Skip to content

Posts from the ‘Video Game Reviews’ Category

Bioshock Infinite and the Components of Video Game Storytelling


On March 26th – while still caught up in the throes of a nasty cold – I dragged myself out to my local GameStop and bought Bioshock Infinite. I started playing that same day, and finished the game (the first time around) a couple of days later. Because I thought my reaction to the game could largely be influenced by my somewhat hazy, cold-altered perception, I waited ’til I was back in fighting trim and then played through a second time. Alas, most of my conclusions were just as strong (if not stronger) after my second play through, and the experience overall has given rise to these thoughts on storytelling in the video game medium.

Since I know not everyone has finished the game, I’ll try to avoid spoilers.

The Fantastical Nature of Story-based Video Games

Story-based video games are inherently fantastical. Whether they are explicitly fantasy-inspired (e.g. Skyrim, Dragon Age: Origins, etc.), post-apocalyptic (e.g. the Fallout franchise or Dead Island), futuristic (e.g. Halo, Portal, etc.), or “contemporary” (e.g. the Call of Duty franchise), they face the same storytelling challenges as any speculative fiction story. Most significantly, to be effective they must:

  • rapidly create a world the player can understand, and;
  • establish character motivation which the player can internalize, and;
  • provide the player with an emotional arc tied to the intersection of world-building, character motivation, and character action.

The video game medium itself makes these tasks both easier and harder than other forms of storytelling. The game’s visual design rapidly communicates world-building details to the player. Just as we quickly gain details of a movie’s fictional environment from the visual cues provided, so too does a video game’s initial FMVs and level design give us clues as to the type of world we are about to inhabit. As the complexity of video game environments has increased, savvy game designers have begun salting their games with telling details that heighten the player’s immersion in their fictional setting. Games like Skyrim and the original Bioshock provide the player with rich backstory independent of the game’s plot through in-game books, notes, recordings, and idle character chatter.

The promise of an entertaining experience is a large part of the player’s motivation for playing. Our own momentum through the story is aided when our in-game proxy has clear motivations, when the stakes are known, and when their desires are both recognizable and understandable to us. When we sit down to play a video game, we are actively looking for the character’s motivation because it suggests to us what we should do to proceed through the game. In Portal, Chell’s reasons for working her way through GLaDOS’ puzzles are easy to grasp, both initially (because she is told to and there is no other choice available) and subsequently (the character’s survival). In the original Bioshock, Jack’s initial motivation is even clearer (i.e. to save Atlas’ family since he seems the only one in a position to do so).

To ultimately be satisfying, the game must provide the player with an emotional arc which develops the game’s themes, and evolves the character’s motivation in line with those themes. Ultimately, the character either succeeds or fails in fulfilling their desires, and the character’s success or failure typically coincides with the player’s success or failure in our gameplay.

Just as with a book, or a movie, or a story, the more each game component (visual design, audio design, gameplay, dialogue, pacing, etc.) contributes to those three basic elements, the stronger the player’s overall response. The truly great games – those that move the medium forward in new and exciting ways, as the original Bioshock did – tend to closely align those game components.

Video Games Done Right: Bioshock

Bioshock The original Bioshock got just about all of these elements right. Its primary strength, at least from my perspective, was its world-building. As with solid world-building in any medium, it begins at a conceptual level:

Rapture is founded upon Ayn Rand’s libertarian/Objectivist principles, and those philosophical concepts are communicated and explored at every point in the game. Shops and commercial freedoms, the dialogue and motivations of secondary characters, the contrast between player character morality and the “selfish” amorality of the Splicers, Ryan, and Fontaine – all apply, dramatize, and critique the underlying libertarian/Objectivist values in different ways.

Beyond the conceptual level, the visual design is arresting. The color palette and level design is firmly rooted in the aesthetic of the game’s time period (i.e. the science fictional visions of the 1960s), but with a notable diversion: by introducing us to post-collapse Rapture, we see a far darker and much more tense environment than what we might have seen at its height. Thus the player’s nerves are already tightened simply by the visual signals of societal collapse and decay.

The level design itself takes full advantage of the increasing capabilities of modern gaming technology. In particular, just about every nook and cranny of each game area is explorable, contributing to the game’s significant immersive quality. The varied little details scattered throughout the game – from broken children’s toys where appropriate, to strategically scrawled graffiti here and there – give the environment a “lived-in” feeling which makes it that much more compelling.

Equally important are the recordings scattered throughout the world. By giving the player the opportunity to find and collect these recordings, the game designers enhance our investment in the game’s world. These recordings provide us with valuable backstory that aids in our interpretation of the core story. They help us to contextualize the themes explored, and give us insight into secondary characters who often never actually appear in the game. Perhaps the game designer’s best trick is to give these (many) secondary characters their own motivations, their own storylines, independent of the main game. Because they are heroes in their own (often tragic, always off-screen) stories, they are actually developed as characters rather than merely serving a tactical info-dumping function.

The original Bioshock’s pacing also works well. The game designers wisely applied lessons from horror/survival games to offer us gradually mounting tension, offset by moments of humor and discovery, and punctuated by sequences of frenetic action. This contributes to the game’s emotional arc, and ties back into the game’s themes and plot.

So how does Bioshock Infinite compare?

A Flawed Narrative: Bioshock Infinite

Bioshock Infinite Visually, Bioshock Infinite is stunning. The floating city of Columbia is arresting and designed with a strong and consistent aesthetic. However, being an airborne city, it is naturally more expansive than the claustrophobic underwater Rapture. It seems that the game designers chose to prioritize inaccessible backdrop over explorable environments. Most doors – houses, shops, alleyways, etc. – are inaccessible to the player. In other words, our exploration of this aesthetically fascinating environment is severely limited, and we only get to examine the parts of Columbia that are immediately relevant to the game’s primary storyline.

This unswerving focus on the game’s primary thorugh-line is, I believe, Bioshock Infinite’s greatest weakness. Every voxaphone recording found and every Kinetoscope watched contributes directly to the main story’s plot. Where are the character’s living their own lives with their own priorities? It seems that every one in Columbia lives only to inform the player of Important Plot Details. This badly diminishes the degree of environmental immersion, essentially cutting off the game’s world-building at the knees.

Bioshock Infinite’s pacing – particularly at the game’s opening – likewise harms its world-building efforts, though in this case I give the designers a little more credit. The original Bioshock puts us in an atmospheric, claustrophobic, collapsed environment. Rapture is desolate and savage. In Bioshock Infinite, we enter Columbia at its height, with citizens (specifically, those of a certain ethnicity and class) seemingly contented. This is an interesting choice, and no doubt presented the game designers with an interesting set of challenges. However, for such a choice to be rendered convincingly (and so add to the world-building and game immersion), the level design would have to offer more scope for exploration and the gameplay mechanics would have to allow for actual interaction with the non-player characters. As is, our inability to meaningfully interact with the NPCs and the significant amount of time before the fighting starts simply highlights the superficiality of the game’s world-building.

The main character’s initial motivation is likewise hollow. Having played through the entirety of the game, I understand that Booker DeWitt’s initial motivation (“Get the girl to pay off The Debt.”) is contrived to accommodate the game’s eventual “big reveal” (which was so heavily foreshadowed that I figured it out during the opening sequence) but its very thinness prevents us from engaging emotionally with the game’s protagonist. When coupled with the game’s thematic incoherence, our engagement with the game is severely limited.

In the original Bioshock, the themes of liberty, morality, choice, and rights permeate every aspect of the game. By contrast, Bioshock Infinite features a grab-bag of themes that are almost haphazard in their application. Themes of religious extremism, race/class conflict, and personal responsibility/culpability are all there. But at no point in the game’s story are they brought together, shown to be different facets of the same issue, or even explored individually to some satisfactory conclusion. Any one of these themes would have been enough to support an interesting, thought-provoking, and compelling game experience (in particular, I would love to see a game explore race/class conflict). In the hands of better writers and game designers maybe these disparate themes could have been unified. As is, these “important themes” are offered as hints of depth which on closer examination prove to be shallow and simplistic.

What Works in Bioshock Infinite

The above makes it sound as if I actively disliked Bioshock Infinite. That is not the case. I played through it twice because I enjoyed the game and had fun playing it. However, as I outlined above the narrative and game design had very significant flaws. On an intellectual and an emotional level, the game was a tremendous disappointment. Whatever enjoyment it provided me, I derived from its gameplay itself.

Bioshock Infinite is a perfectly passable first-person shooter. If it weren’t part of the Bioshock franchise I would consider it yet another briefly entertaining but ultimately forgettable FPS. But it is part of the Bioshock franchise, which sadly raised my expectations. I expected a game that understood its medium and ambitiously used that medium’s unique features to provide a deeply compelling narrative. Bioshock Infinite didn’t do that.

Video games are beginning to mature as a medium, and some designers are beginning to realize that narrative is just as important to the medium as gameplay. I hope that trend continues, because someday I want to play a game that is as visually beautiful as Bioshock Infinite while still being thought-provoking and emotionally moving.

REVIEW: Epic Mickey


Disney Epic Mickey Title: Disney Epic Mickey
Platform: Nintendo Wii
Pub Date: November 30, 2010
Chris’ Rating (5 possible): 1 point 1 point 1 point 1 point
An Attempt at Categorization If You Like… / You Might Like…
Rich Game Play and Well-crafted Storytelling

Epic Mickey is an excellent installation in the Mickey Mouse oevre from the designers at Disney Interactive. Combining excellent storytelling, appropriate art design, decent level construction, and varied and smooth gameplay, Epic Mickey is a great way for kids (and their parents) to meet Mickey Mouse.

In fact, let me start by saying that I have never been a Mickey Mouse fan. Forget Disney, I always thought. I loved Bugs, and Daffy, and Wile E. Coyote…no squeaky rodents or incomprehensible mallards for me, thank you very much. So while I was excited by Epic Mickey, I didn’t come to it with any particular affinity for the characters. In point of fact, having actively disliked the characters since childhood, I’d say I was initially skeptical about the whole affair. The premise of the game, however, abated my skepticism at least a little bit.

A sorceror uses a magic brush to create a home for all of the unwanted, unloved, forgotten cartoons. He tries to make a safe, welcoming, comfortable home for the rejects of the Disney universe: old Disney characters like Oswald the Lucky Rabbit (the prototype for Mickey Mouse), or Gremlin Gus (from the early Disney comics), etc. But of course, Mickey goes and screws it up by spilling paint and then paint thinner over the work-in-progress. This has two principle effects: first, it destroys much of the countryside, turning it into The Wasteland. And it introduces evil (a “blot”) into the rejects’ idyllic home. Mickey, of course, is oblivious to all of this and goes on his merry way. Some time later, Mickey gets sucked into the Wasteland by an alliance between the Shadow Blot (the personification of evil), the Mad Doctor (a crazy mad scientist), and Oswald the Lucky Rabbit (the de facto head of state in The Wasteland). Armed with magic paint and magic thinner, Mickey has to find some way of escaping The Wasteland. Along the way, he can either try to improve things (by painting objects using his paint brush) or make them worse (by thinning them using his thinner).

The idea of Mickey traveling a land of forgotten cartoons and having to constantly choose whether to do good or bad gives the game a thematic appeal that I’ve always found missing in Disney’s short cartoons. The game designers clearly held this premise foremost in mind when designing the game, because everything is subordinate to it. As most of these forgotten cartoons are old (from the ’20s, ’30s, ’40s, etc.) the art direction has a solid retro feel. But, this retro feel is most palpable during the game’s cinematic sequences, and in the “platform worlds” interspersed between major game chapters. When actually playing the game, it feels like walking through a stage set up to look like the 1950s: complete with cardboard cutouts that Mickey can either make more or less real. The net result is that art direction at each point in the game lends valuable support to the core premise.

Epic Mickey Screenshot, Ostown

Epic Mickey, Screenshot originally from: http://www.n1ntendo.nl/article/35601/1/Wii/disney-epic-mickey

The writing within the game is excellent, and also tightly supports by both the wonderful art and the premise. The story follows Mickey through a logical progression of discovering The Wasteland and responding to a dizzying array of characters he meets there. During the game’s many cinematic sequences, the animation is fluid and the audio reasonably good. Some folks I’ve spoken to complain about not having much voice acting in the game, but that didn’t bother me in the slightest. I thought the choice actually contributed to the “retro” feel of the game. Within the game itself, Mickey interacts with characters (good and bad) who react to him in different ways based on the ongoing choices he makes. Not having been a big Disney fan, I can’t say if this interactions are true to these characters’ histories, but the writing for them is excellent, in that it accomplishes several valuable goals:

World-building Each of the characters Mickey interacts with has a past that starts before Wasteland was created. Some ask Mickey if he remembers them from when they had bit parts in early Mickey cartoons, for example. Others talk about what life was like before the disaster that turned their home into Wasteland. This serves to really cement the gamer in the world of Watseland.
Thematic Tension Because the characters have pasts, because they react to the disaster, and because their behavior changes based on the ongoing choices Mickey makes during the game, their writing serves to maintain the thematic tension introduced by the basic premise. Mickey holds the fate of Wasteland in his hand: what will he do? As the game progresses, this thematic tension increases and the writing reflects that.
Game Progression The writing for all of the characters, and the interactions and quests that they give Mickey serve to really round-out the storyline. It becomes multi-linear about an hour or so into the gameplay and really opens up the world for experimentation and enjoyment. The writing really serves to make this interaction and the branching game play paths it offers quite seamless.

The game play itself is reasonably varied. The primary action in the game occurs as a three-dimensional platform game, not unlike Super Mario Galaxy or the Sly Cooper (PS2) games. However, the level design is a lot less complicated than in Super Mario Galaxy, with a much greater focus on how levels relate to the world of Wasteland and the story of Epic Mickey. In this respect, the level design much more resembles Sly Cooper (PS2) franchise. And, in the case of this game, this is good because it more tightly links the level design to the underlying premise and story.

The initial worlds provide a decent orientation to the game play, introducing the player to the techniques they will use throughout the game (especially techniques for painting and thinning aspects of the world). However, I found that the “orientation” worlds lasted a little too long for my taste (about 10 – 15% of the game or so). However, that may be because I’m a video game player in my late 20s who has seven video game systems hooked up to his television. Don’t get me wrong, the orientation worlds were fun. But the game play changes when a more quest-oriented system is introduced after the first two worlds. The action continues to be three-dimensional and platform-style, but the motivation and the places that Mickey can go become much more broad. At that point, Mickey can choose which quests he wishes to complete, where he wants to go, and how he wants to complete those quests. With the game’s horizons opened in this fashion, I found I enjoyed the game much more from this point. It gave me greater engagement with the character and the story, and became about more than slogging may way through a bunch of linear worlds.

The quests break up the game play nicely, but so too do the “inter-world” levels. These are more traditional, two-dimensional platform levels. They are “traveling” worlds that Mickey needs to get through to proceed from one section of the Wasteland to another. What’s great about them is their design: they are designed like old 1930’s or 1940’s film strips, complete with undulating film reel border. Some are in color, while others are in black and white. This brief 2D switch up provides great variety in the game, while their design makes them a real treat to play.

Epic Mickey is a very solid game. With excellent writing and superb design, the game provides many hours of enjoyment. The biggest complaint I have about this game is its camera control. That’s not unique to this game (I find it’s a common problem on many Wii games), but this game was especially prone to placing me in positions where I could not position the camera such that I could see where I would be jumping, or to allow me to adequately aim my paintbrush at objects/enemies. While I still enjoyed the game and I was able to play through it without too much swearing, this problem was sufficient enough of me to knock a star off of my rating for it. However, despite that complaint I still think this is a great game for kids and adults alike. While the premise and the theme are dark and complex enough for adults to get a kick out of, like the best middle-grade novels, they are still presented in a fashion that an eight year old will enjoy just as much.