Update mid-2019:
I’m not entirely sure, after another play-through, that I’d still put the original Bioshock on this list, particularly in light of how Bioshock: Infinite mobilizes its gameplay thematically in comparison. Admittedly, Infinite’s ideological equivocation – its assumption that both sides of a conflict are equally culpable for some apparently apolitical notion of cruelty – is far more morally dubious than the original Bioshock’s searing critique of a fallacious and limited notion of “freedom” run amok. But the gameplay of Infinite – and the way in which the gameplay itself thematizes “player agency” with more nuance than the original Bioshock ever did, casts a less luminescent light on the water-logged original for me at this point. While the first Bioshock essentially disfigures its audiences for being led so easily and unthinkingly to a deterministic conclusion, one where personal agency is nothing more than a fallacious ruse, Infinite discovers what the pragmatist William James, himself so fervently critical of American imperialism and nationalism, did during the very time-period Infinite is set: that the existential uncertainty and flux of modernity are neither fully constricting and devouring of agency nor truly liberating to the point of allowing unmediated, atomistic personal expression.
In other words: all play is always on rails, and it’s up to us to figure out how to either expand the rails or to use the rails more creatively. James’ awareness was a self-reflective reminder of the tragic possibility of limitation and uncertainty: the world’s constraints and our awareness of them are themselves constitutive to a playful, experimental selfhood predicated not on escaping or emancipating the self in the heroically American self-fashioning sense but in the ambivalent play with and of options, pathways, and possibilities. In literalizing gameplay rails in its world and thinking of these rails as spaces of possibility rather than pure limitation, Infinite moves past the somewhat self-important conclusion of the original Bioshock and toward a vision of movement that is comparatively liberated, not because it transcends limitations but because it experiments within the tragic awareness that the rails can never truly be eliminated. We are all on rails, in video games and in life, but that does not mean we are beholden to them, nor that we must (or ever could) choose between a binary of “player or personal agency” (which is typically read as “freedom”) and, conversely, “narrative or world design” (read as “structure,” and via an argumentative slippage, “player limitation”).
Original List:
I don’t cotton to the video game world as unanimously as I once did, but it’s still a medium capable of valid experiences, and I feel incomplete without sharing some of my most meaningful affairs with the genre. The date cut-off of 2003 is slightly arbitrary, but I wasn’t in the game, pardon the pun, before that with any sort of critical capacity, so it would be difficult to seriously explore earlier video games with as much consideration, important though many of them may be.
Updated with full list and honorable mentions.
Batman: Arkham Asylum
The “license” is, more often than not, where video games go to die. Ricocheting around various external (often movie) deadlines and otherwise predisposed to failing to untangle the knots of a multi-media empire, games based on non-game properties typically wince at the idea of having to translate the atmosphere or tone of their catalyst-media into the lexicon of a video game. Not so with Arkham Asylum, a more studious exploration of Batman as a character than any of the dirgey Christopher Nolan films as well as a closed-casket adventure through the hallowed halls of a ticking straight-jacket of a location. Arkham is not sacrosanct or scrubbed-clean in Rocksteady’s game; this location is a from-the-gutters, alley-cat mental space, bent and threshed with a tactile, knuckle-dusting combat system that emphasizes weight and impact over grace. It’s implacable, yet it’s so tightly wound that you feel your skin trying to crawl into your bones. Continue reading →