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Exploring BioShock's storytelling flaws
Reverend Anthony09.26.2007 11:06 (346 day(s) ago) 78 comments

eee

What you say? BioShock's narrative, one of the deepest and most immersive storylines experienced in a videogame since the conception of the medium, has flaws? Well, yes -- a few. Not big, game-ruining flaws, but easily-identifiable ones that, if properly learned from, can tell us a heck of a lot about the difficulties of virtual storytelling.

Don't get me wrong: I love BioShock more than any other game I’ve played this year (were I to award it a numerical score, you can be assured it would register at around 9.0), and BioShock's story is almost immeasurably better than those found in roughly 99% of other games, but a few aspects of BioShock’s narrative have significant problems of their own.

Massive spoilers, questionable plot interpretations, and endless nitpicking will greet you after the jump. Though, that’s not to say you shouldn’t click it.

erere

Cut scenes

Firstly and most superficially, let’s talk about the cut scenes. BioShock only uses three noninteractive cut scenes: one out of necessity, one for brilliant plot and thematic purposes, and one to wrap things up. The first noninteractive cut scene takes place when the player comes across his first Little Sister. A splicer slowly approaches the girl, weapon in hand, until he is suddenly shot from above by Dr. Tenenbaum, who then points the gun at the player. Interactivity is taken away here for simple, purely mechanical reasons: as the player has not yet met a single living person who hasn’t wanted to kill him, his natural reaction would be to immediately attack both the splicer and Tenenbaum, thus screwing up the rhythm of the scene and preventing the player from paying attention to the story details therein. Removing  control for a few minutes alleviates this problem by simply not allowing the player to fire upon Tenenbaum.

Everyone remembers the second cut scene, so I’ll save both of us the effort of going into too much detail -- essentially, the player finds out that he has been conditioned to obey any order preceded or followed by the phrase “Would You Kindly,” and therefore has to helplessly watch as Andrew Ryan orders the player to kill him.

Noninteractivity is used brilliantly within the context of the scene: for perhaps the first time in the entire game, the player doesn’t want to kill Andrew Ryan, but Jack’s violent nature and refusal to question his orders are too much and the player is forced to watch, horrified, as he mercilessly and uncontrollably batters Ryan to death. The scene has a few problems (more on those later), but it stands on its own as the single greatest noninteractive cut scene in gaming history. Ever. No single cut scene has ever forced the player to consider the totality of his actions with such ruthless efficiency -- Shadow of the Colossus dealt with this on a larger scale, but did so mostly through gameplay. As a storytelling device, noninteractivity is used as a weapon against the player: you don’t want to question why you’re doing what you’re doing? Fine -- you’re nothing better than a mindless, robotic slave, and you have essentially given up the human gift of choice. Having control taken away is, within the context of the story, a tangible punishment for accepting things on face value and blindly following orders.  It might be a bit too early to call the scene a work of genius, but never before has the one thing that makes videogaming so unique -- interactivity -- been exploited and robbed from the player for such a direct and poignant reason.

The only thing I find troublesome about these cut scenes (apart from the ending, which will be discussed later) is the presence of the large, “Hey Everybody, This Is A Cut Scene” black bars on the top and bottom of the screen every time one of them starts up. While in no way obtrusive as far as the delivery of information is concerned, the black bars create a slight rift between player and character: the moments where the player has control and when he doesn’t are very clearly defined, and so watching these cut scenes almost feels as if you are watching someone else go through the on screen motions. Unlike Half-Life, which always keeps the HUD up, thereby giving the player the illusion of control and thereby making player and character one and the same, BioShock’s unnecessary cut scene bars distance player from action.

How much more horrifying would it have been to experience the “a man chooses, a slave obeys” conversation with the HUD still up? Aesthetically, the game tells the player that nothing has changed -- you’re still in control, and you’re still you. Suddenly having control robbed from you by due to the implications of the story could have been even more shocking, had there not been an immediate and obvious schism between control and non-control in the form of the black cut scene bars. With the HUD still up and the illusion of control intact, players would have literally fought with their controllers, pushing buttons and pulling triggers, in an attempt to prevent their avatar from murdering Andrew Ryan. The controller’s refusal to obey its master, contradicting the onscreen information which tells the player that he still has some power over his actions, might have potentially made the scene even more horrifying and relevant. The cut scene, while fantastic and poignant and depressing, still feels like a cut scene.

ereq

The Audio Logs

Scattered  throughout Rapture by its many and varied citizens, they’re the main method by which story is delivered to the player. The narrative conceit behind the audio logs is deceptively simple: they make the storyline optional. As only a few of the audio logs must be collected in order to advance the plot, the player is allowed to choose how much, if any, background story to listen to. As an experimental storytelling method, the audio logs are totally unique to videogaming as a medium, in the amount of choice they give the player: action-driven gamers who don’t give a rat’s ass about the narrative can plow through Rapture without so much as touching a tape recorder, while those players who wish to delve further into Rapture’s backstory can collect and play every audio log they run into.

As videogaming is a medium of choice and interaction, it only makes sense that the player be allowed to choose how much narrative he or she is exposed to. Hypothetically, the optional audio logs, which can be freely listened to without ever once breaking up the flow of gameplay or taking control away from the player, should be the ultimate way to deliver plot in a videogame.

Hypothetically, anyway.

For as much as I enjoy the audio logs, they’re not perfect. Hell, to be honest, they’re not even close to perfect. Starting with the purely superficial and working our way up, it doesn’t really make a great deal of sense that most of Rapture’s citizens would divulge their hopes, feelings, and locker combinations to audio diaries. I mean, I can buy the idea that the claustrophobic, paranoid ambience of the city might eventually lead its population to put more trust in the hands of a mechanical recording device than their fellow man, but something about the audio diaries still feels rather forced. Perhaps it’s the way that Dr. Suchong’s most important scientific recordings always seem to be lying right out in the open, or maybe it’s how the police chief’s lamentations are randomly strewn about the city with no rhyme or reason -- or, most likely, it’s the way that the Paparazzi spends a couple of seconds talking gossip about Fontaine before randomly, needlessly, and inexplicably stating aloud the code to Fontaine’s elevator. People tell their personal secrets to their diaries, yeah, but they usually don’t get that in-depth, you know what I mean? Depressed kids don’t post their bank account numbers on their LiveJournals.

But as I said, that’s all superficial crap, easily swept away by a sufficient ability to suspend one’s disbelief. The much more serious and inescapable problem of the audio logs is also one of the things that makes them so unique: the fact that you don’t have to find all of them.

If all of the information in the audio logs was totally peripheral to the main story, then not finding all of them wouldn’t be a problem. Missing a diary here or a recording there wouldn’t matter in the large scheme of the story because, in the end, the “main” plot (i.e., the story developed visually and through gameplay) will still be independently affecting and functional. Missing a few diaries might leave a few questions unanswered (why Sander Cohen chooses not to attack you, how Dr. Steinman went insane), but the central plot will be just as effective regardless of how many audio recordings you accidentally overlooked.

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The problem is that BioShock’s plot simply doesn’t work like that. In order for the main plot to make sense (and, subsequently, evoke an emotional response), there are a few easily missed or misinterpreted audio journals the player almost has to find. I am specifically referring to the journal found in Jasmine Jolene’s bedroom, wherein the player finds out -- albeit cryptically and indirectly -- that Fontaine paid Jasmine to get pregnant with Andrew Ryan’s baby and then give him the fertilized egg. At the time the player finds this, the implications of Jasmine’s out-of-context monologue shouldn’t be immediately evident so as to not spoil the twist, but the diary should nonetheless be clear enough so that when the player finds his visual family tree later on in the game, he should be able to remember the diary and understand what it means. There is, of course, a short, scripted “ghost” sequence that activates before the player enters Jasmine’s room, but the dialogue spoken within it is even more vague than the easy-to-miss journal found under Jasmine’s bed.

The revelation that you are Andrew Ryan’s son is pleasantly subtle, but perhaps a bit too subtle, considering what the twist actually means for Ryan’s motivations as a character. Instead of trying to kill Jack in some massively overblown boss fight, he outright forces the player to kill him in order to teach a lesson about free will; the “a man chooses, a slave obeys” scene has the potential to be one of the most disturbing, horrifying, and thoughtful moments in all of videogaming, but only if you know why Andrew Ryan is forcing you to kill him. Without the knowledge that you are his son, Ryan’s sudden change in character makes very little sense.

Of course, he makes vague reference to the fact that “now that I know who you are, I cannot raise my hand against you,” but this comes from the same guy who spent the last few hours threatening to kill the player and mount him as a decoration who would one day serve as nothing more than a curiosity for the future citizens of a refurbished Rapture. Ryan seems like an insane, murderous bastard who relishes the idea of crushing his enemies, and his suicide only makes sense if the player knows Ryan is his father.  If you missed the audio diary in Jasmine’s bedroom and were subsequently unable to connect the dots, this scene (while still shocking, if only for the “Would You Kindly” revelation) just doesn’t work on the level it needs to. Hell, many gamers I know of did find Jasmine’s audio diary, but still had a hard time putting the pieces together until after completing the game: I can only imagine that deciphering the clues without the diary would be damn near impossible.

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Mise en Scene

As countless reviewers and gamers have said over the past few weeks, the world of Rapture is a truly living one: simply walking through the corridors and looking at the architecture of the underground city can tell you almost as much, if not more, about Rapture’s civil war than even the audio diaries can. Inside Fontaine’s Home for Little Sisters, for instance, the player finds all manner of instructional material aimed at turning the little girls into ADAM-harvesting automatons. The orphanage is filled with instructional posters (the most disturbing of which illustrates a dead body, with the helpful-yet-innocuous label of “ANGEL”), but perhaps the most brilliant storytelling prop in the orphanage -- hell, in the entire game -- is the food dispenser. 

Upon entering one of the training rooms in the orphanage, the player comes across a large machine with two monitors with large, red buttons, each attached a wide-mouthed tube. The first screen depicts a minimalist illustration of a large man in a diving suit, while the second shows a drawing of an average-looking housewife. Pressing the button connected to the diving suit monitor results in a bag of potato chips falling out of the tube, but press the button attached to the mother figure and BZZZT -- the player experiences an electrical shock.  Then, suddenly, it hits you -- this feeding machine was used to condition the Little Sisters into distrusting their mothers and attaching themselves to the Big Daddies, at the risk of physical violence. Without any character in the game saying a single word, without one noninteractive cut scene, an important and devastating plot point has just been conveyed to the player. Two of my all-time favorite films (Blade Runner and Children Of Men) also use this storytelling style -- I don’t think I’m exaggerating when I say it’s brilliant, and we need to see more of it within the realm of videogaming.

All of that said, however, improvements can most certainly be made. The intrinsic challenge of telling a story with a major plot twist (or, in the case of BioShock, multiple plot twists) is, unsurprisingly, to make sure the audience doesn’t guess what the twist is before it actually happens.  But as BioShock is a game that suggests the player investigate his surroundings and draw his own conclusions from them, objects and clues that might be subtle to the point of nigh-invisibility in a lesser work -- say, an unusual advertisement or a misplaced theatre flyer -- is called to direct attention by the discerning player who makes an effort to analyze his surroundings. In the same way that the audio logs mucked up the “You are Ryan’s son” twist, the mise en scene spoils the “Atlas is Fontaine” twist once the player makes it to Fort Frolic.

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Throughout the first half of the game, Atlas urges you to save his wife, Moira, and his son, Patrick, both of whom have been ostensibly waiting in an inactive bathysphere since your arrival. At the game’s halfway point, however, Patrick and Moira both go boom, conveniently removing them from the story and giving you, the player, more reason to wish for Ryan’s death. Once you get to Fleet Hall in Fort Frolic, however, a seemingly-harmless poster totally unravels Atlas’s story. Earlier in the game, the player sees advertisements for Sander Cohen’s abysmal plays (“Bedtime Surprise,” “The Happy Chappy”), but inside Fleet Hall, the player finds a new poster: “Patrick and Moira,” a love story by Sander Cohen.

There are two or three of the posters sprinkled throughout Fort Frolic, and the title is printed quite large and legibly; if you’re the sort of player who has taken great pleasure in exploring Rapture and deciphering the visual clues (and I truly hope you are), then the Patrick and Moira poster should stick out like a sore thumb, as should the spoilers that accompany it: Sander Cohen wrote a play about two characters and Atlas’s family just happen to share the same names of the titular characters, thus meaning that Atlas’s entire story has been a lie and he is therefore your enemy. There isn’t a direct link between Atlas and Fontaine this early in the story, but it doesn’t take an astrophysicist to assume that a heavily hyped character like Fontaine would really be dead.

Knowing the outcome of the twist certainly adds more weight to the “Would You Kindly” twist (if you knew Atlas was crooked, why did you keep playing?), but it also takes all the oomph out of the moment when Atlas finally drops the act and reveals himself as Fontaine. The beautifully descriptive mise en scene works against the story in this instance: BioShock suggests that players closely examine their visual surroundings to gain a deeper understanding of Rapture’s history, but doing so spoils one of the biggest surprises in the game.

Of course, I could be wrong on all these counts: the player’s connection to Ryan could have been immediately evident after finding the conditioning room (though if it was, I’d ask why ShackNews wasted a question by asking Ken Levine for clarification) and the vast majority of players could have missed the “Patrick and Moira” poster and been totally blown away by the Fontaine revelation.

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The Branching Plot

Firstly, I love branching plots. I absolutely adore the idea that both gameplay and narrative can be affected by the choices of the player -- even in crappy titles like True Crime: Streets of LA, I still had a hell of a lot of fun just playing around with the multiple plotlines and endings.

However, branching plots, in order to be effective and enjoyable, have to make sense.

BioShock has two different plot paths which, while they share nearly identical gameplay (save for the amount of ADAM and different plasmids you get), result in two different endings. In the first, the player is a saint who saves most of the Little Sisters he comes across and eventually lets them out into the world; in the second, the player kills most of the Little Sisters and, in the end, enslaves them and turns Rapture into a nuclear superpower.

Now, ignoring the weird moral extremes of those two paths (a point which has already been brilliantly discussed by Zero Punctuation), one of these paths -- specifically, the evil one -- makes absolutely no sense in regards to how it works within the main narrative.

In both paths, Dr. Tenenbaum rescues Jack after he kills Ryan and inadvertently puts Fontaine in charge of Rapture. She nurses him back to health, removes his psychic conditioning, and uses her orphans to help Jack reach his ultimate goal of destroying Fontaine. Now, if up to this point the player has saved most of the Little Sisters and therefore shown himself to be a decent guy, Tenenbaum’s decision to save him makes sense: the player will de-throne Fontaine and set the girls free, so Tenenbaum has no reason not to help Jack on his quest for revenge.

If, however, the player has taken a great deal of enjoyment out of greedily killing Little Sisters in an effort to become as powerful as humanly possible, then why the hell would Tenenbaum let this guy live? Having lived in Rapture for years, she’s obviously not naïve enough to think that the player will simply have a change of heart and turn into a good guy (in the “bad” ending, she goes so far as to say that she expected the player to act immorally). One might argue that Tenenbaum’s hatred for Fontaine has blinded her to any goal other than seeing Fontaine dead, even if at the hands of another power-hungry megalomaniac in the form of the player, but this interpretation cheapens the remorse Tenenbaum feels over what she’s done to the Little Sisters, and her attempt to redeem herself by protecting and sheltering them. If Tenenbaum really cared about her children and felt sorry for the way she treated them (as she obviously does), why would she be willing to send so many of her girls to help a guy who would sooner kill them than show a hint of kindness toward them?

At one point as the player escorts a Little Sister through a gauntlet of enemies, Tenenbaum tells the player, “Better for the girls to be with you. Better to be with you than alone, in the crawling darkness.” Really? Does the “crawling darkness” rip open their stomachs, devour their life force, and kill them? ‘Cause, you know, I tend to do that.

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The Ending

Chances are, you know exactly what I’m going to say already. Literally everyone I have talked to about BioShock’s conclusion has shared many of my own irritations. The disappointingly easy final boss and the far-too-brief denouement are problems that any gamer can figure out for themselves, so I won’t bother going into them too deeply; the oddly noninteractive aspect of the epilogue, however, warrants a second glance.

Both endings are purely noninteractive, prerendered cut scenes. Why? Why, in a game that has forced us to reconsider the implications of noninteractivity and submission and passivity, should the ending be delivered in such a painfully generic, noninteractive fashion? Throughout the rest of the game, cut scenes are either intentionally avoided or inserted for a clear, important purpose. To convey the ending through a cinematic for no legitimate reason seems unnecessary and self-defeating.

I understand that both epilogues involve massive jumps in time (in the “good” ending, we go from 1960 to 2000 within a few minutes, and the “bad” ending starts with a literal army of splicers heading to the surface after an undetermined amount of time), but that doesn’t automatically mean that they can’t include the slightest bit of interactivity. After spending so much time in the underwater darkness, wouldn’t have been incredibly satisfying to reach the surface of the water, in the first person, and see the sun shine for the first time in the entire game? To see, with the eyes of your character, the Little Sisters or the Splicers emerge from the bathyspheres into a world completely new and alien to them? To experience the very things Jack experiences in the cut scenes, but from his literal perspective? The final shot of the “good” ending involves the hands of all the Little Sisters, grown up, grasping Jack’s hand in his last moments of life. How heart-breakingly poignant would it have been to have seen the world through Jack’s eyes right then?

To deliver all this information through a cut scene is not only totally incongruous with every storytelling device used in the game up to this point, but also dramatically inefficient.

Don’t Send Me Hate Mail

In no way would I suggest that these story flaws are absolute and universal, and I still consider BioShock one of my favorite games of all time; my simple hope is that, in addition to analyzing what makes BioShock such an intensely satisfying narrative experience, we can also learn from some of its potential missteps.

So, what do you think? Agree? Disagree? Find a flaw I missed, or misstated, or was just plain wrong about? Hit the comments.

MORE IN OUR Bioshock SECTION

Latest comment by DaBeast |view all 78 comments
I loved how interesting Bioshock is, but has no one played Resistance: Fall of Man? It has intel that brings out more of the story if you read them. They might not be AS important as the audio di......





FuriousGeorge's Avatar
FuriousGeorge at 09/26/2007 11:08

but... I thought all the shock series were based around that one ayn rand book which title escapes me right now....
bhive01's Avatar
bhive01 at 09/26/2007 11:08

"BioShock's narrative, one of the deepest and most immersive storylines experienced in a videogame since the conception of the medium..."

Shouldn't that be Heavenly Sword?
Cowzilla3's Avatar
Cowzilla3 at 09/26/2007 11:11

Damn it Rev! First you do that movie thing which totally made a lot of the points I was going to make in my music in games article and now you do the exact same artile I was going to write about storytelling....gaaahh! Get out of my head! If your next article is on baby tossing (my other hobby) I'm going to know you are spying on me.
Sharpless's Avatar
Sharpless at 09/26/2007 11:13

In before death threats.
Christina Faith Winterburn's Avatar
Christina Faith Winterburn at 09/26/2007 11:16

I agree with a lot of what you said. I missed tons of audio records and failed to see posters or items that furthered the plot. I like the ending but real cutscenes rather than drawing would have been better.
ShawnKelfonne's Avatar
ShawnKelfonne at 09/26/2007 11:17

A lot of good points here, and I especially agree with the bit about the ending. It would have been so much more powerful to be able to look around, stuck in a hospital bed, only to see the girls come in one by one to surround you.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:17

The only thing I didn't like in BioShock refers to the start of the game, where the player injects the first plasmid.
Atlas didn't ask me to do it nor the player knew it was the solution for the malfunctioning door. I simply wouldn't feel compel to stick a needle in my harm when unable to exit a room.
That or I should have waited more to hear Atlas giving me the right hint.

My little problem with Ryan's cutscene was the two black bars on the top and bottom of the screen. It would be wise to leave the hud as in game, to give the player a larger feeling of his lack of control while subjected to the mental commands. The player would try to move but would be unable to before completing what was ordered to him.
gamesronlygames's Avatar
gamesronlygames at 09/26/2007 11:18

I agree completely. Audio diaries all around the levels-layme. Even laymer and would took the immersive out of Bioshock was all of the stupid hacking.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:20

Oh bloody hell, I just notice the article wasn't fully shown by the browser.
I practically repeated you lines. Sorry.
Bad firefox, bad.
Cheeburga's Avatar
Cheeburga at 09/26/2007 11:22

Jeez, you write a game then.
:[
Holiday's Avatar
Holiday at 09/26/2007 11:22

"the audio logs are totally unique to videogaming..."

Actually I remember the same thing from Doom 3 though perhaps not done as deeply as Bioshock.

I think the only thing that made me say "Hey, wait a second..." was how you can have motion tracking turrets in the 1940's.
Cowzilla3's Avatar
Cowzilla3 at 09/26/2007 11:24

And now that I've had time to read through I hate you more for writing an awesome article...you and me are mortal enemies.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:24

Oh but there's one thing that makes the black bars even more unexplainable. When the tail of the plane crashes the corridor, the game moves the player's sight to it. If you play the game in the PC you can actually fight against it moving the mouse madly. Yet, it already did its purpose, which was to direct the player's attention to the incoming threat.

By the way, have you played System Shock 1 and/or 2?
DeusPayne's Avatar
DeusPayne at 09/26/2007 11:27

You definitely hit it on the head about the 2nd cutscene. That was used SO well, I can't think of anything that even comes close to it.
brainderailment's Avatar
brainderailment at 09/26/2007 11:27

Flaws in bioshock? WAAAARRRR!
Reverend Anthony's Avatar
Reverend Anthony at 09/26/2007 11:28

Holiday:
My sentence structures are the suck. I meant audio logs are unique to videogaming as a medium -- in other words, you can't have audio logs in movies or books or paintings because those aren't interactive mediums.

Cowzilla3:
BWAHAHA.

KamikazeTutor:
Good point, I didn't even remember that (which is, come to think of it, a very good thing).

And no, I sadly haven't played System Shock 1 or 2. I'm trying to Goozex SS2 now, but there's a huge line.
dvddesign 's Avatar
dvddesign at 09/26/2007 11:28

I liked the article. Though I think you're hanging too much on the Patrick and Moira poster to ruin the game. No one I've talked to has spotted the poster and made the connection.

There are "Who is Atlas?" posters on the walls as well, but I didn't feel like any of it was detracting from the overall plot twists to the game. The fact that you're Ryan's son and you kill your own father should be more significant than hiding Atlas' true identity, IMO.

In fact, by the time I made it to Fort Frolic, I was noting that Atlas seemed wholly unconcerned or upset at the loss of his family almost immediately after the Batyshpere explosion. That flagged him as suspect to me long before the Would You Kindly or Patrick and Moira poster showed up.
Topher Cantler's Avatar
Topher Cantler at 09/26/2007 11:30

1. I distinctly remember making Big Daddy noises after I got the voice augmentation thingy.

2. I totally missed the feeding machine thing, I thought the game was just being a prick. :(

3. It makes me sad to think of the shitstorm that's unquestionably about to hit this comments section, especially after your last paragraph.

4. I agree on the Big Daddy point. Fuck 'em.

5. If this article were a picture, it would be my new desktop background.

Fucking bravo.
-D-'s Avatar
-D- at 09/26/2007 11:31

Amazing Rev, there's a lot of points you brought up that I never even thought about. I definitely missed the "Patrick & Moira" poster on my first playthrough; I'll be paying more attention to things on the 2nd run.

Bravo!
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:35

@Reverend Anthony:

Because when you say "As an experimental storytelling method, the audio logs are totally unique to videogaming in the amount of choice they give the player", you miss a point or two.

The audio logs have existed since the "shock" games' genesis and were, overall, highly praised.

Yet, you kind of corrected yourself while answering to Holiday. You may keep you score points. :P
Professor Pew's Avatar
Professor Pew at 09/26/2007 11:38

I agree with pretty much everything you've said. BioShock is a fantastic game, but there's enough to quibble about. The "big twist" didn't do much for me since it was done better in The Manchurian Candidate (the original). Likewise, I didn't feel much more immersed than playing F.E.A.R.
Once I got the hang of the gameplay mechanics, the childlike sense of discovery of what you can do in the game quickly wore off; you basically find a couple of good 'solutions' to enemies in the game, and then just repeat those until you're done. The options for how to play and use the various weapons/plasmids was very nice of course. But you pretty much use everything once, learn how they work, and then just wipe all the maps clean of enemies/diaries/items and repeat.
There were also some plotholes (maybe I missed a few diaries), like where all the people went and what exactly is in a Big Daddy or why they need those suits (Little Sisters can't breathe underwater?). Oh yeah, and how is the city still functioning if there's leaks everywhere but no-one to fix them for the time it takes for metal to rust or plants to overgrow areas? And why are there only 5 different splicers when there is an infinite possibility of splicing?

It's a fantastic game, but if you are going to compare it with cinematic art, it doesn't really compare that well. A mighty step in the right direction though! But Andrew Ryan? He probably once obeyed to stop at a red light, THAT GOVERNMENT SLAVE!
Reverend Anthony's Avatar
Reverend Anthony at 09/26/2007 11:39

Topher:
Damn. I haven't played it in a few weeks, and I guess I didn't recollect hearing the sad Big Daddy grunt-noise everytime I took damage in the last boss fight. Bummar.
Topher Cantler's Avatar
Topher Cantler at 09/26/2007 11:43

Come to think of it, you're right -- I never heard the grunt in the boss fight, either. I did hear it when I was just walking around with the suit on, (in lieu of whistling or humming) but not at the end.

Either way, there still weren't any gloves, so ... yeah. WTF.
GrayFox's Avatar
GrayFox at 09/26/2007 11:43

This is probably one of my top 5 favorite games ever, and I agree with you on all points. I especially disliked the ending(s). But I think it says a lot about the game that in spite of these shortcomings it is still held in such high regard by pretty much everyone. It just would have been nice to get a more rewarding ending after all those hours of brutal, heart-wrenching drama.
JACK of No Trades's Avatar
JACK of No Trades at 09/26/2007 11:44

Bitch Bitch Bitch. That game was very good. All gamers do is complain! Nitpick Nitpick Nitpick.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:45

I died in the feeding machine. Seriously, I was so low on health that the curiosity definitely killed the cat, or rather me. I didn't think it was possible to die from object electrocution (as I never did from a failed hacking).
mackisawesome's Avatar
mackisawesome at 09/26/2007 11:47

that was way too long to read, but i agree there were definitly small things that fucked up the storyline
Husky Hog's Avatar
Husky Hog at 09/26/2007 11:48

Dude I don't know what the hell you're talking about. I constantly walk around with huge audio recorders to jot down a few notes, then leave them behind in hopes somebody will be interested in the plot of my life

Then I could make millions of MY video game

getting to math on time EXTREMEZ
itemforty's Avatar
itemforty at 09/26/2007 11:52

Like usual, I agree with you on just about everything. I personally enjoyed the good ending, but I had really dug into the game and was so immersed in the entire thing that I found it very sweet. However, you do make a good point about making some part of it interactive, if not the entire thing.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 11:53

Oh and the game was pretty much linear, which was upsetting.
I was expecting an experience similar to System Shock 2, while I could get it and I did, as I went back to fill me up with health and eve upgrades, the game really felt very straightforward, so much that I started expecting a stage clear screen ala sonic
Also, while in the big daddy suit, no enemy would fight me on the previous areas, which was rather enjoyable as I really wanted to get those upgrades and run back to the bathysphere.

Overall, besides this tiny winy details, I still praise this game and shall return to its depths after I upgrade my machine to dx10.
Drbad asH's Avatar
Drbad asH at 09/26/2007 11:55

@kamikazetutor
[i]"The only thing I didn't like in BioShock refers to the start of the game, where the player injects the first plasmid.
Atlas didn't ask me to do it nor the player knew it was the solution for the malfunctioning door. I simply wouldn't feel compel to stick a needle in my harm when unable to exit a room."[/i]

i believe that was the point. to make you go,"why would i just do that w/o even being told". this adds to the detail that in the end, you grew up here and this is your home. plasmids are something you are unconsciencely familiar with. in the back of your mind, you know, plasmids need injecting. but as you first play you should be wondering why you are doing what you are doing, sometimes w/o any instruction whatsoever. i think this adds to the whole theme of the game.
dgenerate's Avatar
dgenerate at 09/26/2007 12:03

Damn Rev, you're making me want to play through again, just to try and look for those little things I may have missed.

My personal opinion on cutscenes is that I don't mind them at all. To view something from first-person, or through a camera both have their advantages, but I don't feel 'disconnected' when a cutscene plays. (not arguing that you shouldn't either) Also, I actually prefer that the HUD goes away, or that black bars come up during non-interactive scenes. I hate getting to the end of a scene and not realizing it's over. However (big however): I think that you were right in saying that leaving the HUD up, and letting the player try to stop himself from performing those actions would be simply brilliant.

Once again, great article!
Mxyzptlk's Avatar
Mxyzptlk at 09/26/2007 12:05

So does Master Chief die at the end or what?

Great read.
ian_esq's Avatar
ian_esq at 09/26/2007 12:09

Awesome article, I love the Rev's stuff.
KamikazeTutor's Avatar
KamikazeTutor at 09/26/2007 12:15

@Drbad asH: But he had no memory of Rapture. And raising your point that plasmid were familiar to him, then there wouldn't be much point to Atlas explaining him what was happening as he fell from the balcony or what plasmids actually were.
Your argument can be valid, but it still doesn't work for me. Did you see the size of that needle?! ^_^
Comrade Snarky's Avatar
Comrade Snarky at 09/26/2007 12:30

Great piece, Rev. I absolutely loved this game, but definitely agree with most of your points. Although I totally missed the "Patrick and Moira" posters, I still got that feeling that Atlas was playing me (especially considering that Irrational employed a similar plot device in System Shock 2).

I guess I also either missed the Jasmine audio log or didn't put the pieces together as well, as I wasn't sure exactly *how* the main character and Ryan were related (i.e. how Ryan's genetic material had been obtained). Certainly adds even greater weight to the "a man chooses" scene.

It also seems like more emphasis should have been placed on the initial decision to inject a plasmid. I mean, you've just seen what these things do to people -- why would you then go and ram a needle into your own arm? Ultimately, the game has to force you to use the plasmid in order to advance, but still, a "You *HAVE* to do this in order to survive" from Atlas would have sufficed (or alternatively, a "would you kindly").
Frohike's Avatar
Frohike at 09/26/2007 12:30

Optional and fragmented story exposition in gaming isn't new, by the way. Optional *audio* narrative exposition, perhaps. When I first started coming across the audio tapes, it reminded me of Metroid Prime scattering storyline elements throughout the game that were entirely at the player's option to read. You could ostensibly miss or skip all of them and continue with the game until the end, or really dig into the entries and piece the plot together.
brad drac's Avatar
brad drac at 09/26/2007 12:55

One plot hole I noticed is the fact that andrew ryan (by all appearances) actually died. As revealed in an audio log, the vita chambers are keyed to ryan dna, seeing as they were designed for andrew, so how come he didn't get resed?
Snaileb 's Avatar
Snaileb at 09/26/2007 12:55 <