I recently rearranged my life so I could see two important video games: BioShock Infinite and Skyrim. They are two games for which you should rearrange your lifeâor at least your Thursday in early June.
They were the games people were buzzing about last weekâs E3, their titles the words people said when I asked them what theyâd seen that wowed them.
In a two hour span, in the nick of time before E3 2011 entered the history books, I cajoled and elbowed my way into demonstrations of both of those games. One won me over much faster than the other; one had me worried for a minute that it wasnât as good as advertised. By the end, though, I was amazed by both.
I think of BioShock and Skyrim as more of a tandem than most people do. Circumstances have linked the two despite how distinct they are.
One game puts an armed man on a floating American city of an unreal 1912, zipping over its sidewalks via a weave of suspended roller-coaster-like tracks while the airborne metropolis below is spoiled by the pain and bullets of industrial-age human conflict. This gameâs hero wants to rescue a woman.
The other is an olden tale of man versus dragons, giants and unkind wretches set upon and under a vast landscape of tundra, mountains and caves. Its hero absorbs the souls of dragons so as to âspeakâ the spells of their might.
BioShock Infinite is the blue of the sky and the blood-red of revolution. Itâs a game in the air. Skyrim is the gray of mysterious dungeons and the green of mysterious forests. Itâs a game in the dirt.
The lead creators of these epics are Ken Levine, leading Irrational Games on BioShock Infinite and Todd Howard, leading Bethesda on The Elder Scrolls V: Skyrim. Two years ago, when I had no idea what their next games were going to be, Levine and Howard agreed to travel to New York from Massachusetts and Maryland, respectively, to chat on a New York Comic-Con panel with me and then-Newsweek reporter NâGai Croal. They were a proper duo, NâGai and I thought, two men of creative ambition behind some of the most acclaimed games of this generation, BioShock for Levine and Oblivion and Fallout 3 for Howard.
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I failed, in that green room, to convince Ken and Todd to switch roles, to go on Geoff Keighleyâs airwaves and present each otherâs games. Part of what we couldnât decide was whether it would be funnier for them to present the other guyâs game accurately or to just make stuff up. Ken wound up presenting his BioShock Infinite; Todd his own Skyrim. Ken had left before Todd got going but I think he forgot something in the green room because he was back in there watching Toddâs presentation on a monitor. It was obvious he didnât want to leave.
For the next three days, I heard so much buzz about both games. Their E3 demos, people said, were magnificent. The quantity of praise was matched by the quality of praiseâand the quality of people queuing up. Mid-show, for example, I was standing in the booth for Take Two, publishers of BioShock, and there were Ray Muzyka and Greg Zeschuk, co-founders of Mass Effect and Dragon Age studio BioWare (owned by Take Two rival EA) chatting with Ken Levine about getting a look at BioShock. As far as I could tell, it wasnât business that brought the BioWare guys toward the BioShock area; it was good taste.
By Thursday, however, I hadnât found time to see the games. I was booked for other games: Trionâs Defiance and Segaâs Anarchy Reigns. When the former was over and the latter was still to come, I had two hours left. Toward Skyrim, I charged. And, speaking of quality of praise, there was, in the packed Skyrim demo theater famed gamer and actress Felicia Day telling Todd Howard how much of a priority sheâd made to get his game in before E3 was over.
The Skyrim demo worried me at first, because Skyrim isnât immediately flashy and even looks a little stiff. Itâs a much prettier game than its predecessor, Oblivion which you can see in the live demo Todd gave of the game during E3 to outlets like G4. But itâs a game, I thought at first, that felt like a road Iâd trod enough before and moved without the visual elegance of, say, BioShock
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The first thing that warmed me greatly about Skyrim is that it is math, wonderful video game math. Itâs 300 hours long, if you want it to be. Itâs a game that lets its player-character be customized by more than 280 perks and sets him to battle within more than 150 âhand-craftedâ dungeons (and against lots of dragons!). Itâs a game of spells and unseen calculations, of the uncountable variety of statistical tweaks, built with a storytelling system that will invisibly swap quest items and locations to, Todd Howard promised, not only vary the gameâs quests but ensure that the player is sent to do new and interesting things. Been to a certain cave already? Then the next big side-quest will secretly reconfigure itself and send you to a different one. Characters absorb souls from dragons to learn the dragonsâ âshoutsâ and then can use that language to shout back; they will fight dragons who behave with their own beastly, unpredictable artificial intelligence. Math leads to artistry and the beauty of something that seems untamedâwild, in this gameâs caseâit seems to me. It leads to beauty customized per player, something represented just right with the constellations that are formed in the gameâs heavens, stars linked based on how the player customizes their characterâs traits.
There was a second thing that thrilled me about Skyrim, I should note. It had nothing to do with math. It had to do with this moment, captured here from G4âs presentation and that took the breath out of me when I saw it in the gameâs demo theater. Weâre on a tundra. Mammoths approach. A giant walks by. And we can talk to this giant. Yes, I believe that is what I want from a video game.
The BioShock Infinite demo thrilled me too, though thatâs the one that was invaded by doubt near the end. I got myself into the final BioShock demo of E3, back at the Take Two booth where even a guy from Capcom was trying to pull his Capcom card to get a look (he succeeded). A few dozen of us packed a room to watch a stunning display of Infiniteâs bright violence, much of which has been subsequently shown in some developer diary videos for the game.
My biggest concern about Infinite was that its E3 demo looked too perfect, too packed with action and airships and story and violence to possibly play out this well for the full length of a game. AndâŚ. more worrisome, could it play out like this and still offer the variety of player options BioShock games are expected to deliver? Levine wasnât at my BioShock demo, but he has said that it will. Heâs said that players will be able to use a varied arsenal and that even all this Skyline-traveling involves the playerâs decisions about which rails to latch onto, swing off of and so on. Should the game be as varied as promised then all will be oh-so-well. So long, in other words, as its artistry still includes at least a fraction of its predecessorâs mathâ or of Skyrimâsâthen worries begone.
At the 11th hour, I made BioShock: Infinite and Skyrim priorities for me at E3 last week. I rode small rollercoasters while checking them out, but leveled off at the same lofty heights. These were my two favorite games of the show, Toddâs game a top contender for 2011 greatness; Kenâs for 2012.
Now if only I can get them to show off each otherâs games. Ken Levine presents Skyrim. Todd Howard shows BioShock: Infinite. Iâd rearrange a day for that.