09 March 2010

Angels Do In Fact Wait for Slowpokes


Where the hell was I the first time I played BioShock!? I mean, I see the game saves from Point Prometheus and I have the achievements to prove it; but why wasn't I as impacted as I am now -- a few years after the fact, on my second play through?

I have to start out by saying that I'm impressed that I kept the promise to myself that I would journey through Rapture again; this time harvesting the cute little urchins with the big, big needles. I could have just as well watched the "bad" ending via YouTube; but I felt I owed it to this marvelous game to dig deeper in my second run. Which is obvious, because it ended up being a much more meaningful experience than my first go around. We can chalk it up to my maturation as a gamer--this time I was less worried about finishing it along with everyone else and bilking it for achievements, content with enjoying the sights, sounds and combat that I somewhat blatantly blasted through the first time around.

Lately I've been wondering why everyone calls out BioShock as a classic. Not that I disagree by any stretch of the imagination; instead, I question it because I felt the game play shined brighter than the plot, which is an unconventional opinion considering most people herald the story. Don't get me wrong--the power struggle between Ryan and Fontaine (it's been three years, I'm blowing the statute of limitations on this baby) is leaps and bounds better than most digital storytelling; however, I was soured by the end game in which they take Fontaine's power play and turn it into an unnecessary boss battle. But I'm getting ahead of myself. Why don't I take it from the top first?

BioShock has a lot in common with 30's and 40's pulp magazine stories. It pulls you in almost instantly with it's introductory plane crash and scenic bathysphere ride to Andrew Ryan's supposed utopia. It was common back then for writers to start their books off with a bang in the hopes that they could get a dime off of a wanting reader, and it's easy to see the parallel here as I can't think of anyone I know of who wasn't drawn in by the first fifteen minutes of the game.

Even more of a similarity is that the entire game takes place in an underwater city that's frozen in that time frame thanks to the fallout over ADAM. Irrational did an amazing job keeping it stylistically relevant to the 40's; a submerged historical note to the times. These days, I really like poking around the nooks and crannies in game worlds and Rapture easily scratches that itch with it's art deco vibe and architecture, and more importantly the little details that kept me addicted for a few weeks. You can tell there was a lot of thought put towards the environments, whether it's the layout of abandoned apartments or a bloodied corpse left crucified after the civil war. What's nice is that I was usually rewarded for my incessant snooping with an audio log detailing the background of Rapture, ammo or just another minute detail pulling me further into the rabbit hole. Considering most shooters are a glut of realistic military campaigns or epic space battles, BioShock is a breath of fresh, salty sea air.

When I wasn't waist deep in overflowing H2O, I found myself slowly warming up to taking on Splicers with what I think is one of the more customizable combat systems. Unfortunately, I'm one of those folks who takes the mindless approach of blasting first and remembering strategies after. Which might explain why no one ever wants me on their team during multiplayer in other shooting games. The firearms are traditional fare: pistols, shotguns and grenade launchers are all par for the course. What gives the fighting it's bite are those lovely plasmids: crazy mutant powers that can be all yours for the low, low price of unwavering addiction.

It's readily apparent that all the direct offense plasmids like Incinerate, Winter Blast and Insect Swarm are similar in use, even if they are visually distinct. It's a sound strategy to distract or incapacitate Splicers and Big Daddies -- in fact, I think I primarily used Electro Bolt almost exclusively during my first play through. They're all rock solid, to be honest; but the fun didn't begin until I started using some of the more quirky powers.

I began to envision my version of Jack as something of a magician or hypnotist; hiding behind the Natural Camouflage tonic and pulling the strings of Rapture's denizens. As much as I enjoyed the hacking mini-game (Pipe Mania FTW), I eventually souped up my gadgetry skills and photographed enough foes to where I just played by setting traps the whole time. I never usually get to see how AI works in first-person shooters because of my itchy trigger finger, but with this play style I was able to understand and enjoy what makes everyone tick. Setting up dummies, pissing off Splicers and having them attack each other, using cyclones as perimeter triggers and marking Big Daddies as targets for threatening turrets became a steadfast hobby of mine.

I rarely ran out of ammo because I rarely shot anything. It was awesome. Except for in that last fight against Frank Fontaine.

I digress; maybe calling out the plot wasn't a wise choice on my part. I just think people take it at face value and nothing more. I've read numerous articles citing Irrational as being inspired by Ayn Rand and her philosophy of objectivism, but really that's just the canvas that the painting is spread upon. Sure, Rapture was built because maybe Andrew Ryan read Atlas Shrugged; but the true heart of the proceedings are due to the fact that no ideology will truly work on it's own, and someone is willing to argue that point. In this case it was Frank Fontaine, whom decided to capitalize on the remote underwater city when ADAM was discovered and he chose to exploit it's potential rather than share it with everyone.

It's all very interesting, from the back story given in audio logs to the bizarre twist in which you find yourself having played the entire game as a slave under Fontaine's guise of Atlas. My point of contention lies in the fact that the reality BioShock gets you to believe in is shattered because someone didn't dip their pen deep enough into the creativity well. The point where you chase Fontaine and he suddenly becomes a superhero is jarring, only to totally feel like "just a game" when it turns into a halfhearted boss battle. Not that I can think of a better premise for the end game personally; I just feel it could have been handled differently, just like the rest of the game was. The choice as to whether or not to harvest little sisters also didn't play out as strongly as it could of; I didn't feel bad about pulling the slugs from their stomachs until the very end. It was emotionally gripping and made me feel guilty--but not until it was too late.

Regardless of my personal gripe, BioShock stands as perhaps my favorite game of this generation. It made me care about the story, it made me care about the game play and every little thing I did felt like as big an accomplishment as any arbitrary achievement or level finish could. So much so that I'm already contemplating a third play through; this time on the hardest difficulty in order to get a 100% completion rate and to see if my play style is still a viable one.

And on that note, I now wait with bated breath for when I inevitably pick up BioShock 2. I've kept myself intentionally naive about it; having heard both good and bad things, in the end I'd like to just experience it for myself. Could BioShock simply been a singular experience? Absolutely. But as popular as it is, I'm not surprised that 2K chose to go back, and my curiosity is strong enough to bite that dangling carrot.

At least they didn't ask if I would kindly play it.

4 comments:

angryjedi said...

I enjoyed BioShock, but I actually wasn't as smitten with it as I thought I would be. You're talking to a huge fan of System Shock 2 here, and I was expecting (or rather, hoping for) more of the same. I enjoyed System Shock 2's RPG elements (except, possibly, the weapon degradation - though even that added an edge of tension to proceedings) and expected there to be more of them in BioShock than there were. What I actually ended up with was a shooter - a deep, complex shooter with a good story - but a shooter, nonetheless.

I was actually left feeling a little short-changed - so much so that I didn't get around to completing the game until last year. When I did, I was glad I'd finally played through, as the later stuff is excellent, but I agree with everyone about that boss battle. It was unnecessary and - dare I say it - stupid.

I can't really pin down exactly what it is that makes me not as crazy for BioShock as I thought I would be. I know that I enjoyed it and that I was impressed with the presentation as a whole - but something indescribable put me off a little.

Maybe I was just hoping for System Shock 3. :)

M. H. Mason said...

I thought I wasn't as high on it at first either; something about this second play through really spoke to me though.

Would System Shock 2 be worth going back to? More importantly, can it be found online without jumping through hoops? I'm still relatively fresh to the PC scene, so that question sounds really naive, I know.

As for why you didn't get into it? Probably just tastes. I've come to realize that just because everyone else is sold on something doesn't mean I will be too. You wouldn't believe the ire I got for opting out of Call of Duty 4: Modern Warfare.

D said...

I couldn't agree more with how overrated the story is. I think the main thing that sold me on BioShock as a great game is the flexibility in play. Not just picking your skills but how you can actually utilize them.

M. H. Mason said...

I have to take that opinion with a grain of salt; being a game developer gives you a different perspective on things.

I don't know that I would go so far as to call the story in BioShock overrated. The praise it gets is merited, but I also think that a lot of it just stems from people appreciating how deep it's inspiration was rather than the plot at hand.

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