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Vigors in BioShock Infinite make no sense!; or A Beginner's History in Snake Oil

First and foremost: We tricked you, monster.

You may have clicked this thread because, like many, you agree that Vigors feel misplaced in BioShock Infinite. It is a common complaint, a regular criticism, and something people cite as a weak point in BioShock Infinite's world. Vigors are only in BioShock Infinite because they had to be, because it's a BioShock game, and there is nothing more to it. Right? Not right. Because Infinite's Vigor system does make sense, is explained culturally, is explained historically, and are as naturally woven into the plot as BioShock's more famous Plasmids.


  • Please do not use this thread as a platform to complain about how much you hate Infinite. If you feel that way, this thread obviously isn't for you. But thank you for stopping by anyway, and maybe you will still enjoy the read.
  • This thread is a close reading of BioShock Infinite and I present it as a valid and factual breakdown based on the actual text of the game. I make these threads to prompt intelligent, analytical discussion about video games as narrative art and all comments pertaining to that discussion are welcome. If you disagree with something I assert, that's great, and try to keep in the spirit of the thread and contribute to the analysis in your own way.
  • Untagged spoilers should be expected and uninitiated readers should be cautioned. It is impossible to conduct any sort of thorough analysis and conversation on a text without consideration of its entirety.

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"Lacking its own ingenuity, the Parasite fears the visionary. What it cannot plagiarize, it seeks to censor; what it cannot regulate, it seeks to ban." -Andrew Ryan

Part One of Five: What are Plasmids?

Rapture is a city where every variety of industry is allowed to flourish or fail without regulation. Andrew Ryan believes regulation is constraint and sits firmly opposite his beliefs as a visionary entrepreneur. Plasmids are the consequence of two fields, biology and industry, combining without regulation and taking overtaking Rapture's entire society and economy. Rapture was a city based on realizing the full potential of the idea and the individual, and Plasmids are an expression of that ideology. Rapture is filled with figures and icons that were good ideas taken to deadly extremes, and this tapestry of examples makes up one of BioShock's most obvious themes: the danger of progress without scrutiny.

Successful to a deadly fault, Plasmids are a metaphor for Rapture as a whole. The biggest ethical question posed by scientists, in all fields, is whether something should be done just because it can. This question can be difficult to answer without experimentation. Cloning extinct species, in vitrio conception of human babies, creating life in the form of microbes, or transplanting a human head onto another human body. This is the question that haunts all of progressive science, and careful consideration of consequences causes science to tread more carefully around its ambitions and helps separate discovery from ego. Nobody asked this question in Rapture, the very question was rejected, and Rapture fell. Plasmids are Rapture, and Rapture is Plasmids.

This is the part most people understand on their own and don't need to have explained. After all, Plasmids are literally in your face as Jack jams hypodermic needles into his veins over and over. And yet, even with this very clear imagery, another element of what Plasmids represent is usually overlooked. Because Plasmids aren't just biology gone wild, Plasmids are also heroin.

Satirical depictions of libertarians loving heroin are common, because the legalization of drugs (among many "vice" industries, like prostitution) is something many prominent libertarians have been known to support. Ron Paul, for example, considers the illegality of vices to be anti-liberty, and opposes any sort of government regulation that dictates what choices people are allowed to make for themselves. The stance of libertarians, obviously, isn't actually that they love heroin. They hold the belief that people who don't do heroin (i.e. almost everyone) don't abstain because the government tells them not to. They don't do heroin because they don't want to do heroin.

Rapture is a city where a popular new drug took over the market. It dominated industry, it was openly and heavily used, and ultimately caused major problems with Rapture's society and economy. Like heroin, Plasmids (or more correctly, Adam) are an intravenous drug that is highly addictive. Users need more and more to satisfy their cravings and splicers roam Rapture looking for their next fix. Anything to keep the rush going. They will kill, they will steal, and the image of the splicer is a severe and frightening dramatization of addiction.

"War a terrible thing. Japanese kill every man in my city, except for Suchong. Suchong have opium. Very good opium. This war, terrible thing, too, but not for Suchong..." -Yi Suchong

The cultural and economic exploitation of Adam is vaguely reminiscent of the real-world history of opium in China during the 19th century, over which two wars were fought between China and British imperialists. This is alluded to by Dr. Yi Suchong, a Korean national who gained utility during WWII among his Japanese aggressors due to his opium. BioShock as a text does not subscribe to the ideals of Andrew Ryan and Ron Paul. BioShock warns that the accessibility of addicting and placating substances is dangerous for society, particularly when industrialized. Because once drugs become a business, it becomes the active and express economic interest of that business to make people want to do them. Plasmids in Rapture were heavily marketed, made to appeal to Rapture's inhabitants as consumers, and Rapture's entire social infrastructure collapsed.

BioShock encourages regulation. It encourages a cynical consideration of all things scientific and economic. Plasmids were an antisocial force that tore apart the city, and the sit as a cornerstone of BioShock's core narrative as a condemnation of objectivism.

NOTE: Some may say that Jack's use of Plasmids to increase his own utility and benefit his individual accomplishment argues against Plasmids as a dangerous, destructive force. In the past, this has been called ludonarrative dissonance. But players need to remember that Jack is a splicer too. He roams Rapture, hunting Adam, resorting to violence at any turn to feed his addiction. At the twist, BioShock famously condemns Jack (and the player) for their actions. Jack is not a hero. Jack is a slave to Atlas and to Adam, and his entire identity as an individual is completely predicated on his consumption of Adam. Who is Jack? Jack is a drug addict. His drugs dictate his entire personality and identity. The "Would you kindly?" scene (among other thematic meta) is indicative of Jack's rock-bottom epiphany to find something other than drugs to define himself. Like many recovering addicts, Jack is motivated to get better for the welfare of his children. This is not ludonarrative dissonance. This is literally the game's mechanical vehicle sewn inextricably into the themes of the narrative.

Now, all that said, what are Vigors?


Part Two of Five: Vigors; or Now for Something Completely Different

Throughout the 1800s and the first half of the 20th century, traveling salesmen claiming to be doctors (or at least wise travelers) would perform shows on small stages in an effort to peddle shady goods. These were called medicine shows. The specialty of these salesmen were their infamous supplies of "snake oil," or miracle elixirs, which promised incredible results upon ingestion. They would cure baldness, or make you stronger, or irresistible to the opposite sex. Representations of snake oil salesmen are common in popular culture, from Futurama to Sweeney Todd to Red Dead Redemption.

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"If I told you a man could shoot lightning from his fingers now, would you believe me? If I told you a man could hoist a one-ton stallion straight into the air, would you believe me?" -Vigor barker

And BioShock Infinite.

These miracle elixirs didn't work. The successful sale of these products rested entirely on the deceit of the salesman. Through a combination of showmanship and tall promises, snake oil salesmen would push their product by any means necessary. It's perhaps no coincidence then that the salesman at the Columbian fair medicine show looks uncannily similar to Jeremiah Fink.

Fink is Columbia's biggest and most successful snake oil peddler. He steals his goods, he manipulates his customers, he maintains his theatricality and leans on his persona as a superior, learned manufacturer. "Who needs competition when you have quality?"

Science fiction is a genre built on What Ifs, and Infinite's question is "what if these miracle elixirs actually worked?" What if you could bottle miracles?

Part Three of Five: What are miracles?

A miracle is an occurrence that cannot be explained, and any possible explanation is contingent on the supernatural. Traditionally speaking, miracles are an act of God. God can perform miracles on his own, or perform miracles through his children, but a miraculous event is an act of God. In Exodus, God speaks to Moses through a burning bush, which does not burn. He allows Moses to turn the Nile into blood, and part the Red Sea so that the Israelites may walk across it. He turns Moses' staff into a snake, and summon frogs from The Nile, and sends a swarm of locusts across Egypt. Exodus is basically God telling Moses to go stand somewhere over and over again so he can perform miracles through him to convince the Pharaoh to free the Jews.

You may think of miracles as Jesus healing the sick, or walking across water, and these are certainly miracles. But it's important to remember that Biblical miracles are not always beautiful. They are often terrifying, even lethal, and easily confused for dark arts of magic.

When Booker consumes Vigors, he becomes capable of performing miracles. He gains control over fire, over water, and over beasts. Vigors, miracles in a bottle, enable him to conduct impossible, and frightening, magical talents. But Booker is not an agent of God. Because God is not the only one who can perform miracles.

In Exodus, Moses' miracles are continually replicated by magicians in the Pharaoh's court, causing him to not believe Moses is a messenger of God. These magicians, as agents of Satan, are capable of performing similar miracles to Moses. Their power, while finite, is convincing. Miracles, or false miracles, can also be performed by the devil.

"For false Christs and false prophets will appear and perform great signs and miracles to deceive." -Matthew 24:24

"The coming of the lawless one will be in accordance with the work of Satan displayed in all kinds of counterfeit miracles, signs, and wonders." -2 Thessalonians 2:9

"The false shepherd seeks only to lead the lamb astray." -Columbian propaganda

Vigors are false miracles, also known as Satanic miracles, in a bottle. The game is pretty upfront about this. The medicine show features two performers dressed as devils performing their false miracles with Vigors. The ability to control fire is called Devil's Kiss. You gain the ability of Possession. Ravens and crows are the dark inverse of doves (Noah sent a raven and a dove to search for land), and usually interpreted as Satanic. In an overtly religious society like Columbia, Vigors are unappealing. The society at large does not use them, despite mild curiosity, and they are generally ignored despite Fink's attempts at temptation.

But those who do use Vigors, and there are surprisingly few, are transformed and suffer greatly. Firemen are in a permanent state of pain and burning (as indicated by their dialog), Zealots of the Lady are in a permanent state of pain and burden (as indicated by their dialog), and Slate is killed by his own obsession. Those led astray by Satan's temptation, Vigors, are led to pain, suffering, and death.

"Then when lust hath conceived, it bringeth forth sin: and sin, when it is finished, bringeth forth death." -James 1:15

In summation: Vigors are false miracles and symbolize Temptation with a capital T. Jeremiah Fink, the great deceiver, peddles these Vigors in an attempt to earn customers, or followers. When the Vigor market flounders, he strikes a deal with Comstock to benefit his industry. Comstock makes a deal with the Devil, the great deceiver, and Columbia is doomed.
There is some great discussion on this part beginning at post #59 between Reebot and myself.

Fink is not literally the Devil, to be clear here. Fink becomes the Devil figure through the application of Christian scripture, and consideration of the Devil as a "man in a black suit," (also present in Red Dead Redemption). Fink's role as the supreme deceiver positions him as Satan's thematic surrogate in Columbia, but not Satan himself.

Part Four of Five: If Fink is the Devil, who is the Anti-Christ?

If you believe the propaganda in Columbia, Booker is the Anti-Christ, or the "false shepherd." Booker is the master of false miracles and is there as an opposite force to Columbia's pseudo-Christian fundamentalism. So yes, Booker is the Anti-Christ.

And so is Comstock. (Clarity spoiler: Booker and Comstock are literally the same person.)

"Do not believe every spirit, but test the spirits to see whether they are from God, because many false prophets have gone out into this world." -1 John 4:1

With his ability to see the future and travel between dimensions, Comstock is the master of time and space. Like Booker, because he is Booker, Comstock is the master of Satanic miracles. But the real mission of the Anti-Christ is to lead thepeople away from God, not do magic tricks. And that is exactly what Comstock does. "If a miracle worker is teaching something contrary to God's Word, then his miracles, no matter how convincing they seem, are a demonic delusion" (Benjamin Warfield, Counterfeit Miracles).

The population of Columbia believes Comstock, whom they worship as their prophet, to be a miracle worker. He made a city fly, he sees the future, and claims to carry out God's will. But Comstock knows that this is not true. Comstock probably does believe, on some level, that he is God's messenger, and it is God's will for him to raise Elizabeth to cleanse the world in flame. But whether he is simply falling victim to his own delusion or comfortable misleading his followers, his deification is problematic.

"You shall have no other gods before me. You shall not make for yourself a carved image, or any likeness of anything that is in heaven above, or that is in the earth beneath, or that is in the water under the earth. You shall not bow down to them or serve them, for I the Lord your God am a jealous God, visiting the iniquity of the fathers on the children to the third and the fourth generation of those who hate me, but showing steadfast love to thousands of those who love me and keep my commandments." -Exodus 20:2

Comstock, by redirecting so much worship away from God and onto himself, is the true false shepherd. This is most clear when Chen Lin's statue of a Buddha is transformed into a statue of Comstock. In Columbia, Comstock is before God. Comstock is before Christ. Comstock is the false prophet, the false shepherd, and the Anti-Christ.

Booker's death, the simultaneous baptism of both Booker and Comstock ("I'm both"), is this realization. The baptism is the purging of their sins and their return to the bosom of God. But, as Neiteio points out, Booker does not emerge from the baptism. So rather than redemption, there is merely acceptance. But by stopping the Anti-Christ, Elizabeth prevents Armageddon, and the world is saved. Infinite does not end in fire, it ends in water.

Part Five of Five: So why the Resistance to Vigors?

The resistance to Vigors is explained by the ideology of Columbia's inhabitants, who would be brought up to resist and reject temptation. But there is also a wider, cultural reason for their widespread rejection.

Miracle tonics were infamous for their high content of drugs and alcohol. They were made with opium, or cocaine, or were very quick to get you drunk with their high alcohol volumes. This is portrayed humorously in a Red Dead Redemption propaganda film, which takes place somewhat anachronistically in 1911, one year before BioShock Infinite.


By 1912, no matter how naive the citizens of Columbia might be, the legacy of medicine shows and snake oil salesmen would have been known. While patent medicines were still successful up until World War II (Hadacol, sold throughout the war, was 12% alcohol by volume), people would still be dubious of Fink's claims of miracles. At the time of the Columbian fair, Vigors were still new, and citizens were hesitant to trust Fink's claims. An onlooker says he'll wait for Fink to "work out the kinks first," and obviously nobody is flocking to try out new Vigors.

Coupled with this is the cultural rejection of alcohol during the temperance movement. Vigors are bottled like spirits, and are drunk like spirits, and trigger brief hallucinations upon ingestion. As a drug, or even as a stand in for alcohol, Vigors would be unappealing to an elitist society growing up in the temperance era. The excess consumption of alcohol, or any form of stimulant, would be offensive to the sensibilities of the era.

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(The Drunkard's Progress - 1846)

"The sway of alcohol over mankind is unquestionably due to its power to stimulate the mystical faculties of human nature, usually crushed to earth by the cold facts and dry criticisms of the sober hour. Sobriety diminishes, discriminates, and says no; drunkenness expands, unites, and says yes." -William James (1842 - 1910)

William James, one of the most prolific and influential philosophers of the 19th century, describes drunkenness as a mystical vehicle for fantasy. This is taken to a whole new length with Vigors.

In a way that would certainly please Ron Paul, the legality of hard drugs and the accessibility of alcohol holds no sway over the people of Columbia's decision to abstain. Their rejection of stimulants is cultural, ideological, and not at all legal. But when we travel back to Rapture in Burial at Sea, the shift in ideology is almost immediately apparent.

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"You imagine having a beer with Andrew Ryan? Probably some teetotaler..."

"Don't trust a man who don't drink at least time to time..."

The consumption of alcohol and stimulants in Rapture carries no cultural aversion. The people of Rapture, about as far removed from the petty morality of temperance as possible, encourage one's liberty to indulge in substances. Culturally, Rapture was a society that ate up Plasmids, and at the peak of the Plasmid boom nearly everyone took them.

But not in Columbia. Both Rapture and Columbia are cities where substances and industry grew without regulation, and both cities fell. But the cities did not fall for the same reasons.

Conclusion

BioShock has the invisible hand of the free market, and Infinite has the invisible hand of God, and both stories put blood on these hands in different ways. But the two stories will always be more different than they are alike, and truly understanding Infinite as a narrative about religious fanaticism requires letting go of the story we're told in Rapture. While both games contain similar narrative elements, these elements are not used to tell the same story. These elements are not used to explore the same themes. They are merely constants and variables.

BioShock Infinite disappointed a lot of BioShock fans because it was extremely different. It wasn't an Action RPG, Columbia was not an explorable open-world, it wasn't a horror game, and all things considered it wasn't very political. It is very difficult to set aside all expectations established by the original BioShock when playing or analyzing Infinite. This is especially so because, for a game that turned out so tangentially different from BioShock, Infinite can only wander so far before the tether of its plot yanks it back to inseparable comparison.

At one end of a rope is BioShock, and at the other is Infinite, and even if they are charging in different directions they are forever a fixed distance apart. Infinite's failure to completely separate itself from BioShock is a curse that compromises the expectations of both gameplay and story. So when players are introduced to Vigors, of course they will relate them to Plasmids. I mean, they are Plasmids. But this is where the similarities end and everybody knows it. Vigors are not symbolic of any sort of ideological downfall, they are virtually meaningless to the people of Columbia who don't even use them, and retaining all the information one knows of Plasmids makes Vigors feel forced.

But with context and understanding of the Biblical backbone of Infinite's plot, they are not. The Anti-Christ narrative relies on the presence of Vigors to demonstrate its religious archetypes and parables. Even though Infinite doesn't want us to, try forget about BioShock when discussing it. Focus on Columbia and the kind of theocratic science fiction Infinite is based on. Let's pretend it's not called BioShock. Let's call it TheoShock.

Theo (prefix): relating to God or deities. "theocentric"

A great comment by PBalfredo about this:
I think where a lot of people get lost in the connection between vigors and Infinite is that Bioshock was very overt in tying plasmids to the critical flaw in Rapture. There is a pretty direct line of thought to be drawn between the violence in Rature to the Adam dependence of the splicers to the laissez faire principles that Rapture was founded upon. In Columbia, vigors are thematically appropriate to the setting, but much of Columbia's fatal flaws exist despite the existence of vigors. With or without vigors, Comstock is still hoisting himself up as the false god, supported by the miracles of the Lutece twin's technology.
 
Just finished reading, you made some really interesting points :) I honesty never noticed that very few other people in Columbia used Vigors.

That said, I wonder what Infinite could have been if removed from the shackles of Bioshock. I always felt that the ending which tried to stitch them both together didn't really work, as - like you said - they're very different games in more ways than you think.
 

Northwest

Banned
I may not be a clever man, but I believe that if you need a fan to write a five-parts explanation about the coherence of your gameplay mecanism, you may have fucked up at some point of the presentation.
 
Just finished reading, you made some really interesting points :) I honesty never noticed that very few other people in Columbia used Vigors.

That said, I wonder what Infinite could have been if removed from the shackles of Bioshock. I always felt that the ending which tried to stitch them both together didn't really work, as - like you said - they're very different games in more ways than you think.

As much as I love Infinite, its biggest flaw is being a BioShock game. It has such a direct, linear, and wasteless plot that wants nothing to do with BioShock and Rapture.

But it just can't get away from it. Infinite's separation anxiety is a huge problem.

I may not be a clever man, but I believe that if you need a fan to write a five-parts explanation about the coherence of your gameplay mecanism, you may have fucked up at some point of the presentation.

I think you're misunderstanding the purpose of this thread. I could write five parts on Plasmids too. But yes, Infinite does have presentation problems. Starting with being a BioShock game. The game was also heavily misrepresented and falsely advertised for years. Don't get me started on the Beast of America trailer.
 

Odrion

Banned
Yeah, I always thought the Vigors were out of place in Rapture. Also for being scattered everywhere in Columbia you never saw anyone use except for the really specialized enemies (whose designs implied they weren't just citizens using them.)
 
Yeah, I always thought the Vigors were out of place in Rapture. Also for being scattered everywhere in Rapture you never saw anyone use except for the really specialized enemies (whose designs implied they weren't just citizens using them.)

I'm assuming you mean Columbia there!

The reason Vigors are scattered around Columbia, despite the market failing, is because Fink owns all the stores and commerce in the city. So of course he stocks them with his own product. They're lying around because nobody wants them. Even after the government contract, Fink is bleeding money on them.
 

DarkKyo

Member
What an interesting analysis! I quite loved Infinite and played it a few times over but you bring up some points I had not considered or thought about before.
 
As much as I love Infinite, its biggest flaw is being a BioShock game. It has such a direct, linear, and wasteless plot that wants nothing to do with BioShock and Rapture.

But it just can't get away from it. Infinite's separation anxiety is a huge problem.



I think you're misunderstanding the purpose of this thread. I could write five parts on Plasmids too. But yes, Infinite does have presentation problems. Starting with being a BioShock game. The game was also heavily misrepresented and falsely advertised for years. Don't get me started on the Beast of America trailer.
If you're feeling up to it or want to at some point could you explain your thoughts on the trailer? I'm always interested in reading thoughtful discussion about Infinite and it's marketing as I feel like there are a lot of feelings I had about the game which I can't properly express or describe, and your OP communicates a lot of my frustrations.
 
What an interesting analysis! I quite loved Infinite and played it a few times over but you bring up some points I had not considered or thought about before.

Thanks for the reply!

And that's the point of my treads, to encourage people to think critically about the games they play. Even if people disagree with something I pose, that's not the point. The point is the discussion. If somebody comes back and poses an alternate response to an analysis of mine then the system worked.

Of course, these threads take a lot of time and effort and it means a lot when somebody praises my efforts. So thank you.
 

Lord Phol

Member
I may not be a clever man, but I believe that if you need a fan to write a five-parts explanation about the coherence of your gameplay mecanism, you may have fucked up at some point of the presentation.

I may not be a clever man but I got the basics of the stuff in the OP from just playing the game (or came to some of the same conclusions). Great and well written OP though, learned alot from reading it!
 

MartyStu

Member
This very well written and thought out. Took me a bit to get through, but I appreciated the effort enough to reciprocate.

Whether or not this is directly intentional by the devs--and I believe a good part of it is--is irrelevant. It COULD be, and that is all that matters.
 
I actually would like to hear your thoughts on that trailer.

great read btw!

If you're feeling up to it or want to at some point could you explain your thoughts on the trailer? I'm always interested in reading thoughtful discussion about Infinite and it's marketing as I feel like there are a lot of feelings I had about the game which I can't properly express or describe, and your OP communicates a lot of my frustrations.

I'm at work now and can't refresh myself with the trailer, so having not seen it in some time I will have to only reflect on the memory.

The Beasts of America trailer completely misrepresents what is going on in BioShock Infinite. Elizabeth on the gallows is beyond bizarre, because even at her weakest she is extremely powerful. Elizabeth is not a fearful character. The only thing she fears is Songbird. There's no conceivable situation why a quantum dimensional super being would resign herself to be hung. Never mind the fact that they're hanging the lamb of Columbia. I guess they could be Vox? But they're probably not. They're nobody. Because nobody in this trailer is anybody.

The trailer also advertises Elizabeth as a character who needs to be saved, which she does not. Booker might spring her from the tower and the lab, but she is an otherwise autonomous character. Infinite's conceit is that BOOKER is the "girl in the tower" figure and ELIZABETH is the hero who realizes her potential and frees him.

The trailer also has a "Fuck yeah, America" tone that really doesn't make any sense in the trailer. Who are the Americans? Booker and Elizabeth? So it's imperialist? Or are the Columbians the Americans and Booker is the terrorist? The trailer is incoherent.


I say to you the same thing I said to him above.
 

GavinUK86

Member
I haven't read it all yet but I have to applaud the amount of detail you go into.

/clapclapclap

Will read the rest later on!
 
This very well written and thought out. Took me a bit to get through, but I appreciated the effort enough to reciprocate.

Whether or not this is directly intentional by the devs--and I believe a good part of it is--is irrelevant. It COULD be, and that is all that matters.

Thank you for sticking with it! I've talked about authorial intent in my other threads, but most literary criticism devalues authorial intent. What matters most is what's on the page, or on the screen, because that's where we are really getting the messages.

I may not be a clever man but I got the basics of the stuff in the OP from just playing the game. Great and well written OP though, learned alot from reading it!

Thanks! I know several other people who got most of this just from playing the game, and it's only from talking with them over time was I able to fully form this thread.

This is something that people pick up on. Just because not every player does (most people don't consciously pick up on this stuff in any medium) doesn't mean it's not there to be read.
 

spunodi

Member
Subbed. This was an excellent read and shows how brilliantly what was essentially the same mechanic between two games is weaved beautifully into very different narrative themes successfully.

Essentially you have pickups and powers, yet unlike many other games where they are purely abstract, these aid in world building.

An interesting what-if exercise would be to perhaps think how else the mechanic could be weaved into other themes. Though with religion and the markets done, it would certainly be an intriguing choice.

Some industrial revolution era scenario of agriculture vs. industrialisation is a hazy start for me, though I'm from the UK and another key aspect of Bioshock (and infinite) is the American Exceptionalism and cultural roots.
 

Viper3

Member
That was very interesting to read OP. Honestly, your post is much more thought out than most articles on major blogs and gaming websites.

While I really loved Infinite, I do agree with several other posters that the thing that held the game back was how it was trying to tie in with Bioshock 1. Instead of the game standing on its own, the Vigors simply turned the game into Bioshock in the clouds for a lot of people. Which is a shame, because I think that Infinite is awesome, despite of its shortcomings.
 

kabel

Member
The trailer also has a "Fuck yeah, America" tone that really doesn't make any sense in the trailer. Who are the Americans? Booker and Elizabeth? So it's imperialist? Or are the Columbians the Americans and Booker is the terrorist? The trailer is incoherent.

I think that this "fuck yeah, america" tone reflects the Columbian society very well, to the point that it's actually also a caricature of today's patriotism.
 
I think that this "fuck yeah, america" tone reflects the Columbian society very well, to the point that it's actually also a caricature of today's patriotism.

It does, in the context of the GAME. But that trailer is all sorts of cloudy.

Columbia is definitely an American charicature, obviously, as you've pointed out.
 

Wensih

Member
Ummmm... that one link you posted about the Raven and Crow allusion was okay for background, but then it seems to take a turn:

"As Christ is the dove man, so Antichrist is the raven man. Will the raven man be half black and half white to more easily deceive? Has he already been released? His dark wings hovering over the world will entrap all the unsaved ravens of the world into worshipping him. Crows are members of the raven family and point directly to our Jim Crow laws. Jim 'Crow' stands for the stereotype black man and the ethnic discrimination against blacks by legal enforcement. Yes, Antichrist the raven man will kill the dove-saints soon during the Great Tribulation, because that's his nature."

I'm not sure if this passage is taking the voice of the law makers or the opinion of the author, but it sort of seems like the opinion of the author....
 
Very good and insightful analysis, thanks for taking the time to write this!
I don't have much to add TBH (or at least it would take some time for me to recollect my thoughts about the game).

Still love the game and the way it presented its themes (despite the racial stuff, that seemed like it never came to any conclusion besides 'people are racist in Columbia' - but let's not open that entirely different can of worms here).
 
Ummmm... that one link you posted about the Raven and Crow allusion was okay for background, but then it seems to take a turn:

"As Christ is the dove man, so Antichrist is the raven man. Will the raven man be half black and half white to more easily deceive? Has he already been released? His dark wings hovering over the world will entrap all the unsaved ravens of the world into worshipping him. Crows are members of the raven family and point directly to our Jim Crow laws. Jim 'Crow' stands for the stereotype black man and the ethnic discrimination against blacks by legal enforcement. Yes, Antichrist the raven man will kill the dove-saints soon during the Great Tribulation, because that's his nature."

I'm not sure if this passage is taking the voice of the law makers or the opinion of the author, but it sort of seems like the opinion of the author....

Holy shit. Fuck me for only reading the first few paragraphs. I took the link out. How embarrassing.

Thank you so much for pointing that out. Obviously I used it to illustrate the dove/raven metaphors from an existing religious frame. I didn't realize that he snuck in his justification for racism. This guy sounds like an actual citizen of Columbia.
 
Just finished reading, you made some really interesting points :) I honesty never noticed that very few other people in Columbia used Vigors.

That said, I wonder what Infinite could have been if removed from the shackles of Bioshock. I always felt that the ending which tried to stitch them both together didn't really work, as - like you said - they're very different games in more ways than you think.

This has always been a curious point to me, as much of the pre-release press from Levine implied heavily that Infinite should be considered as thematically related but otherwise unconnected. To me this always meant that Infinite would "feel" like a Bioshock game, but not be related at all plot-wise, but that's not what happened: instead, Columbia and Rapture are echoes of one another and there's a meta-universe linking them all together.

Given that this twist was hidden until the game's release, and given its relatively unmarketable nature (it's not something you can really put on the back of a box as a bullet point, after all), I can only come to the conclusion that Irrational wanted to tie Infinite to the original Bioshock, that it was probably part of the plan all along. It still would be interesting to see what Infinite could have been without the Bioshock connection, but it does sound like the game was never conceived to be completely independent.
 

kabel

Member
It does, in the context of the GAME. But that trailer is all sorts of cloudy.

Columbia is definitely an American charicature, obviously, as you've pointed out.

Yep you're right. After watching that trailer again, you would have no idea if it's about Booker and Elizabeth or the City.
 

Wensih

Member
Holy shit. Fuck me for only reading the first few paragraphs. I took the link out. How embarrassing.

Thank you so much for pointing that out. Obviously I used it to illustrate the dove/raven metaphors from an existing religious frame. I didn't realize that he snuck in his justification for racism. This guy sounds like an actual citizen of Columbia.


It's no problem! I finished reading your analysis, and I'm really glad to finally have a long well thought out discussion on Infinite that's not about the ending. I love your analyses. I hope to see more of them in the future.
 
You're over thinking it. Fink spies on other realities and steals things to sell in his reality to make money, that includes vigors. This contrivance exists solely to create variation of gameplay. And has nothing to religion or Snake Oil
 
Fantastic read. Thank you for posting it.

I never know how to feel about Infinite. I do think you brought up a few aspects that I have issue with.
 
Very good and insightful analysis, thanks for taking the time to write this!
I don't have much to add TBH (or at least it would take some time for me to recollect my thoughts about the game).

Still love the game and the way it presented its themes (despite the racial stuff, that seemed like it never came to any conclusion besides 'people are racist in Columbia' - but let's not open that entirely different can of worms here).

Another problem with Infinite is that it doesn't use any of the political elements that comprise its backdrop (like racism and revolutionaries) to make a statement about those things. The story isn't about that stuff at all on a deeper level. It's just part of the world and the scenery.

Which I guess isn't WRONG, there's no rule that says every detail of your world building needs to be thoroughly explored on screen. But the game leaves much to be desired on those fronts. A lot of people, myself included, wanted a game about racism. But it's not about racism, racism is just part of the backdrop.

That was very interesting to read OP. Honestly, your post is much more thought out than most articles on major blogs and gaming websites.

While I really loved Infinite, I do agree with several other posters that the thing that held the game back was how it was trying to tie in with Bioshock 1. Instead of the game standing on its own, the Vigors simply turned the game into Bioshock in the clouds for a lot of people. Which is a shame, because I think that Infinite is awesome, despite of its shortcomings.

I also love Infinite despite its shortcomings, and I find it easier to appreciate for what it is as opposed to disparaging it for what it isn't now that so much time has passed.

Subbed. This was an excellent read and shows how brilliantly what was essentially the same mechanic between two games is weaved beautifully into very different narrative themes successfully.

Essentially you have pickups and powers, yet unlike many other games where they are purely abstract, these aid in world building.

An interesting what-if exercise would be to perhaps think how else the mechanic could be weaved into other themes. Though with religion and the markets done, it would certainly be an intriguing choice.

Some industrial revolution era scenario of agriculture vs. industrialisation is a hazy start for me, though I'm from the UK and another key aspect of Bioshock (and infinite) is the American Exceptionalism and cultural roots.

Thanks a lot for thoughtful reply!

One of the things I look for in video games is whether the gameplay is directly related to and inseparable from the plot or not. That is to ask, is the gameplay an essential part of the story itself or just a means to advance said story?

Some other games that make the gameplay crucial and meaningful to the overall narrative are Last of Us and Luigi's Mansion. But many other games sort of "pause" the narrative to include gameplay rather than make it part of said said narrative. The same is true for judging musicals and action movies. Is the hallmark of this genre or medium used to TELL the story, or stop the story?

You're over thinking it. Fink spies on other realities and steals things to sell in his reality to make money, that includes vigors.

That is all what with no why. You are describing the literal behavior of Fink's character and not seeking any thematic explanation for why it is important to the story.

Which is fine if you want to view stories that way, but is the opposite intention of literary analysis. Superficial readings of stories imply that nothing is important to the piece of work other than the literal description of events, which is just not true.
 
I haven't played Bioshock Infinite (naughty me), but I can appreciate an elaborate and intertextual analysis. Nice work! I like how to weaved outside material - the Bible, William James, etc. - to substantiate your position. Having not played Infinite, I unfortunately don't have much to add, but your argument seems sound.

Also, I have to disagree with the claim that a game is necessarily at fault because a long-form analysis is needed to tease apart its themes. The (extreme) alternative is that a game is so simple and transparent that we don't need to think an extra minute about what its trying to communicate, and that is likely a forgettable experience. Naturally, it's fun to deal with games that don't deserve an analysis (although I might contend that even "shallow" games can yield interesting discourse), but there's also nothing wrong with trusting the reader/player to connect multiple, and sometimes disparate threads to arrive at a greater sense of meaning.

Really, I think the OP managed to keep the analysis quite succinct. I've seen scholarly pieces on games that are much, much longer than this (rightly or wrongly). In my mind, this kind of work is important to the growth of games as thematic vehicles; if critics don't hold games more responsible for their narratives, characters, and ways of linking those components to gameplay, then developers won't have as much incentive to create richer, deeper experiences that can be more complex, more obtuse, and ultimately more trusting of the reader's intellect and attention. After all, isn't it a common complaint around here that "modern" games tend to treat the player like an idiot who can't tell left from right, A from B? That's another discussion, really, but I think we should at least appreciate those games that grow large trees and challenge us to explore their copious roots, even if there are faults in the way they were planted or marketed.

In short, keep fighting the good fight, OP.
 

Joei

Member
I may not be a clever man, but I believe that if you need a fan to write a five-parts explanation about the coherence of your gameplay mecanism, you may have fucked up at some point of the presentation.

I'm awaiting the five-part response of why this is a false statement.
 

Springy

Member
I appreciate the effort that went into making the OP. It was a very entertaining read. It also contains a point that makes perfect sense which I had not considered before: Vigors are rejected by Columbians due to the tonics' incompatibility with their culture.

I'd always thought Vigors had been inserted solely for mechanical consistency with the previous games (how can anyone not, at least initially), but unlike players who had taken that as a reason not to like Infinite, I hadn't especially cared.
 
I'm awaiting the five-part response of why this is a false statement.

It doesn't have to be that long. Most people didn't come out of The Dark Knight thinking "wow, that was a very evocative portrayal of post-9/11 American security politics and the potential validity of The Patriot Act."

Just because people take things at face value doesn't mean that's all there is. Stories hold secrets and meaning. That is the power of literature.

For somebody to claim that the work is invalid because they didn't get it right off the bat is really reductive to narrative. David Lynch am cry.
 
OP, you should make this into a video/give this to someone like Capster/Bunnyhop to make into a video. This needs to get more widespread. :)
 
That is all what with no why. You are describing the literal behavior of Fink's character and not seeking any thematic explanation for why it is important to the story.
That's because Vigors are not important to the story to begin with. They don't share the same the intimacy with the story the way Plasmids did, and searching for the "why" beyond "a logical contrivance to connect the gameplay to the world" is utterly pointless. You're looking for something that isn't there.
 
OP, you should make this into a video/give this to someone like Capster/Bunnyhop to make into a video. This needs to get more widespread. :)

My plan, as I diversify my essays with more types of games, is to launch an archive where all my essays will be hosted in a tagged, searchable format. For now they are NeoGAF threads because I don't want to launch a website with five articles. You may or may not have seen my Last of Us thread.

That's because Vigors are not important to the story to begin with. They don't share the same the intimacy with the story the way Plasmids did, and searching for the "why" beyond "a logical contrivance to connect the gameplay to the world" is utterly pointless. You're looking for something that isn't there.

Well, I disagree with this. I think I make a solid explanation of what Vigors are and what they represent religiously. I don't make any connections with Plasmids that I don't also do with Vigors. But thank you for reading anyway, because I appreciate anyone who takes the time.
 

Futurematic

Member
Thanks for an interesting thread.

One thing I wanted to raise was the reasons behind prohibition was, as you touch on, a Northern progressive tradition, puritan. However the reason it passed was the very non-puritan pro-drug Southern culture, who reversed their drug position only when it became possible for black former slave people to obtain them.

You can of course see this all over Columbia where it quite clear that this floating city of American Exceptionalism is very much a Southern neo-Confederate city.

So elite shunning of Vigors is also a measure aimed at keeping the current balance of power stable (in our timeline, drugs were considered to rile up and make more likely slave/worker revolts in the USA) and Fink is considered outside the mainstream, which is something he doesn't likely grasp since Yankee businessmen were never considered good at Southern culture details.
 

jaypah

Member
Ugh, can't read it all because I'm still at work but thank you so much OP for taking the time to write this out. Infinite is one of my favorite games so I can't wait to be able to sit down and give this a look.
 

Joei

Member
It doesn't have to be that long. Most people didn't come out of The Dark Knight thinking "wow, that was a very evocative portrayal of post-9/11 American security politics and the potential validity of The Patriot Act."

Just because people take things at face value doesn't mean that's all there is. Stories hold secrets and meaning. That is the power of literature.

For somebody to claim that the work is invalid because they didn't get it right off the bat is really reductive to narrative. David Lynch am cry.

No ones claiming the work "is invalid," most are just claiming the work is "garbage." Art is open for interpretation in most cases. A lot seem to interpret this art as trash.
 
It doesn't have to be that long. Most people didn't come out of The Dark Knight thinking "wow, that was a very evocative portrayal of post-9/11 American security politics and the potential validity of The Patriot Act."

Just because people take things at face value doesn't mean that's all there is. Stories hold secrets and meaning. That is the power of literature.

For somebody to claim that the work is invalid because they didn't get it right off the bat is really reductive to narrative. David Lynch am cry.

It's an interesting reading problem, one that I see a lot and deal with as an English professor. Without training to the contrary, we're often led to see reading as throwaway entertainment, like most other entertainment, and thus it needs to be simple enough to be understood the first time. I suspect the "primacy effect" is also playing a part, in that we believe the first experience is the most "genuine" or "natural" or "best" one.

I feel that one common misconception is that "the author HAD to intend everything brought forth by the analysis" or otherwise the analysis is invalid. Authorial intent is important, but it's not everything. Sometimes it's that the elements of a story are flexible in their meaning capacities, and can interact in interesting ways based on the frame applied to them. Sometimes, writers integrate themes subconsciously based on the current, salient discourses, and the value of those themes changes as audiences change. And sometimes writers are just huge nerds with more knowledge than the average person and want to forge associations between concepts and suspicions and history and texts and people - not always knowing what the end result will be, and letting the reader decide what is important to them.

Reading your post I noticed for the first time that Andrew Ryan is an anagram of "Ew, Ayn Rand."

Well, damn.
 

Doctor Ninja

Sphincter Speaker
Vigors seemed like an afterthought in Infinite, it's like they put it in because they had to put it in and never came up with something great to do with them other than making combat a piece of cake. Adam play a very large role in the original and you can argue it's the central plot device of the entire game.
 

nynt9

Member
While I think this is a good, well conceived essay with a lot of thought put into it, I don't think the developers put this much thought into the subject. Infinite's development was very troubled and it showed in many aspects of the final product, including the implementation of the vigor system and gaps in the story and whatnot. Unfortunately I believe a lot of this to be reading too much into the gaps in the narrative and not really reading between the lines of a finely crafted thematic work.
 
Vigors seemed like an afterthought in Infinite, it's like they put it in because they had to put it in and never came up with something great to do with them other than making combat a piece of cake. Adam play a very large role in the original and you can argue it's the central plot device of the entire game.

That's the basis of my whole thread! Because while some people feel that way, I argue that that's just not the case. The depiction of false miracles is integral to the archetype of the Anti-Christ, of which Booker and Comstock make up to halves of. Without Vigors, you don't have that.
 

Wensih

Member
If I recall correctly I think some of the police force uses vigors? I really can't recall which enemies use them, but I'm pretty sure there were enemies shooting fireballs at you.
 

Futurematic

Member
No ones claiming the work "is invalid," most are just claiming the work is "garbage." Art is open for interpretation in most cases. A lot seem to interpret this art as trash.

Yes, and? One can have lovely discussions about B-movies and silly action films and what not. There's a lovely way to approach Bioshock Infinite (a game I have issues with, and dislike much of) using a Situationist society of the spectacle take. You can do that and still consider the game bad, indeed one can often learn more from taking apart something that doesn't work to see the why of it.
 
A wonderful analysis on the underlying in-universe explanation and thematic of something many view as "it was a gameplay mechanic before so Duh, ofc they'd be in here".

I know many people were disappointed with Infinite. I missed the hypetrain for it until the day I got to play it, and I really enjoyed it for what it was.
 

Doctor Ninja

Sphincter Speaker
That's the basis of my whole thread! Because while some people feel that way, I argue that that's just not the case. The depiction of false miracles is integral to the archetype of the Anti-Christ, of which Booker and Comstock make up to halves of. Without Vigors, you don't have that.

Not to mention the way they linked Rapture and Columbia seems to be lazy. Why did we need to link these two cities to get these material? As if Rapture didn't exist, Vigors won't exist.
 
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