow beanie baby, Tom's new girlfriend, butt-paddling, Melbourne, famous Toms, our upcoming 69th episode spectacular, reggae yells, Crysis 3, DMC: Devil May Cry (and the intricacies of demon reproduction), and Tomb Raider.

In SSST: we talk about truckers and Taylor Swift, we break down the SimCity debacle, Microsoft announces Age Of Empires II HD, Telltale confirm Season 2 of its Walking Dead game is coming this Spring, Eidos finally unveil next year's Thief reboot, our weird love of name-dropping, and my new most-anticipated game of the year, Snoop Dogg: Way Of The Dogg.

In Ask SSJ/Listen To The Listeners?: we picture the inner workings of #GargoyleJuan's podcast-listening habits, invent a word ('meb'), struggle with technological shortcomings, and discuss foods we don't like because of their texture.

MUSIC USED:
Sweetie Belle: Cherax Destructor
Play The Game: Pocketmaster / CC BY-NC-ND 2.0

CLICK HERE to download!
YOU ALL KNOW ME. KNOW HOW I EARN A LIVIN'. I'LL CATCH THIS BIRD FOR YOU, BUT IT AIN'T GONNA BE EASY. BAD FISH.
Add Sandsky on XBL and PSN: colourfast
Add Xavier on PSN and XBL: xavierrn



Sunday 3 March 2013

66 - You're Gonna Need A Bigger Podcast (feat. Alexei Toliopoulos)

This week, fan favourite Alexei Toliopoulos returns, and we talk about marketing tactics, mathematics, dogs, Hitchcock, surnames, talking landmarks, therapy, and Jaws. We sit down and talk about recent developments with my emotional/mental problems, then get derailed and talk about Elton John, marriage proposals, Bing, the movie Prime, 'slizz', Alexei's job entertaining children, One Direction, BioshockDevil May Cry, Crysis 3, Mass Effect, and The Walking Dead.

In SSST: we talk about The Band, the newly announced Assassin's Creed IV: Black Flag, Kellee Santiago joining the Ouya dev team, Riot Games' new Sydney studio, the mysterious silence surrounding Star Wars 1313, impressions (including my never-before-heard impression of Sandsky), Neil Armstrong, Adele, Anne Hathaway, Sweeney Todd, and Daniel-Day Lewis.

In Ask SSJ: we field questions regarding my laziness, Witcher 2, internet culture, games we would make, video game movies we'd like to see, and Sim death. Big ups to Eoghan, William, Taylor (#GargoyleJuan) and Cameron for writing in!

MUSIC USED:
SSJ Theme 2: Xavier Rubetzki Noonan
Pair Of Minutes Before Reboot: 2NRO8OT / CC BY-NC-SA 3.0
Needle: Born Ruffians

CLICK HERE to download!
I WILL DRINK YOUR MILKSHAKE.
Add Sandsky on XBL and PSN: colourfast
Add Xavier on PSN and XBL: xavierrn
Add Alexei on Twitter and Snapchat and PSN and XBL and anything else you can think of: ThisIsAlexei
FREE ADVICE: I'm so sick of writing all these things! Would anyone mind if I stopped? Do people even read this shit?!