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Destructoid - Darren Nakamura's Community Blog




About Me
I'm a recent Master's graduate from Caltech with a degree in Chemistry. I'm currently living in Pasadena, CA, with a degree I don't want to use, trying to break into the game industry. I've been reading Destructoid since June of 2006. I'm a huge Nintendo fanboy, though I spend most of my gaming time on the 360 these days. I've got far too many posts on the forum.

I play all types of games except realistic sports games and real-time strategy games. The former because I think they're boring and the latter because I utterly suck at them.

I've got an Examiner page. That place pays based on hits, comments, and subscriptions, so if you like my stuff, go check that out. If you don't like my stuff, go tell me how awful I am over there!

Games I'm currently playing:
Burnout Paradise (360)
Left 4 Dead 2 (360)
Lego Rock Band (360)
Mass Effect (360)
Modern Warfare 2 (360)
ModNation Racers (PS3)
New Super Mario Bros. Wii (Wii)
Super Mario Galaxy 2 (Wii)
Valkyria Chronicles (PS3)

Games that are on the back burner:
BioShock (360, need to go back and get the Achievements I missed)
Crush (PSP, I never really think to play my PSP)
Culdcept SAGA (360, the battles just take way too long)
Grand Theft Auto IV (360, it just didn't draw me in like the old games)
Mario Kart Wii (Wii, I just never feel like playing its single player)
Rock Band 2 (360, Just missing one Achievement: Endless Setlist without pausing or failing)
Super Mario Galaxy (Wii, need to complete with Luigi)
Super Smash Bros. Brawl (Wii, same issue as with Mario Kart)

Games I haven't even touched yet:
Crackdown (360)
de Blob (Wii)
God of War (PS2)
MadWorld (Wii)
Metal Gear Solid 1-3 (PS1, PS2)
Oddworld: Stranger's Wrath (Xbox)
Okami (PS2)
Persona 3: FES (PS2)
Project Gotham Racing 4 (360)
Quantum of Solace (360)
Silent Hill: Shattered Memories (Wii)

Games I have finished 100% during this console generation:
1 vs. 100 (XBLA)
Aegis Wing (XBLA)
Banjo-Kazooie (XBLA)
Bionic Commando: Rearmed (XBLA)
Bomberman Live (XBLA)
Borderlands (360)
Call of Duty 2 (360)
Call of Duty 4 (360)
Castlevania: Symphony of the Night (XBLA)
Halo 3 (360)
Fable II: Pub Games (XBLA)
Might & Magic: Clash of Heroes (DS)
Misadventures of P.B. Winterbottom (XBLA)
Modern Warfare 2 (360)
NEVES (DS)
Omega Five (XBLA)
Pac-Man C.E. (XBLA)
Peggle (XBLA)
Penny Arcade Adventures Episode 1 (XBLA)
Penny Arcade Adventures Episode 2 (XBLA)
Picross DS (DS)
Picross 3D (DS)
Professor Layton & the Curious Village (DS)
Ratchet & Clank Future: Tools of Destruction (PS3)
Ratchet & Clank Future: Quest for Booty (PSN)
Secret of Monkey Island: Special Edition (XBLA)
Shadow Complex (XBLA)
skate. (360)
Uno (XBLA)
Worms (XBLA)

Promoted Blogs:
The start of the affair: Earthbound
True stories from Destructoid's E3 Intern Bitch 2008
The FEAR: The Red Ring of Death
Untapped potential: motion control
Checking out Halo 3: ODST through the ODST tour
Improving game communities: gaming together
The wrong thing: the procrastinating protagonist
What will be the last game you ever play?
Teh Bias: The Evolution of Dexter's Bias
Gamer Profile
3DS friend code:
Steam: http://steamcommunity.com/profil
Battle:
PSN: Dexter345
Mii: 1257 7687 3747 6405
Gamertag: Dexter345
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Bioshock missed a golden opportunity
Darren Nakamura | 5:13 PM on 03.23.2008 24 comments




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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22 comments | showing # 1 to 22
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Conrad Zimmerman's Avatar - Comment posted on 03/23/2008 18:26
Conrad Zimmerman
OMG! SPOILERZ!
Cheeburga's Avatar - Comment posted on 03/23/2008 18:29
Cheeburga
Would you kindly?
Neonie's Avatar - Comment posted on 03/23/2008 18:32
Neonie
That sounds like a freaking awsome idea and made an already awsome game even better. I think mabey if you started seeing even more things and, like you said, started seeing more consiquences to the plasmids, it would of made things a lot more interesting.
Guagloves's Avatar - Comment posted on 03/23/2008 18:37
Guagloves
Very interesting idea. I do think giving the player more than one moral choice would make the game more interesting.
ScottyG's Avatar - Comment posted on 03/23/2008 18:39
ScottyG
you might want to stop reading now, as there are bound to be some spoilers in here.

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. :)
wardrox's Avatar - Comment posted on 03/23/2008 18:49
wardrox
I hadn't actually thought about that, but it would be a nice idea, if it could fit within the game mechanics. Maybe over use of plasmids just made you mental... maybe.
blehman's Avatar - Comment posted on 03/23/2008 18:54
blehman
Dude, I never thought about it like that. The kill/save lil sisters thing sure, but the "lets just take this and see what it does" thing, yeah, who does that?

And I thought you meant they should've made it lolcat happy.

Koobert's Avatar - Comment posted on 03/23/2008 18:58
Koobert
Scotty, I figure if I haven't played the game, I just avoid all discussion on it entirely. Spoiler warnings are fine, though, regardless of how many other people have already ruined the ending, right?

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.
xper's Avatar - Comment posted on 03/23/2008 19:24
xper
in contrast to everyone else, i don't think this was an awesome idea and not even an interesting observation.

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.
B-Radicate's Avatar - Comment posted on 03/23/2008 19:47
B-Radicate
I totally agree. For a game that was built up as such a groundbreaking game in its storytelling and decision making, I was wholly let down by the experience.

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.
NotAZombie's Avatar - Comment posted on 03/23/2008 20:28
NotAZombie
You know, your idea would have made Bioshock a good game. Well that and fixing the fucking shooting mechanic. If the guns would have actually done anything I could have made it through the game a second time but they're worthless and you can't hit shit with them. The weapon you start with in a game (the wrench) shouldn't be the strongest. Plus the game is easy as shit even on hard.
NotAZombie's Avatar - Comment posted on 03/23/2008 20:30
NotAZombie
Good write up man (forgot to say that in the huge rant)!
Darren Nakamura's Avatar - Comment posted on 03/23/2008 21:24
Darren Nakamura
@xper: That is a good enough reason why Jack (is that the main character's name? I didn't even know that) doesn't turn into a splicer, but it still just strikes me as odd that he so apathetically splices his DNA despite seeing the long-term effects. Of course, there's the whole mind control thing, and I do seem to remember Atlas instructing him to use Plasmids (though I'm not sure if he ever pulled the "would you kindly?").

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.
xper's Avatar - Comment posted on 03/23/2008 22:07
xper
atlas never prompted jack to inject him with the adam, that's true and a common complaint. although, he nor the player didn't know what that needle was until after the injection, when atlas tells him about it. the adam is just there, nothing else to do in the room but to use the needle. again, a design/mind control thing, but this time from pure environment communication. so, there's no way around it, which is pretty clever.
Sharpless's Avatar - Comment posted on 03/23/2008 23:09
Sharpless
I know Conrad's probably kidding, but can we stop being anal over BioShock spoilers? The game was released almost a year ago.

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.
kawitchate's Avatar - Comment posted on 03/24/2008 00:12
kawitchate
good post. i had the same thoughts when i stopped playing the game (never beat it - once you kill Ryan and the major spoiler happens it's like "why keep playing?") ... they MAKE you take the first plasmid in a cutscene. what a different game it would have been if they didn't and it was your CHOICE.
Darren Nakamura's Avatar - Comment posted on 03/24/2008 00:42
Darren Nakamura
@kawitchate: why keep playing? You mean, the completely underwhelming 30 second cutscene at the end isn't enough enticement for you?
LarkOhiya's Avatar - Comment posted on 03/24/2008 01:20
LarkOhiya
a better choice would be to believe that reaprar is a girl or not. the out come changes as you ether want to have sex with a girl or want to have sex with a boy but end up with a girl anyways, because lets face it. you want to have sex with reaprar.
Colette Bennett's Avatar - Comment posted on 03/24/2008 16:45
Colette Bennett
Those are great points Dex. I think I thought the same while I played the game, especially about the lack of true consequences for harvesting. I remember on my replay I thought to myself, now, for this ending, the Little Sisters shouldn't help me finish off Fontaine, because I've spent the whole game killing them. I knew there were things in the game that could have been so much better. but I forgave them because I was so in love with all the things the game did well. For instance, the endings needed to be longer, but I accepted them as the lesser focus and the actual experience of playing through the game as the centric experience, which I simply adored. I think as much as I feel rumblings about BioShock 2 maybe abusing the concept of what the first game was, I know that the complaints of gamers will likely be taken to heart, possibly making a better game in the end and fixing all of those sore spots. We shall see. :)
Darren Nakamura's Avatar - Comment posted on 03/24/2008 21:56
Darren Nakamura
Geez, why don't you people let me know when I make blatant typos? "But end the end"? Come on, that's been up for a whole day now and nobody caught it?
KyleGamgee's Avatar - Comment posted on 03/25/2008 11:52
KyleGamgee
Totally a fun game, but not without it's flaws.

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.
keener's Avatar - Comment posted on 03/25/2008 14:59
keener
hopefully more of these things are taken into account in the sequel.

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.
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