Popular Culture Review Vol. 25, No. 2, Summer 2014 | Page 54

50 helping him. In both D ishonored and In fa m o u s: Second Son, the gamer can certainly choose a violent play-through. Yet both games encourage thought and consideration before any lives are taken in-game by the player and these are only two brief examples of games encouraging forethought before blindly shooting. Once the issue of violence can be set aside, narrative analysis becomes the logical next iteration of the video game discussion both inside of and outside of the academy. Although mainstream publications like Forbes and The New York Times routinely include video game reviews for the AAA titles, the release of BioShock Infinite (2013) heralded a more significant shift in the tone of these reviews, one taking video game narratives seriously. A few academic journals dedicated to the study of video games exist. However, the field of video game studies proves vast, as video games are too varied in form and content to be likened together under any one theory that will do all of them analytic justice. This is also what makes the field so exciting. The issue of immersion is one that often comes up in discussions about gaming, yet the reasons for it prove complex “when discussing the appeal of videogames” (Waggoner 33). Gamers play for different reasons and not all might be looking for a deeper narrative, that is certain. Yet the enduring popularity of gaming and the types of titles gaining critical attention speak to the recognition that the immersive nature of these narratives adds depth to the overall experience. The gamer has to manipulate the environment, or open the locked door to the horror beyond it, or witness racism, or cruelty, or violence against the innocent, often from a first-person perspective. Celestino Deleyto’s statement “A film narrative does not need the existence of an explicit narrator” (219) can easily be applied to video games, which vary in terms of point of view. Film is static, however, in that its choices are already made. What is foregrounded in a shot by the director is that way forever in the final artifact. The gamer, however, can actively manipulate the game world, even sometimes being able to choose the order in which major narrative points are encountered. Ian Bogost argues, “game engines regulate individual videogames’ artistic, cultural, and narrative expression” (56); however, the ludological aspects of gameplay are only one facet, and sometimes a minor one, depending on the individual video game in question. Video games contain what Roland Barthes describes as “cardinal functions” — interlocking plot events and “catalysers,” complementary events (51). For example, in all of the BioShock games, the background material, propaganda, found objects like audio recordings, and encounters with non-player characters (NPCs) all provide the catalysers critical to the full development of the cardinal functions. The very act of playing a game gives it its meaning and this meaning is unique in that it may not ever be the same, consistent experience for every gamer. Many games feature what is called an “open world” environment, where gamers, while ultimately following a main storyline, can make choices to take on side-quests and explore the environment. In In fa m o u s: Second Son, the player can choose to destroy surveillance cameras the government uses to surreptitiously spy on