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Yeah, I know, the game came out seven months ago, and having just finished it last night, that makes me a slowpoke. With that said, if you are an even slower poke (slowpokier?) than I am, then you might want to stop reading now, as there are bound to be some spoilers in here. Everybody else, you might want to stop reading now just because reading is lame. Seriously, who does that? Anyway, Bioshock came out last year, and it garnered critical acclaim, mainstream popularity, and enough financial success to warrant a sequel due out next year. With that came a ridiculous amount of discussion, and since I hadn't played the game yet, I avoided it all, so this may have been brought up previously. But given the major theme of the game, there was something I expected out of it that just never showed up. Let's step back and take a brief look at the so-called meaning of Bioshock. "We all make choices, but in the end, our choices make us. --Andrew Ryan This is the final line in the monologue given by Andrew Ryan during the title screen cut scene, and it highlights the main theme of the game: choices. The player spends the first half of the game aiding Atlas, a man who seemingly wants nothing more than to get his family out of Rapture. To the player, Atlas takes on the role of the intelligence character, and in the same way that the player listens to Cortana's advice in Halo or Anya's directions in Gears of War, he follows Atlas's commands, even as they become increasingly malevolent, culminating with the order to assassinate Andrew Ryan. "A man chooses; a slave obeys." --Andrew Ryan It is in this final meeting that Ryan utters the words above, and that the player realizes he was not acting on his own accord to this point, but that he had been literally following orders without knowing it. And so the main theme of the game is clearly about free will and making choices. The unfortunate misstep is how minimally choice-making comes into play during the game. There is the obvious introduction of choice in the gameplay: what to do with the Little Sisters. These monsters hold the ADAM that allows the player to grow stronger, and for each he is given a choice; will he kill the girl and harvest all of the ADAM, or will he rescue the girl and receive less ADAM in the process? For me, the choice was simple. I almost always choose the "good" route over the "evil" one in games, and so I decided to save each Little Sister. The thing is, there really aren't negative consequences to this choice. Even though the player receives less ADAM immediately, he gets paid back in full and then some through the gifts that Tenenbaum leaves for saving the girls. Now I didn't know about the gifts beforehand, and admittedly, they are delayed a bit, but with this information, there is no reason anybody would harvest the Little Sisters other than to be a dick. Regardless, it lessens the weight of the decision to endure hardship in order to save the girls when the hardship is eventually nonexistent. But I digress. I didn't start this blog to talk about whether you ought to rescue or harvest the Little Sisters. I started it because there was one choice whose consequences I felt should have been included in the game: the choice to utilize Plasmids and Gene Tonics. Imagine this: you have stumbled into a strange underwater city, you learn that everything has gone to hell, and that all of its citizens have basically lost their minds because they "spliced too many Plasmids." Would you then willingly inject these things into your arm, knowing that despite their great benefits, they come at such a cost? The Splicers found all around Rapture are terrifying in that they are unreasonably aggressive, out of touch with reality, and physically deformed. Over the course of the game, I fully expected to become one of them, considering the sheer number of Plasmids and Gene Tonics that I spliced into my DNA. I expected my skin to deteriorate, my vision to blur, and my character to do absurdly malicious things. But none of this ever happened. With so much emphasis put on the choices the player makes, it really surprised me that the choice to splice Plasmids is given almost no thought, despite the explicit consequences presented in the game. Imagine how much more pertinent the message would have been had the player's splicing habits had any sort of negative consequences. Some may choose to play through the game splicing anything and everything, making for a much easier experience than if he had chosen to splice nothing, but ultimately ending in insanity. What do you guys think? Should this have been implemented, or am I way off base here? Was the simple "good or evil" choice you are given with the Little Sisters enough for you, or were you expecting more out of a game whose main theme is so obviously focused on making choices?
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Meh. If you're even remotely connected to the internet, especially to Destructoid, then chances are you know the game inside and out regardless of whether or not you've played it. ;)
That being said, I'll take your advice since I haven't played it yet either. :)
And I thought you meant they should've made it lolcat happy.
As for your ideas, yeah, I think that the interesting narrative and ideology behind the game would have been better served with more complexity. Mass Effect has way more game and plot changing moral choices that you can make... in this one, there's only one giant one, no gray areas. Apparently that's part of the plot, though. That you are on what seems to be an open journey, but it is actually controlled and channeled by Atlas and Ryan. Still. I was hoping for a bit more interactivity with the world, one way or another.
the citizens have lived there far longer than Jack when he enters rapture and starts splicing acting on Fontaines mind control, so it's logical that you don't get to see any consequences. sure, i could have been addressed in the lame cut scenes that ended the game, but the subject is quite irrelevant. maybe they can utilize consequences for Jack if he is still the focal point of the sequel, which i doubt.
and the whole harvest/rescue thing is completely bogus and shallow, and pretty apparent to anyone who ever played the game.
fill me in on some thoughts i missed, and sorry for sounding like a douche...
just to be clear, good post. this is what dtoid is about.
I thought of everything you said over the course of the game (especially after I realized saving Sisters constantly gave me gifts 'cause I thought at first it was a single gift and then no dice), but you stated it much more eloquently and cohesively than I ever did.
I mean, in all honesty, the game was far too linear for its own good. There were rarely any parts that could be explored in a manner that ended up having lasting consequences. Sure, there was stuff off the beaten path, but none of it was all that difficult to discover.
I would have much rather played a game more akin to that which you have outlined. Good job.
Still, it might have broken the gameplay to add in negative consequences for the Plasmids and Gene Tonics, so maybe that was part of the decision to just ignore that choice.
Anyway, good points. It always seems that, no matter how good a game is, it always manages to miss several obvious things. This is the only really solid argument for sequels -- putting in the great ideas they missed.
As for the Little Sisters, I rescued the first one, but then I saw the Gatherer's Garden and I had to get me some Adam. There was some good stuff in there. I got greedy, and harvested most of the Little Sisters I came across from there. It wasn't until I was looking for a Big Daddy suit that I got a reward from them for the few that I'd saved. Then I felt like a monster.
Oh, I just beat the game last night. I didn't kill Cohen, but I didn't upgrade all my weapons, either... sucky.
i think there should have been more obvious differences between harvesting and not harvesting. like if you had harvested up to the ryan point, then maybe the sisters shouldnt save you and that should be the (bad) ending.
if you change your ways after the revelation maybe you get a decent ending, and if you save the whole way, maybe another.
i think i read an interview that asked levine about this stuff and he basically said that these were good ideas and they were limited as to time/money/resources... and i think a lot of these options and differences may find their way into a sequel.
yes i think there were plenty of missed opportunities in this game, but if they are all taken to heart for a sequel and the sequel can capture the same atmosphere and story power, i think itll be fantastic.
heres hoping fallout3 will be closer to fully realizing its potential in these veins.