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The Memory Card .20: The message in the glass photo

Today brings some unfortunate news. No, my puppy is fine. Nope, I still love dolphins just as much as always. I’m sad to say, this will be the last Memory Card for a while. But, not to worry, it will most definitely return. I just figured a small break was needed to reorganize and gather some more amazing gaming memories that we can all hold hands and talk about in front of the fireplace together. In all honestly, though, I hope you enjoyed reading them as much as I loved writing them.

So for dramatic purposes, let’s just call this the season finale.

And like any great “season finale,” this Memory Card will be full of something unexpected, something sappy, and something akin to a disappointing cliff-hanger.

On the unexpected side of things, this farewell-for-now edition will bypass the classic games of the past and focus on something extremely recent: Bioshock.

It comes as no surprise that I love the game and relish in the fact that it is filled with so many classic moments that I know I will remember for the rest of my life (something I can’t really say about a large number of modern games). But while most of these moments are completely epic, there are two, more understated sequences in particular that hold an extra special place in my heart.

While I will talk about the second moment next season (disappointing cliff-hanger!), hit the jump to experience one Bioshock scene so perfect that, for me, it actually elevates the game from masterpiece to undeniable classic.

The Set-Up

First off, since Bioshock is so recent, I know there are some people out there that may not have played the game yet. If you are one of those people, please stop reading now, as I would feel horrible ruining any moments from this instant classic.

Okay, for everyone that is still around: Bioshock is a complex, beautifully designed first-person shooter that takes place in the wondrous, terrifying underwater world of Rapture.

In the game, you play as Jack, the only survivor of a horrible plane crash that maybe-not-coincidentally wanders into this strange world of Rapture in the hopes of finding help.

Of course (as it would be a boring game otherwise), you get enveloped in a rich mystery full of huge plot twists and revelations, peppered with intense gun battles between you and the insane residents of the submerged utopia.

About halfway through the game, you wander into a section of the city called Arcadia. Unlike the previous boroughs, Arcadia is covered in lush foliage which provides oxygen to the denizens of Rapture.

Through some unfortunate circumstances, you come to find out that Andrew Ryan, the main villain of the game (at this point), worked closely with a professor named Julie Langford (the creator of Arcadia) to actually sell the oxygen from the plants to the citizens, rather than just let everyone enjoy it for free.

Since Rapture has since morphed into a desolate wasteland full of, to put it bluntly, crazy people, Ryan has released a chemical into the air with the intent to kill all the remaining plants, taking away every last ounce of oxygen.

Finding out that Professor Langford has changed her selfish ways, you decide to seek her out and ask for her help in saving the plants and bringing some life back to the city.

After a long journey, you finally arrive at Langford’s office. And this is where the next Memory Card moment occurs: the message in the glass.

The Moment

As you approach the door to the office, you pass a huge window that gives you a perfect view of the contents of the room, including Langford (hard at work) and her scientific equipment.

Once at the door, instead of opening automatically, it locks, sealing Langford inside (and you out).

Heading back to the window, Andrew Ryan suddenly booms to life on the loud speaker, addressing Langford as she works. He basically tells her that she betrayed him and shouldn’t have made the (unfortunate) decision to help create a formula to bring the foliage back to life.

Before Langford even has time to react, her office quickly fills with the same chemical used to kill all the trees and flowers.

Just after seconds, your view into the office is obscured as the thick, yellow chemical fog covers everything inside. All you can hear is the sound of Langford struggling and begging for her life.

If that sequence wasn’t shocking and dramatic enough, out of nowhere Langford presses her finger against the glass separating her and you. She slowly starts to write something in the fogged up window, the squeaking sound of her skin on the glass echoing in your ears.

After her message is complete, Langford collapses, her body smudging a section of the glass as it falls lifeless to the ground.

After this tragic scene occurs, the door to her office opens, letting you inside as the gas dissipates.

Once inside the office, you quickly look for any remaining evidence of Langford’s work. In the corner of the room you see a safe, which, unfortunately, is locked. And, of course, you have no idea what the combination is.

As you turn around to search the room some more, you realize that the message Langford wrote in the glass is actually a four digit code, almost illegible earlier due to the fact that you were reading it backwards from outside the office. Brilliant!

Not surprisingly, this code opens the safe, giving you access to a recipe for something called the Lazarus Vector, a concoction invented by Langford that promises to revive the trees.

Due to Langford’s last minute thinking, the antidote for the poisoned trees is now only a few easy-to-collect items away, bringing Rapture one step closer to being revived.

You can view this incredibly creative (and creepy) moment right here, but impatient people be warned: it doesn’t start until around 5:40:

The Impact

Bioshock is a brilliant game, but one of the things that makes it stand out is its use of “real-time” cutscenes. And I don’t mean “real-time” as in, “real-time graphics.” Not only is CG used sparingly, most of the cutscenes in the game are viewed completely from your perspective, even letting you move around and look elsewhere while they are playing out.

This concept alone is ingenious and really works in giving the game a realistic feel, but the specific scene of dying Langford giving you her final message takes everything to the next level.

What amazes me about this scene in particular is how seamlessly it weaves every aspect of the game together. And “seamless” really is the perfect way to describe it.

So, let’s break it down, shall we?

The designers obviously wanted you to get to know Langford before you witnessed this scene, so it would be more emotionally powerful. So, what do they do? They throw in some audio logs recorded by Langford that you collect and listen to just minutes from reaching her office. This way, the little back story you learn about her can be that extra punch to the gut once she is killed.

These audio logs continue until right when you get to Langford’s door. Then (seamlessly!), the real-time cutscene begins, as Langford is killed; an emotional scene unto itself, punctuated by the fact that you end up hating Andrew Ryan more than you already do.

So, after all this, the designers know there is a locked safe in the room that needs to be dealt with immediately after this tragic sequence. This, I think, is where the most creative decision occurs and really proves why Bioshock is such a step above other games of its type.

Instead of the combination to the safe being written on a random sheet of paper in the office, or scribbled on some random wall in some random room that you must unknowingly hunt down, the code is actually written by the person who most likely would be the only one who knew it at all. Although it seems like an obvious choice, this creative decision really changes everything.

Just think about how it all (seamlessly!) falls into place: Langford (the only person who knows the code to her own safe) decides not to write it down anywhere to prevent anyone from accessing her secrets (which makes perfect sense). Her character is then killed by Ryan, the same man she once worked with to take advantage of the citizens of Rapture (again, perfect sense). Not only is she killed by the very gas she is trying to neutralize, that same gas is the reason that Langford is able to tell you the secret combination.

Without the glass fogging up, Langford could never have written it on the window with her finger. If someone just shot her (or she died in some other horrible way), the code could never have been communicated to you and the designers would be forced to just do something completely ridiculous and unbelievable in order to have you be able to find out the combination (such as the aforementioned random piece of paper, etc.).

One thing after another, each event seamlessly flows into the next. No detail is unaccounted for, and, in the fictional world created by the game, every creative choice makes perfect, logical sense. This whole remarkable achievement is never apparent more than in this scene.

Even aesthetically, the scene excels in getting across what it is trying to accomplish. Watch again and listen to the sound of Langford’s finger rubbing on the glass. That sound alone I don’t think I will ever forget. Even the way the combination to the safe appears on the window in front of you is staggering. I mean, I don’t know how else to describe it except to say it really feels like it is written by a living, breathing human being. The code doesn’t just magically fade in; there are pauses, mistakes, uneven lines. Combined with the eerie finger on glass sound, the effect is haunting, to say the least.

Throughout the entirety of Bioshock there are many moments like this, but Langford writing the message in the glass exemplifies the perfection that can be achieved in a video game and really stands out to me as the most classic moment I remember from the game.

Hopefully future designers will be inspired by this jolt of creative genius to turn what could be a traditional gaming moment into something genuinely innovative and like nothing ever seen before.

Now, one final thing (the sappy part!): I really can’t thank you all enough for reading this feature every week … but I will try. Thanks for the positive feedback. Thanks for letting me discuss my fondest gaming memories every week without laughing at me for crying during Elite Beat Agents. Just thanks for everything.

The Memory Card will return soon …

The Memory Card Save Files

.01: The return of Baby Metroid (Super Metroid)
.02: Palom and Porom's noble sacrifice (Final Fantasy IV)
.03: The encounter with Psycho Mantis (Metal Gear Solid)
.04: The heir of Daventry (King's Quest III: To Heir is Human)
.05: Pey'j is captured (Beyond Good & Evil)
.06: The Opera House (Final Fantasy VI)
.07: Attack of the zombie dog! (Resident Evil)
.08: A twist on a classic (Metroid: Zero Mission)
.09: A Christmas gift (Elite Beat Agents)
.10: To the moon, Mario! (Super Mario World 2: Yoshi's Island)
.11: The Solitary Island (Final Fantasy VI)
.12: Wander's brave friend (Shadow of the Colossus)
.13: The submerged letter (StarTropics)
.14: The legend of Tetra (The Legend of Zelda: The Wind Waker)
.15: Snake pulls the trigger (Metal Gear Solid 3: Snake Eater)
.16: Riding under the missiles (Contra III: The Alien Wars)
.17: Hover bike madness! (Battletoads)
.18: Syldra's final cry (Final Fantasy V)
.19: Death by ...grappling beam? (Super Metroid)


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25 comments | showing # 1 to 25

Jasongame's Avatar
Jasongame at 10/11/2007 14:51
Zero?
Colette Bennett's Avatar
Colette Bennett at 10/11/2007 14:51
NO CHAD!!! I MISS YOU ALREADY!!!
Hoygeit's Avatar
Hoygeit at 10/11/2007 14:56
Great as always!

I eagerly await the next season of the Memory Card. Please don't take too long.
mono's Avatar
mono at 10/11/2007 14:58
Chad, your Memory Card be bangin', I do look forward to this features return. Thanks for the memories.
SchickOuttaShape's Avatar
SchickOuttaShape at 10/11/2007 15:03
yay Chad!! you're totally gonna get picked up for another season! =)
kaneka's Avatar
kaneka at 10/11/2007 15:15
yea dude..love the content ..keep it up.
demonelite's Avatar
demonelite at 10/11/2007 15:15
I love the Memory card Chad, I cant wait for it to come back.

Also brilliant moment from a brilliant game, but I did like the confrontation between Jack and Andrew Ryan a little bit more.
ArrestedDeveloper's Avatar
ArrestedDeveloper at 10/11/2007 15:24
Cool moment, the whole game is full of great touches. I'm still creeped out over that audio diary about the puppy and mind control.
Cowboy TTop's Avatar
Cowboy TTop at 10/11/2007 16:00
Indeed a great piece of game design and enjoyable to be a part if. Reminds me a scene in Code Veronica.
king3vbo's Avatar
king3vbo at 10/11/2007 16:21
Im already missing the Memory Card... but yes. You couldnt have put it better. Bioshock is a friggin epic piece of art, and that part blew me away for the same reasons
Justice's Avatar
Justice at 10/11/2007 16:31
Dude you ROCK.
F Whipple's Avatar
F Whipple at 10/11/2007 17:09
Noooo...I'm definitely going to miss this
Topher Cantler's Avatar
Topher Cantler at 10/11/2007 17:14
Wow, Chad, what a way to end the "season". :O

Great writeup!
blehman's Avatar
blehman at 10/11/2007 17:16
Where are you taking my Memory Card Chad? I....I feel so alone and cold now.

This was a great moment, one of the more memorable in the game. Good call.
braulio09's Avatar
braulio09 at 10/11/2007 17:48
as much as i liked bioshock, i don't think this moment was that memorable. i listened to the audio logs and all but still didn't care for langford

good write up, btw
Dexter345's Avatar
Dexter345 at 10/11/2007 18:14
Not reading this week's entry, Chad. No offense, I just haven't played through Bioshock yet.
Zarathustra's Avatar
Zarathustra at 10/11/2007 20:18
Damn, I really want to read this, but I haven't finished the game yet.
LostCrichton's Avatar
LostCrichton at 10/11/2007 21:35
Another great Memory Card! I'll be waiting with eager anticipation for the next "season".
A New Challenger's Avatar
A New Challenger at 10/11/2007 22:42
I have a crap PC and won't have a 360 any time soon, so I went ahead and read it.

You never realize how much work goes into game design when you're playing a game; that's something you have to pause and think about to really appreciate. Well, except in a bastard-hard Zelda dungeon, I'm usually quite conscious of the effort needed to keep those from having any dead-ends and just how well they're done. But I digress.

This was a fantastic article, you put a hell of a lot of thought and analysis into it. I look forward to the triumphant return! Looks like I'm gonna have to pick up the pace with my pale facsimile to fill the gaping void in the meantime. Man, I'm really happy you actually like what I'm doing, because this entry blows everything I've done clean out of the water, and possibly into space.
Bus's Avatar
Bus at 10/12/2007 13:45
Great moment. I especially liked how Ryan, right before he killed Langford, reminded her of the terms of her contract. Given her violations of said contract, he justified her murder. Chilling stuff. Very little scares me as much as humanity's ability to rationalize awful acts.
Deth's Avatar
Deth at 10/12/2007 19:24
Great write up, Chad. I loved that scene, but I never thought about the irony of needing the gas to write the code. Bioshock is one of the finest games I have ever played, and this analysis strengthens my conviction.

BTW- Is there a prize for posting COMMENT ZERO! without any relevant comment? God, it is so annoying.

Cheers!
m3ds's Avatar
m3ds at 10/18/2007 02:06
I've only read about half of the memory cards (simply because of the fact that I haven't played some of the games mentioned), but it's quickly become one of my favorite editorials on Destructoid. I hope the Memory Card isn't absent for too long.

Also, great write up. A perfect example of why Bioshock is such an amazing game.
The-Excel's Avatar
The-Excel at 11/18/2007 23:08
It's columns like these that make me wonder sometimes why Destructoid doesn't have a print version. I haven't played a lot of the games featured in Memory Card, but reading through each one really makes me appreciate how far we've gotten in the psychological aspects of video games, the ones that make us feel on the inside. I look at this particular moment and can only imagine that the character designer for this game really loves his work. When I first read the bit about the random piece of paper, I immediately thought of Hotel Dusk and if you've played it you should know what part I'm talking about and what I'm about to say about it (but I won't because it's 12 A.M. and I can't think of the words for it). (If you haven't you really should because it's one of the best adventure titles on the DS.)

You can bet your life I'll be buying the first season on DVD the instant it hits shelves.
Dexter345's Avatar
Dexter345 at 03/23/2008 17:41
I finally beat Bioshock, and I finally read this memory card entry. I clearly hadn't thought about the scene as deeply as you did, but then, I think it would have had more of an impact on me if I hadn't immediately realized that she was writing the code to a safe on the window.
junglistgamer's Avatar
junglistgamer at 10/27/2008 08:27
just went back and read this months after it was published on dtoid, absolutely fantastic write-up. Very impressive, very well thought out and definitely made me think about the scene in a different way than i previously had.

Jolly good show
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