When I think back to my experience with BioShock, I think "atmospheric," not "scary" or even "creepy," for that matter. Looking over some of the unused enemy designs that were posted on Irrational Games' Web site makes me wonder if somewhere, in an alternate universe, BioShock was a terrifying game.
Insects and parasites attached to humans, a splicer not unlike Left 4 Dead 2's charger, a guy with a yam-shaped hand ... dude; this is trippy stuff we're dealing with here. I also really enjoy the "jellyman" design shown above -- it's disgustingly awesome, isn't it?
For as crazy as a game like BioShock was, it has nothing on this scrapped concept art. Imagine how different the tone would have been had Irrational implemented a few of these creepers into Rapture.
March From the Vault [Irrational Games via Joystiq]
Jordan Devore is Destructoid's PC gaming manager and founding ginger editor. He is said to be easy to love but difficult to know. When Samit inquired about his curious bio photo Jordan simply replied:
"bitches love sandcastles" ... yet, there is no sandcastle in that photo. We may never truly understand his ways.
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Biggest let down was this, how could they have not included this enemy? A monster with human parts, or a human with monster parts? Or both? Damn, how sad.
Giant Hell-fucked crab jellyfish monster man? Scary, sure.
Sobbing splicer pushing baby carriage singing to herself? Disturbing.
Disturbing takes much more skill and effort to create than scary to me.
Honestly I think the game BS eventually turned out to be was more interesting, but good LORD those bugpeople.
"Disturbing takes much more skill and effort to create than scary to me."
I like the distinction you are making. And I agree, not having a "guy in a rubber monster suit" and instead trying to provoke horror by psychological manipulation of tension is much more skillful.
I kind of gave up on Bioshock 2/3rds through. I found it too repellent to be forced to take drugs to fight people who are just miserable wreckage of their own drug use.
I came to the game playing it like an RPG with consequences for your actions. And as I have read, you can't fight the "rapture system" without becoming a part of it.
You have to be a splicer in order to fight people driven insane from the genetic mutation of their own splicing. You have to use drugs in order to be powerful enough to fight through the horde of psychotic cripples because the guns you have do very little damage.
This part of the story (at least a I see it) is horrific. I Expected there to be a mechanic in the game that would finally reward you for your choice not to take mutating drugs. But there isn't. That for me is a paradox of the game.
Is there a scene at the end of the game where you finally get to see yourself in a mirror, after you have taken all this poison? Do you see that you yourself have become a splicer? If not- really what the fuck was the point of the game?
You just played a game giving yourself a fix every time you encountered a challenge in your life. Is the game in favor of teaching people to be "addictive"? Because without showing your own personal consequences - it fails to be internally consistent.
How can it possibly be a criticism of the lack of regulation or safeguards consumers have against the pharmaceutical industry (or even industries that produce poison and/or cancer clusters as a byproduct) if it fails to even criticize the actions of a gamer shooting up every couple of minutes to 'be powerful'?
If that final twist isn't there, IMO the game story isn't logically consistent. By the end of the game you should be horribly deformed, mentally deranged or any other stereotypical vehicle they could use to underline - hey dumb ass, you just spent the entire game feeling in being a mass murderer of people just like you. Or rather, that experience has made you become what you hate and fear.
It's like they were not cognitively aware of the type of parable they were telling.
Someone, please tell me they got the ending right and I am incorrect.
That comment should have been a blog.
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