The Gamespot article is heavily abridged compared to the original piece in Boston Magazine (by the way, Poetic.Injustice, it should be Boston Magazine via Gamespot, not the other way around as you have it). The original article goes into some of the criticisms of the game for its violence, quoting articles by Chris Plante, Kirk Hamilton, and Leigh Alexander. Josh Allen, the original's author, does, however, give far too much credit to the BioShock series, claiming, for example, that the first BioShock "was one of the first games to offer the player a moral choice—a forking path between good and evil" and that BioShock Infinite inspired critics to ask "a hitherto-unasked question: Why should games like Infinite include violence at all?" (emphasis mine)
Neither article provides a satisfactory answer by Levine to this question. The point still remains: sure, games shouldn't necessarily avoid depicting the 'gory reality of violence', but one doesn't need to revel in it, to make it the central mechanic of their game by which their audience is supposed to have "fun" (interesting note: the Boston Magazine piece ends with the line, "Is it art? Who knows, but it’s damn good fun.") in order to keep from producing a benign, acceptable version of violence. In fact, by trivializing it, they make the 'gory reality of violence' all that much more easy to accept. The shock is gone, and all that's left are countless, meticulously detailed virtual corpses.