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Why BioShock Infinite‘s creator won’t settle for success

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In 2007, Irrational Games released BioShock, a videogame that took the first-person perspective and remorseless slaughter of blockbusters like Halo and Call of Duty and set fire to the medium’s narrative conventions and audience expectations. The result may have been gaming’s first work of art. As protagonist Jack, the player explored a city called Rapture, an undersea metropolis built in the 1940s. The game actually took place in 1960, by which time Rapture’s gorgeous Art Deco architecture had become dilapidated and the residents feral.

BioShock teemed with monsters out of Jules Verne’s nightmares. Giant creatures called Big Daddies lumbered around in archaic diving suits with spherical helmets, emitting unintelligible whalelike moans and skewering players with enormous drills while their doll-like child companions, the Little Sisters, harvested genetic material from the corpses. The player, using cryptic audio recordings and graffiti, could gradually piece together Rapture’s history: a catastrophically failed experiment in libertarianism built by an Ayn Rand-like character. At its core, BioShock functioned as an unmistakable critique of Objectivism, Rand’s laissez-faire philosophy. As such, it was the first political manifesto that allowed you to kill people with swarms of bees emitted from your genetically modified hands.
via Wired

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