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By Chris Plante August 12, 2010 |
Set among the clouds in a floating city called
Columbia hovering above America in 1912, BioShock: Infinite is a departure from
Rapture. The cloud city's at least 12,000 feet above sea level compounded by
however deep Andrew Ryan's sunk Atlas is. But more importantly, out go Randian
philosophies, in come McKinley policies.
Infinite in our brief time watching it felt at different times nothing and everything like
BioShock prime, the clearest connectors: breathtaking, lavish and interactive
environments; violence, from both blunt weaponry and super-human powers; and
Ken Levine's fetish for American history and its deepest shades of moral gray. And then the differentatiors: the art design, the setting and, behind the curtain, a new engine powering the game's graphics.
In Infinite's history, Columbia was built at the turn of
the century for the world to see and experience, a city that would elevate
America from a city on the hill to a city of the sky, one that could travel
abroad wowing and intimidating foreign leaders.
It's design: city blocks carried to the air by cloud-sized
canvas balloons. Its streets, markets for the trade of new American inventions
like radios, automobiles and moving pictures. And at its core, advanced
weaponry, a secretive, powerful limb.
And, after a deadly incident involving Columbia's explosive
power, the city disappeared into the clouds never to be seen again.
Using timeline skills, you may have deduced one of the
Infinite's surprises: that it is a prequel. Of sorts. You see, whether or not
Columbia and Rapture exist in the same universe remains purposefully vague, as
Lead Artist Shawn Robertson emphasized in our interview, [When designing
Infinite's world] there were no sacred cows."
So we don't know if it's a prequel or even the same
universe, but Ken Levine, BioShock's visionary, shed some light on the world,
voice and spirit of BioShock. He interrupted his introduction to quote what
President William McKinley said to a parish re: his decision to annex the
Phillipines in 1889, 23 years before the action of his game.
"The
truth is I didn't want the Philippines, and when they came to us as a gift from
the gods, I did not know what to do with them... I sought counsel from all
sides - Democrats as well as Republicans - but got little help. I thought first
we would take only Manila; then Luzon; then other islands, perhaps, also. I
walked the floor of the White House night after night until midnight; and I am
not ashamed to tell you, gentlemen, that I went down on my knees and prayed to
Almighty God for light and guidance more than one night. And one night late it
came to me this way - I don't know how it was, but it came: (1) That we could
not give them back to Spain - that would be cowardly and dishonorable; (2) that
we could not turn them over to France or Germany - our commercial rivals in the
Orient - that would be bad business and discreditable; (3) that we could not
leave them to themselves - they were unfit for self-government - and they would
soon have anarchy and misrule over there worse than Spain's was; and (4) that
there was nothing left for us to do but to take them all, and to educate the
Filipinos, and uplift and civilize and Christianize them, and by God's grace do
the very best we could by them, as our fellow men for whom Christ also died.
And then I went to bed and went to sleep and slept soundly."
Levine made it clear: imperialism and evangelism as moral
and spiritual duty is the engine of wars and dramas and, now, video games.