Rapture and Columbia make these games special; huge, coherent worlds faithful to their own internal logic, that are simply a delight to burrow into. I begin by asking Levine about the dialect of Columbia - a place that, initially at least, feels much less hostile than Rapture. "BioShock has a kind of slang to it," says Levine. "The patois of Rapture, how people speak in that place, and Columbia is more of a period piece. There's a formula there where if you read correspondence from the period it's a lot more formal than it is now. That's certainly not to say people were - like, I did some research and the term 'motherf***er' appears in a court record in the 1870s. It's not like Sam Jackson came up with that, you know? So people were using all kinds of language back then, but it's all about what makes the game feel right and feel real." So less of the vulgarity? "Well you use every word for a purpose - every single word matters," says Levine. "A lot of the enemies in Infinite at one point had a lot of cursing, a lot of 'f***s' in their language, but not now - where BioShock has a lot of that kind of language. It's not because I changed my view on that kind of language, it just didn't fit with what we were doing this time. We cut a lot of the words because it felt like it was fighting the rest of the world."
Elizabeth then transports herself, Booker, and Songbird to Rapture, where Songbird is killed by ocean pressure. Elizabeth reveals to Booker that with the Siphon gone, she can see and open Tears to "infinite" worlds, perceive all alternate realities at once. She also reveals that Comstock is not truly dead, because, in other worlds, he is still alive.
In an alternate version of Columbia, Elizabeth was already gone when Booker arrived at Monument Island. He joined forces with Daisy Fitzroy in an attempt to find her and became a notable leader of the Vox Populi. He eventually encountered and joined forces with Cornelius Slate in the Hall of Heroes. There he also encountered Preston E. Downs, who had been hired to kill DeWitt as well as Fitzroy. Speaking the Sioux language, he was able to help Preston communicate with a maimed Lakota child that Preston had been caring for. The boy related details of his oppressed existence, prompting Downs to join the Vox Populi.[11] Slate and Booker then destroyed the Hall of Heroes, reportedly dying in the process. Booker's martyrdom became a rallying call for the revolution of the Vox.
From Comstock's cabin aboard the Hand of the Prophet, we see that Booker has the potential to do high order math and understand quantum physics. This shows that Booker is much more intelligent than he may first appear. He just never had the drive or education to make much of his intelligence, though we do see hints of it. Booker's ability to figure out how to use the new weapons he encounters as well as being able to figure out how to pilot Columbian zeppelins without any training points to him being smarter than he seems. Booker also knows how to play the guitar, may have unrealized musical talent, and is at least somewhat fluent in one of the Sioux languages as stated by Preston E. Downs.[13]
BioShock Infinite: The Complete Edition requires download of at least 25GB. microSD required (sold separately). Storage requirements may change, visit -US/game/bioshock/ for details.
When I was a freshman in college, I was assigned a paper on Heart of Darkness. The professor gave our class some advice: The problem almost everyone faces when writing about Conrad's story is that he or she starts to sound like an imitation. So seductive and rich and comprehensive are the vocabulary and syntax of Heart of Darkness, and so seductively and richly and comprehensively do they serve the structure and themes of the book, that any analysis of its structure and themes inevitably reads as bad Conrad. And using Conrad's language, the argument goes, ends up limiting the range of your own thoughts. The first step to thinking and writing originally about the book, our professor told us, was to make sure we did so in our own voice.
And that, I think, is what is happening when we write about BioShock Infinite. It has such a strong voice, and such a strong sense of identity and purpose, and is such an intense thing to play, that when we argue with it, and about it, we become like the extremists in Levine's imaginary universes, little Ryans, little Kurtzes, whatever you like. It's most dramatic in the Alexander piece, because of her language. (In the psychosocial development of game writing, Erik Erikson would call this the adolescent phase: Identity versus Role Confusion.) But these games, which are ultimately about the power of ideas, also seem to force us to take very strong and definitive positions about games. Like: Games this smart can't be this violent! Or: A game this good can't be a first-person shooter! (I wrote that one.) Or: Any game that presents both sides like this is politically craven! Or: Exterminate the brutes! A joke.
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