Showing posts with label thesis. Show all posts
Showing posts with label thesis. Show all posts

Friday, April 5, 2013

Seriously My Final Post on Bioshock Infinite

*SPOILER ALERT*
 
Slate's review of Bioshock Infinite is compelling. It's a great example of a modernist critique of a postmodern viewpoint (modernists believe that scientific and social advances can save humanity, while postmoderns are disillusioned with progress and champion individual autonomy).
 
This article clarified what I did and didn't like about the game. I really liked Ken Levine's decision not to have Dewitt side with either the Founders or the Vox because neither was worthy of his allegiance. The Slate reviewer really seemed to want him to join the Vox Populi and complained that they weren't more sympathetic. This complaint is based on the premise that rebels are rarely as bloodthirsty as their oppressors--a statement that is immediately contradicted with historic examples of revolutions that clearly made things worse. Levine's decision to have everyone turn on Dewitt is called heavy-handed, but so is asking that he change a major theme just to suit one's personal politics.
 
On the other hand, the review pinpointed what's been bugging me about the ending. The Founders/Vox conflict follows the classic thesis/antithesis structure. Levine forgot that for this model to work, you need to supply a third option: the synthesis. He disdains exploring a middle way in favor of skipping straight to nihilism. This tactic contradicts the stated "Extreme ideologies aren't worthy of belief" theme because nihilism is as extreme as it gets.
 
I'm generally opposed to critiquing the game I wish they'd made instead of the game we got, but by way of friendly advice I'd suggest that Levine could resolve the paradox he walks into by subjecting his own systematic doubt to a little healthy critical thought. If he'd paused to examine the content of each ethos instead of judging them based solely on the sins of their fallible human adherents, he might have found room for a second, noble resistance movement like Gandhi's--or because FPS's do need a modicum of physical conflict--one modeled on the American Revolution which was fought with comparatively restricted continental warfare.
 
Or, to invoke my own background, he could've avoided treating religion like a monolith and answered Elizabeth's question thusly: "You're right. We don't deserve to be saved. No one does. Salvation is totally gratuitous." If your conflict hinges on the Christian economy of grace, you should take the time to understand it thoroughly. "Redeem" comes from the Latin red + emptus: "buy back". In this context it alludes to POWs or slaves being ransomed by their king, who buys their freedom not because they earned it, but out of sheer generosity. It's difficult to see how Booker never stumbled across this basic teaching. Elizabeth's ignorance is even more jarring since her theological credentials are solidly established. Thus the characters' frequent brooding over redemption strikes a sour note.

 
But because Levine's one criterion for a movement's validity (Thou shalt not kill.) is rooted in Judeo-Christian tradition, his story manages to illustrate a strongly Christian point. Money can't save us. Technology can't save us. Charismatic leaders can't save us. We can't save ourselves, and what's more, we don't deserve to be saved. Upon making these conclusions, the characters despair; thus committing the only sin that is truly unforgivable because it rejects all hope of mercy. The biblical metaphor that the hopeless would be better off drowned is then applied literally.

 
Thus Bioshock Infinite remains a masterpiece, albeit unintentionally.