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BioShock is the first game which has genuinely shocked, frightened and amazed me. It's setting, plot and characters are given to me in a way I have never experienced before. When combined with the breath taking visual and audio design, the game creates the single most immersive gaming experience I have ever had. When I say I think BioShock is good, do not be under any doubt about my compassion and admiration for the game. It has shown me how truly great games can be and inspired me in innumerable ways. This is why I have taken it upon myself to use BioShock as my game of choice for this month's Monthly Musings. The topic challenges you to write about ways to improve upon your favourite game. As somebody who is known for picking up and hammering home the more negative elements of some games, I thought it would be fair to turn my hand of critique (often miss-labelled as my hand of whining) onto the game I would like to make babies with. Also, if you have not played the entire of BioShock and have even a mild inkling that you may well want to, please don't read this.
Before tackling the only consistent improvement people seem to bring up, a few other tweaks are in need of addressing. These are admittedly more based around personal preference, but I do feel they could marginally improve things. When playing BioShock with the vita chambers turned on, you never feel you really die. In my opinion this is necessary and a great game device used to allow you to stay within the world of Rapture. However, when you turn off the vita chambers and begin playing on hard difficulty, a few issues beginning to crop up. The only auto-save is at the start of each level, forget to quick save and accidentally fall out with a Big Daddy and you can find yourself repeating rather large sections of the game. These bits are then often rushed the second time through and the atmosphere is turned from the usual dense fog into only mild wisps here and there. Adding an extra checkpoint or two along the way would be a dream. Though I admit, it's my own fault for turning off the vita chambers in the first place. Throughout your travels through the game, power-ups of all descriptions are gained. Extra plasmids, weapon upgrades, tonics and enemy specific damage increases. As much as these add to the game, loosing track quite quickly of what has be acquired is all but inevitable. A simple screen or extra vending machine where things like the research done so far could be seen, as well as what is still needed, would go along way to improve the clarity of the situation. BioShock is ultimately a linear game. Occasionally there are times where a choice is given to the order that tasks can be completed in, but there are no real free roaming elements to speak of. To open up Rapture to the player, to allow exploration and discovery of the city would be truly wonderful. Making the game feel more open would be impractical from the development perspective, but it would give the player so much freedom, and yet so little at the same time.
Freedom, or lack there of, is what BioShock is all about. Choices in the weapons, choices in the actions, and choices in you, the player's morals. Or at least that is what we are lead to believe. The biggest choice you have to make during your time in Rapture is one so simplified as to come close to undermine the entire premise of the game. To harvest or to save. The way things are set up at the moment is very, very successful. The first time I harvested a Little Sister I felt like crap, actual crap. I refused to play the game for at least half an hour and refused to harvest any more. A huge success of the game's part. Or was it? I continued playing and was saving every Little Sister I could find, resulting in me feeling good about myself, but had I made a choice? Every time it was the same thing. What would improve the game would be to force a choice to be made every time. Including some element where some times it is easy to save, but sometimes it's almost impossible. Imagine a situation where saving a little sister would lead to the player essentially sacrificing themselves, or at least putting them in harms way. If it was in desperate times, a real choice would have to be made. The power of the characters who inhabit Rapture would easily be able to instil a feeling of utter betrayal if harvesting took place. In Bioshock, the moral choice is there and is clear, but never questioned. At no point do you get half way through the game and re-evaluate what you decided on several hours ago.
BioShock can keep it's two and a half alternate endings, it's nice to know how you were judged as you played. Creating more checkpoints, an inventory screen and more free roaming elements would allow the game, at it's core, to be improved. Adding a little extra guilt, pressure and range in situations to the decisions you make could push BioShock even further out of the console and into the head.
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As for the checkpoints, I never played without the vita-chambers, but I hit upon this very topic in an earlier blog.
There are plenty of gameplay tweaks that could be made to Bioshock. I would have liked to see more enemy variety as well, and I'd love to have genuine incentive to mix and match guns and plasmids in interesting ways: you could spend the whole game using the shock power and the wrench if you were so inclined. I'd love the game to provide the player with situations that REQUIRE them to get creative with the different powers.
I, also would have liked to see more choice in BioShock. As you pointed out, the idea of choice in a video game is a downright fallacy, as the player spends any game they play doing exactly what the designers intended. I would have loved to see more choice AFTER the big revelation, as some kind of proof that you were gaining control over your own actions.
Indeed, the whole end of that game could probably have used a change. The big revelation that comes at the 12-15 hour mark in Bioshock is one of the greatest reveals in videogame history. But, once its over, you have to keep playing Bioshock, and without the mystery driving you to finish the game, it's easier to become disenfranchised by the gameplay.
Awesome, awesome post!
I wrote a blog a little while back talking about the nature of choice in games(relating both to Bioshock and GTA IV). I'd love for you to give the article a read and tell me what you think of it. Give my name a click, and scroll to the entry entitled GTA as Art:The Choices you make. Love to hear what you think!
I'm really really looking forward to the next installment of these series. I just wish the so called "choices" where stronger and evoked more of an emotional reaction from me.
Harvesting a little sister filled my heart with glee, imaging my disappointment as the wash-out sequences where you end up with a flappy liver in your hand. The only reason I ever felt guilty was when I accidentally tried to harvest one at the start of my first game and saved all others after that: gone, the achievement was!
Another quibble was how you could just calculate the net loss of saving vs. salvaging the critters, leading to a cold calculative approach of how you wanted to end up before the probable final boss.
I wouldn't want an inventory system, because it worked fine with the minimal effort it required as it was. If I had played it on the PC, I probably would have missed it though. The consoleness is probably to blame for that part: trying to streamline the experience for as many people as possible without sacrificing too much.
An open world would be interesting, because it would destroy the narrative flow that the game is so praised for. Then again, it could lead to more immersion and more knowledge about what exactly happened in Rapture. The way it is now, you don't really want to travel back to the Farmer's Market to open some lock that you found the code for in a later level. It felt like a pointless waste of time when your wallet and ammo are full by that point. I actually did go back in the 2nd playthrough, only to notice that I hacked the lock already... lame!
Also: less pipedream hacking. It got tiresome fast :(
I don't think many people had a problem with it. I found it to be nothing more than typical, solid FPS. Why kind of stuff did you have problems with?
Also, the little sister choice is three fold. You can harvest them, rescue them or grow some fucking balls and not touch the little girls at all.
Also, I think huge credit has to go to developers that ultimately failed in terms of game design (in my opinion), and yet still managed to make a memorable and fascinating game. I have never felt more creeped out by, and sad for, the enemies and characters in a video game than I did whilst playing through parts of Bioshock. Its a technical marvel with great art and story, and enough flaws to almost make it broken, but we will never forget it, will we.
Just the aiming in general. You really had to struggle to hit normal splicers with the pistol or machine gun. By the end of the game I was only using guns on the Big Daddies. The wrench just demolished splicers and occasionally I would go after Big Daddies with the wrench just because if I died, there was no penalty.
Okay, you just sucked. You're the first person I have seen complain about the aiming in the game.
But after reading, I cant disagree. In fact, I completely agree
Also, great write up. The only reason I stopped harvesting Little Sisters was because my roommate read online you got presents for saving every couple. I like presents.
What pissed me off was that I only harvested the first two and I got the bad ending because apparently I was evil. Sorry for saving 95% of the little bitches, I must be terrible. The fact I made a choice and then decided to make a completely new one wasn't reflected at all in the end kinda sucked.
Overall the game was far to linear for my liking. It crafted a great compelling story, but I'm not looking forward to another one unless they actually make some major improvements. BioShock was the first game I loved while playing it and then in the end I looked back and said, "Wow. None of that really meant anything did it?" and I've disliked it ever since.
The freeze/electro/fire thrower was nasty and AP/Anti-personnel ammo was nuts against the respective enemies. And yeah, the wrench was the shit.
I ended up using guns waaaay more than plasmids, which is sad as the plasmids were more fun.
There were some things that were puzzlingly left out, like an inventory screen. I spent a good ten minutes searching my menus for one before I realized that you can't check what you have unless you're at one of those Gatherer's Gardens or some of the other stations.
More auto-saves would be nice too. I played without Vita-Chambers on, and I never got set back too far, but I made sure to save often.
You failed to mention that the ending was utter crap, especially the final boss, it should have been some massive set piece with a dozen Big Daddies and hundreds of splicers coming at you, not some hyped up junkie dude.
It should be a freakin' huge whale. The one we saw when we came in, only it super-super funked up ADAM.
Atlas is Whale.