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LoL Presents: Healing Potion Charity Live Stream Marathon!

Posted by Low On Life on May 7, 2013
Posted in: Announcements. Tagged: Charity, Direct Relief International, Fundraiser, Humanitarian Aid, Live Streams, Twitch.Tv, Video Games. Leave a Comment

Health_Potion

Hey, LoL-Cats!

With Extra Life still many months away, me and Anthony have decided on doing a little something as a warm-up of sorts. We love doing these charity fundraisers, and there are so many great causes to work for. So, we’ve settled on doing a little 24+ hour marathon livestream event this month stretched between the two of us.

The theme is simple. We’ve decided to play nothing but retro platformers. But there is a catch: they have to be ones we’ve never played before! We don’t have a solid list down yet, but expect some obscure and weird platformers from all sorts of older consoles. We’ll probably play 12+ hours each and switch off at the midway point.

We’ll be accepting donations the entire time on behalf of the Direct Relief International charity which provides humanitarian aid all across the world for things like disaster relief. It’s a great charity and highly praised, and we’re very excited to be gather up as much help as we can from our little pocket of the internet.

As is customary with our live streams, we are looking forward to providing laughs and care-free entertainment. Our chat is usually quite exciting during these marathons, and we invite everyone to come by and say hi and support us. We will each be streaming on our personal channels and passing the torch, much like we did for Extra Life. You can find Anthony’s Twitch channel here and my channel here.

Any help from you guys is greatly appreciated. Donations, promotion, or simply stopping by and cheering us on. We were so lucky to have a wonderful support group for Extra Life and we’re looking forward to expanding that family with each event we host. If anyone has any additional help they’d like to provide, we’re all ears! The more eyes and ears we get to the stream, the more likely it is we can pull in more donations for this great cause.

But when IS the stream? Well, we’ll be doing it at the end of May, starting on Friday May 24th, and going into Saturday May 25th. We don’t have a time set yet, so stay tuned for updates. And depending on how we feel, we’d both love to go more than 24 hours. So be sure to swing by whenever you can on Friday or Saturday and see what’s up.

If you can’t make the event, but would still like to donate, the donation page is already up. We’re accepting donations through Crowdrise, which puts the money directly into Direct Relief. You can check out the donation page here.

We’re really looking forward to another great charity stream marathon, and we hope to see you there. Spread the word and help us out if you can.

Thanks!

-Bob

About Direct Relief 

DR_Logo_notag_CMYK

Direct Relief is a leading medical relief organization, active in all 50 states and in 70 countries. It works with more than 1,000 health clinics across the U.S. to assist in emergencies and an ongoing basis, providing them with free medications for people in need. The organization has been among the world’s largest medical suppliers in Haiti after the 2010 earthquake, has top charity ratings, including four-star and “top-notch” rating from Charity Navigator, and a 99% fundraising efficiency rating from Forbes magazine. For more information visit www.DirectRelief.org. 

| Follow Direct Relief On Twitter | Follow Direct Relief On Facebook |

Depression And The Gamer: My Story

Posted by Low On Life on May 3, 2013
Posted in: Editorial. Tagged: depression, Extra Life, GameSpot, mental health awareness, personal stories, Video Games. 1 comment

by Bob Reinhard

This morning, I came across a post by GameSpot‘s official twitter account dropping a new hashtag to trend for the day: #gamesvdepression. This was attached to a video titled Video Games vs. Depression, presented by Danny O’Dwyer, which I would urge everyone to take twenty minutes out of their day to watch.

Danny’s launching point for the idea to discuss this issue came from playing the recently released indie game Depression Quest, a pay-what-you-want interactive story game which puts you in the position of one of the many, many people who take on the troubles of depression day to day. It’s a powerful experience that I would urge everyone, even those who don’t have depression themselves, to experience at least once. I’ve been happy to see the game receive a lot of positive attention among the community, and I was glad to see it used as a branching point for the video’s content.

depressionquest

The best thing about the video is that, instead of discussing the issue from an outside perspective, it turns to those within the gamer community who deal with depression and lets them do the talking. It’s a great collection of personal stories about gamers who have turned to video games to help them with the different mental health issues. The stories are inspired and to see so many people within the community come forward and share their stories is encouraging. So, I figured I would come forward myself and discuss this issue on a personal level for me.

Now, I’ve never been one to shy away from discussing my own depression. I’ve dealt with it the majority of my life, and the situation has led to close-calls with suicide and severe anxiety problems that have gone so far as to make me have to leave a job in order to avoid complete breakdown. But just as depression has been a part of my life, gaming has been a part of my life perhaps even longer. Having started at a young age (somewhere around 2 or 3 years old with the original NES), gaming has always been my go-to activity.

Gaming provided me with many things as a child. A sense of adventure, of accomplishment, and as I grew older, it began to provide me a place I could always escape to. And even today, as my life continues to be turmoil-filled around me, gaming is an important thing that I hold on to for comfort. A security blanket, if you will. No matter the situation, or how bad things get, I always find some form of comfort when I pick up a controller and play something for awhile.

Now, the story part of things. I grew up without a father. He left before I was able to really create memories. So growing up, it was always me and my mom, struggling against the odds. I’d be lying if I tried to deny that deep down this left some psychological fear of abandonment and my well-rooted fear of being alone. As I grew up, I hit the troubled pre-teen years, even trying therapy and medication for awhile. And as I grew older, the depression seemed to only have worsened.

mumzynme

Really, The Only Family I’ve Consistently Had

In school, I was never one to be bullied, despite the fact that someone awkward, small, and with a weird voice is easy set-up for insults, but I was never the most active person. I didn’t partake in many school activities, I didn’t attend parties, and I only saw my friends outside of school a handful of times. A lot of those times involving video games, now that I think about it.

Instead, I spent a lot of time alone. And once I left school, my contact with friends lessened greatly, and I found myself with a lot more alone time. Gaming has consistently been the thing I’ve turned to to fill that alone time. And it’s helped keep me from succumbing to depression many times in my life.

I have low self-esteem, and the few people who know me really well know that I give in to despair and self-hatred violently at times, sometimes out of nowhere. It’s ruined relationships and has left me with a bad tendency to push away anyone who gets close to me. Many friends have talked me down from suicidal breakdowns over many years, and it’s something that to this day I can’t always get a handle on.

The ability to let go of real-life situations for awhile and deal with problems that aren’t real is strangely calming to me. I deal with the constant fear of being a failure and not being able to accomplish goals, something that has ruined me creatively and giving me nothing but self-doubt about being able to achieve things. A lot of “I know I can’t do it” kind of statements made over the years, that sort of thing. But in video games, what is the worst thing that happens if you fail? You start over. Failing in video games is never the end. And accomplishment is much easier to achieve because of it. That sense of satisfaction from beating a tough boss or level allows me something I don’t always get when dealing with real life situations.

The other thing it provides is a sense of escape. It’s like an interactive dream. Something that pulls you out of the real world and plops you down into different places, different lives. I’ve always had a sadness that I carry with me over the state of our world. Seeing tragedies and people struggle weighs heavily on me. And it becomes overwhelming at times. Which is why it becomes so comforting to escape to another world. Cute worlds, beautiful worlds, even other worlds in conflicts that I can abolish, allow me to deal with some of the ugliness in the real world.

cute waddle dees

Kirby’s Epic Yarn Instantly Makes Me Feel Better

Over the last few years though, something even better has come out of my relationship with gaming. I was able to blend my love for writing with my passion for games, and a few years back I decided I wanted to start writing about video games. Eventually, I found myself in the MyIGN community on IGN. Through that, I’ve met a ton of people I count as real friends. And have been able to express myself and expand myself in ways I never thought possible. It’s how this podcast and entire site started, actually.

Through talking with other gamers, attending and hosting video game live streams, talking on podcasts and videos, playing with people online, reading other people’s experiences and stories, and generally just being more involved with a lot of the gamer community, I have come to feel far more sense of belonging than I ever have before. That sense of loneliness isn’t nearly as crippling as it used to be, and my fear of being alone can always be knocked back down by being able to engage in conversation with the many people the video game community has allowed me to meet.

Perhaps the single most profound and important moment to me thanks to video games came from last year’s Extra Life charity marathon I took a part in on my stream channel. I got to team up with Anthony (who I met through MyIGN and now is my co-host for Low On Life and a dear friend of mine who has always supported me) and, with the help of the generosity and togetherness of so many people I’ve met through gaming, we were able to raise over a thousand dollars for the charity. The entire thing has moved me to tears on a number of occasions, and it’s provided a sense of accomplishment and meaning in my life that nothing else has ever done. And this was entirely thanks to sitting around playing video games for 24 hours while people joked around with me. It’s something I’ll carry with me my entire life, something I will always be inspired by for now on. And it’s because of video games being a big part of my life that I now have that.

| Here Is A More In-Depth Blog I Wrote About Extra Life And It’s Impact On My Life |

Knowing that a hobby has allowed me to meet so many people I wouldn’t have met otherwise, provide a base for me to do things I have always wanted to do, and even express myself creatively more, is staggering, and I’m thankful for it every day. The laughs I’ve had with my fellow gamers and the things I’ve been able to achieve thanks to gaming and it’s community will forever be an important part of my life now. It will always help me keep fighting through whatever life throws at me. I hope in the coming years, as I continue to take on whatever life brings, that I’ll have games and the community surrounding them to turn to in times of need.

For anyone reading this, I am grateful for the time. For the support some of you have provided me. For the sense of friendship, accomplishment, belonging, and togetherness you’ve given me by connecting over such a silly thing as games. I believe this is an important message to pass along, and I would love to hear some stories from you about how video games have helped in your life.

Now, let’s all feel a bit better by looking at this beautiful Okami picture…

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Peaceful, Isn’t It?

#UnpopularGamingOpinions

Posted by Low On Life on May 1, 2013
Posted in: Editorial. Tagged: Opinions, Twitter Trends. Leave a Comment

Being no stranger to having unpopular opinions about games, I had quite a lot of fun with the Twitter hashtag #UnpopularGamingOpinions. So, I decided to collect those all here for everyone to see without having to dig through my Twitter account. Take into mind: I am 100% truthful about these being my real opinions. None of them are hyperbolic or joking in any way. Enjoy!

—

Super Mario Land 1 is a total blast. And Super Mario Land 2 is one of the most creative 2D Mario games.

Japanese voice acting sucks ass. English voice acting is WAY better.

Donkey Kong Country 3 was a great game and doesn’t deserve the shit it gets.

Conker’s Bad Fur Day wasn’t funny and was actually pretty weak as a game too.

Earthbound has utter dog-shit gameplay.

Pro-Gaming is fucking annoying.

Uncharted 1 is pretty shitty.

E3 is still very important and enjoyable.

The Super Mario Bros. movie was fucking awesome.

The Resident Evil series hasn’t “gotten worse”. It wasn’t very good to begin with.

Yoshi’s Island was the last “Great” main series Mario game.

Super Mario Sunshine > Super Mario Galaxy.

The Fifth Generation Pokemon were mostly pretty awesome.

Persona 3 was really, really mediocre.

The Smash Brothers series is mediocre and you can win simply by mashing buttons half the time.

I blame Nintendo entirely for ruining any chance of Klonoa games being made anymore.

Peter Molyneux doesn’t deserve even a small inkling of the massive amounts of hate he gets.

The PS3 is easily the best console of this generation in terms of exclusives and library.

“My Body Is Ready” “Arrow to the Knee” and “The Cake is a Lie” are still fuckin’ funny if used sparingly.

Iwata should be shit-canned as CEO of Nintendo. Yesterday, if possible.

Zelda 2? Pretty fuckin’ good game, actually.

Bethesda is an extremely over-rated, unimaginative developer.

Bethesda is even WORSE as a publisher.

Darkwing Duck NES > Duck Tales NES

Klonoa, Rayman, Banjo Kazooie, Donkey Kong Country? ALL better than the Mario franchise.

Kingdom Hearts 1 is absolutely TERRIBLE.

Bioshock 2 was a pretty awesome game.

David Cage is one of the most ambitious and ballsy developers working today.

TellTale’s The Walking Dead was simply “decent”. Half the time, it wasn’t even that.

Lightning from FFXIII > Cloud FFVII

The PSP has a better library overall than the DS.

The Classic Sonic games are mediocre at best.

Ocarina Of Time is one of the worst Zelda games in the franchise.

The Nintendo 64 had the weakest and smallest library of any “successful” console.

Super Mario 3D Land is easily the worst game I played this generation. Complete garbage.

Shigeru Miyamoto should leave Nintendo and make his own third-party developer.

Final Fantasy VII was horrendously paced, poorly written drivel with the worst characters of the series.

—

Love, Bob

The New Nintendo E3: An Interesting Idea At The Wrong Time

Posted by Low On Life on April 25, 2013
Posted in: Editorial. Tagged: E3, Nintendo, Video Games, Wii U. 1 comment

nintendo-logo

By now, the news of Nintendo’s recent E3 tactical decision has been circulated and discussed by a lot of gamers and it’s interesting to see the varying opinions on the company’s bold move. And to be honest, my initial response for this was slightly more on the favorable side. However, as I sat on it longer and longer, I began to see some major issues with Nintendo’s new approach to the big conference.

It’s A Good Idea… IN THEORY

With each passing year, E3 becomes more and more polarizing among the gamer community. Some still see it as one of the best ways for companies to introduce us to new products and showcase the latest tech for the industry. While more and more people each year see it as an all-flash-no-substance dog and pony show that focuses more on the pomp and circumstance and eye-catching presentation and less and less on the actual content.

That’s the first place where people went to defend Nintendo’s decision. With Nintendo forgoing the usual rhetoric-spewing and pretty-lights displays of the presentation-centric conference, instead choosing to focus on smaller, more precise software presentations, it’s not surprising people who are tired of the commercial nature of E3 would defend the decision.

And of course, there is the added pressure Nintendo has with trying to keep up with Sony and Microsoft, both of which will be heavily focused on their recently announced (or soon to be announced) next generation consoles. Nintendo would have to go big or go home when fighting against what is sure to be a very heated game of one-up between Sony and Microsoft. Choosing to escape the battle entirely and retreat to a more comfortable, tactical position is easier than simply getting torn apart by people comparing them to the potentially explosive Sony and Microsoft conferences.

So yes, it’s easy to see why people would back this decision by Nintendo. And at first, it made plenty of sense to me. However…

Where It Goes Wrong

Let’s face it: The Wii U is struggling. Even with Nintendo’s recently reporting a much more positive financial position, the Wii U is still not selling well, and it’s slowly sinking into the abyss of “out of sight, out of mind” consumer mentality. And that’s the exact mentality that is going to work against Nintendo’s E3 decision.

When Nintendo showcases their games at E3, Nintendo fans are going to go out of their way to check it out and get excited. They’ll have absolutely no problem getting their core market the information they desire, regardless of how they do it. But that’s the problem: they’ll get it to their core market, and their core market alone.

Even if most hardcore gamers may spend hours a day during E3 online looking at articles from all corners of the conference, that’s still only a small portion of the market that Nintendo needs to tap into. The Wii’s success was just about entirely on the casual market appeal. And that crowd simply won’t be paying attention at all. And with a lot of consumers already having a hard time understanding the Wii U as-is, Nintendo needs to do everything in their power to get it as much attention as possible.

Not to mention the other gamers who have no interesting in the console right now. Those gamers are far less inclined to dig through Nintendo-only articles on smaller presentations than they are to check out the big presentations and summary articles about the bigger presentations.

Cutting chances that those markets, the ones that don’t already have Wii U’s or don’t have much interest in the console right now, won’t be seeing your presentations doesn’t help sales one bit. In fact, it will simply keep the Wii U steadily floating at it’s current pace, which in the long run may harm the system more than help it.

Nintendo is picking the wrong time to take a risky, smaller-market focus on their presentations. This is a time when they need to go all-out on getting the Wii U and it’s future into the minds of as many people as possible. Nintendo may very well be willing to give up the bigger, broader audience in order to focus entirely on their smaller, core market… but that’s where another problem comes up.

Are other developers?

This Sounds Familiar

“Nintendo doesn’t have enough Third-Party support”

How many times can we repeat this saying until Nintendo realizes it’s painfully true? One of the Wii U’s biggest issues right now is that it isn’t pulling in many third-party exclusives or new IPs. It may be getting years-old ports, but it’s simply not getting many other games. And while Nintendo fans may be ok with only a handful of Nintendo first-party games being released a year, a lot of gamers simply won’t give Nintendo MORE money for a console that only runs a few games.

The big problem with Nintendo’s move is that it doesn’t give other developers much reason to get behind the console. If the Wii U is going to sink down into a niche-market position, third party developers are going to be far less inclined to work with Nintendo on creating new games and experiences. Simply because, at the end of the day, they also want to get their games into the hands of as many gamers as they can. And yes: they want to make as much money on their investments as they can.

With Sony’s recent focus on developer relations, and the positive reception by many in the industry, Nintendo has to do whatever they can to keep other publishers and developers on their side. Making it less likely that their games will be seen by the most people is going to do nothing but scare away even more developers, and in the long term this is going to take a large chunk of content away from the Wii U.

Not to mention the damage this could do to sales of games on Wii U that are across all platforms. One of the biggest parts of E3 is seeing which non-exclusives get shown at which big presentation. Last year, we saw Assassin’s Creed 3 shown at multiple presentations, to showcase the game on multiple consoles. It was a good decision by Ubisoft and no doubt helped get the game more attention on all the consoles. And there is no doubt that this concept will continue to show itself each year.

But now the Wii U will be losing that part of the presentation. Non-exclusive games will be showcased on Sony and Microsoft consoles, but we’ll doubtfully see nearly as much focus on the Wii U end of things. And this may very well take away from sales of those games on the Wii U, which will in turn make it harder for publishers to spend the extra money to bring those games over to the Wii U as well.

All in all, this could only add to Nintendo’s shaky relationship with third-party developers at a time when they desperately need all the support and content they can get.

And Now We Wait

Of course, this is all speculation at this point. We don’t know much about the nature of Nintendo’s plans for E3, and without further detail, it’s hard to say how well it will or will not work. But these are definite issues that need to be addressed at a crucial time in the Wii U’s life cycle. Nintendo has to be careful with what decisions they make, even if the intention is good, because it may end up losing them more than it gains.

But, until E3 rolls around in less than two months, we’re simply going to have to wait and hope that Nintendo’s decision doesn’t end up alienating gamers and other consumers even more.

 

Indefinite Hiatus

Posted by Low On Life on April 16, 2013
Posted in: Podcasts. 1 comment

Hey LoL-Cats,

Sad news. After 30 great episodes and a lot of laughs, I regret to inform everyone that I am going to have to put the Low On Life podcast on indefinite hiatus. Real life issues have come up that need to be sorted out and I have no idea how much time will pass until a stable environment is secured for me to continue any creative endeavors.

Thanks again to everyone that’s listened and supported the podcast so far. It’s been a lot of fun and I hope someday soon to return to this site and the podcast.

-Bob

Bioshock Infinite: Violence As A Narrative Device

Posted by Low On Life on April 13, 2013
Posted in: Editorial. Tagged: Bioshock Infinite, Human Nature, Irrational Games, Storytelling, Violence in Video Games. Leave a Comment

by Bob Reinhard

Warning: Major Plot Spoilers. Read at your own risk.

Have you ever watched a fireworks display, and noticed that the most glorious fireworks come at the end of short delays. Those moments of silence that punctuate the chaos and color seem to make the explosions that much more impactful. Watching the smoke slowly drift away, overcome by the blackness of a night sky, giving way to those sudden bursts of bright light. That contrast is what makes the display so spectacular.

This use of downtime to emphasize events is something that most any entertainment medium is familiar with. Horror movies, for example, use it to build tension. Those moments of “Don’t open that door!” suddenly followed by the killer bursting through the door and slaying the unsuspecting character.

But for some reason, video games seem to have a hard time using this technique to it’s full effectiveness. It’s part of what we refer to as a game’s “pacing”. Very few have managed to use those little moments between the action to draw the player in and make the sudden blast hit us that much harder. Perhaps that is why from the very start, I was so fascinated by Bioshock Infinite.

Let’s start at the beginning. In what is perhaps one of the most lengthy and relaxing ease-in periods I’ve ever seen in something outside of a JRPG, Bioshock Infinite immediately gives you a sense that something is right on the cusp of breaking. Walking through the idyllic Columbia in search of a mysterious girl seems to be going entirely too well for an action game. We made it into the city with no conflict, and everyone seems completely indifferent to us.

Yet with every step we take further into the city of Columbia, the more things feel slightly off. The bright, vibrant outer shell of the floating paradise starts to crack and peel, revealing some unsettling ugliness underneath. And with the subtle use of visual storytelling, that tension and uneasy feeling starts to build.

Then we reach the raffle.

In an instant, we start to see Columbia for what it is: A civilization built on racism and abuse of the working class. Booker is given a ball and one task: Throw it at the minority couple on stage. This is when the player is seated firmly in an uncomfortable position. A spectator to something vile and, in the framework of how we currently see a functional society, inhumane.

It’s at this point Infinite pulls the bag off our head and reveals to us it’s true nature. It wants to play with you just as much as you play with it. It wants you to know that it’s not going to pull punches. And now we’re left with a startling decision to make: Throw the ball at the couple, or break our peaceful world and throw it at the announcer.

This is a moment where Booker must look inside and weigh his morals against his desire to complete this task and eliminate his debt. Does he make the tough decision to appease this animalistic crowd or does he risk losing his cover. As you’re pushing this idea through the filters in your head, it gives the game enough time to blindside you by having Booker suddenly outed as the False Shepherd we’ve seen in the posters all around the city.

This breaking down of the peace, and then the sudden thrust into conflict, results in Booker abandoning all caution and turning to violence. In an instant, Booker is pulled aside by two members of Columbia’s peacekeepers, and unarmed, he has no choice but to do whatever is necessary to assure his mission doesn’t fail. And what happens next is perhaps one of the most sudden violent acts I’ve ever seen in a game.

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Watching Booker push one of the officers face-first into another’s Skyhook rips us out of the beauty of Columbia and plants us firmly into the familiar “kill or be killed” situation we’re more accustomed too in games like this. After an extended period of time calmly enjoying the sights, the game springs a visceral, gritty blood-soaked explosion directly into our faces. That sudden impact makes the transition into traditional FPS action that much more heart-racing. And the effectiveness of this is all thanks to the prolonged build up leading up to it.

This use of a longer intro sequence gives you time to familiarize yourself with one of Infinite’s most impressive feats: it’s rollercoaster-esque use of ups and downs. The game will continue to use this right up to the very end. Picking us up and dropping us kicking and screaming into a violent warzone, then pulling us out to tell us an emotional story about forgiveness, sin, fear, and ideological conflict.

As soon as the game dropped, many people began voicing their distaste for Infinite’s rather liberal use of violence. Saying the gratuitous use of it was detrimental to the game’s storytelling. However, I’d argue that it’s the exact opposite. It’s what makes the storytelling work.

Booker is not a good person. This sentiment is echoed off every moment of Infinite’s narrative. Giving us a sense of his horrible past, his “do anything to get the job done” mentality, and his internal struggles with his own personal demons. This is only further highlighted once Elizabeth enters the fray.

Much like the calm moments giving way to the action, Elizabeth is a stark contrast of Booker’s character. Her sheltered, isolated personality leaves her at odds with the shock of Booker’s violent action and disregard for keeping the peace. Her care-free almost child-like demeanor is immediately crushed by Booker’s aggression.

Elizabeth1000-500x333

Once you escape the tower with Elizabeth, you’re once again treated to a calm, peaceful walk through a warm sunny day in Columbia. And once more, the feeling that something is going to go wrong sits on our shoulders. And as a trap is sprung to capture Elizabeth once more, Booker is pulled right back into the bloodshed. However, this is the first time Elizabeth herself is pulled into the shadows, and her reaction is predictable: she’s not thrilled about it.

Her utter disgust with Booker’s unflinching killing leaves her at odds with her protector. And throughout the game, she is slowly pulled into a startling reality where sometimes conflict escalates to something horrifying.

This slap in the face alters Elizabeth throughout the game. She slowly becomes accustomed to the things that came as a shock to her at first. Slowly, she begins to accept Booker’s violence and even aids him indirectly by providing weapons and means to kill. This perhaps comes from the battle between Booker and Slate, in which we learn of Booker’s shadowy past and are faced with yet another possible outcome of someone coming from that background. Watching Slate’s inevitable downfall gives us a mirror in which to stare into and learn of Booker’s internal struggles with how to deal with his violence.

This then gives way to another blatantly violent conflict between the Vox Populi and the Founders. The sudden civil war that is sparked by Booker’s introduction to the world. We’re faced with the task of having to arm a rebellion we don’t want to be involved in order to simply escape this place. And in that moment, Columbia transitions from utopia to war zone. Watching the Vox murder the people of Columbia in a savage, unforgiving way is disturbing and shows us the weight of violence in any conflict.

This is used as a major breaking point for Elizabeth during the height of the Vox conflict. Watching Daisy slowly succumb to her violent urges causes a major change in Elizabeth. As Daisy slowly allows her hatred and anger to push her to taking a child hostage shows us yet again the depths to which violence and rage can cause us to sink. It’s at this moment that Elizabeth learns to understand Booker’s violence and kills Daisy to save the child. She realizes that violence in this case prevents violence. She also learns that her nature is not that of Booker’s, and taking Daisy’s life leaves a noticeable mark on her.

bioshock-infinite-racism-white-guilt-black-people

This constant barrage of peace-giving-way-to-chaos is what carries the rest of the game. Booker is forced to face his violent nature in every person and situation he comes across. He has to question himself and what direction his violence nature will ultimately take him. Does he sacrifice Elizabeth, a caring, kind person who he grows to appreciate and care for, in order to further his own agenda, or does he turn his violence into a means to help her.

This is what causes Booker’s character development. Booker’s own belief that he is beyond cleansing, beyond saving, gives way to the belief that perhaps redeeming himself can come from something entirely unexpected. And for the rest of the game, we’re faced with the realization that Booker is slowly pulling himself out of the shadows and making use of his darkness in a way that may someday be considered positive.

This very deliberate use of violence in Booker’s character showcases that he carries this history with him no matter what path he chooses. And through the use of this violence for various means, we as players can not only see the change in Booker’s character, but play an active part in it.

We become attached to Elizabeth. We seek to escape the conflict and bring these characters into a peaceful resolution. And in doing so, we are unwilling to stop in the face of adversity. No matter what the cost, no matter what we have to do, we must keep fighting so that someday these characters we’ve grown to understand and love don’t have to fight anymore.

liz

And perhaps that’s what makes the ending twist work. Learning that in giving up his violence during his baptism, Booker actually turns into a violent monster of a different kind in the form of Comstock. We see that no matter what path Booker chooses, he carries some form of darkness with him. It’s all in how he uses it. And we come to terms with inevitability.

It shows that everyone has flaws, and the path to overcome those flaws is not easy. It branches off into an infinite number of possible outcomes, all of which are determined by how we choose to deal with our nature. And while the conflicts may change and shift and play out differently, the base feelings within us still exist.

We’re shown countless times how different people can be pushed by their violent nature to do unspeakable things. Slate’s madness. Daisy’s giving in to hatred. Even Booker’s own unrelenting murdering of Comstock. These things are shown to us to give us a sense that Booker could just as easily be one of these antagonistic characters if his nature got the best of him.

These concepts, of branching paths, different outcomes, and action-reaction, is what makes the violence so important in developing Booker’s character. Booker’s past cannot be shaken so easily, and thus we are forced to make the most of his nature. No matter what path is taken, Booker is Booker at his core. And coming to realize this through our control of his violence is what causes this to resonate with us by game’s end.

It’s also useful in giving us a sense of the violent undertones of Columbia and the game itself. Columbia is built on the pain of others, and this escalation of violence shows that boiling over.

So, is Infinite violent? Yes. But it’s violence is purposeful and carries with it an important piece of narrative that is essential to the character we’re tasked with controlling, as well as a truth about the world we’ve been placed in. Instead of simply being told things, we’re showed them through disturbing images and presentation. We’re placed in a world where violence and darkness is constantly crawling underneath the skin of idealism and warmth. Those moments of watching the smoke slowly blow away in an evening breeze before the next colorful explosion comes and draws us out of our comfort zone. And this is where Bioshock Infinite shines the most.

Low On Life Podcast – Episode 30: The Cult Of Billy White

Posted by Low On Life on April 3, 2013
Posted in: Podcasts. Tagged: Disney, Kevin Ware, Low On Life Podcast, LucasArts, Video Games. 1 comment

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April Fools! There is no podcast this week! Bob discovers a reason to take back “And Fuck Microsoft!”, then challenges himself like never before. Voice actors, horrible injuries, Disney, and the new enemy of the Low On Life Podcast – Billy White! Plus: Racism and making fun of the mentally handicapped… 

| Listen To The Latest Episode Here |

 

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