Whether you like it or not, a sequel to the 2007 original IP of the year, BioShock, is marching with irresistible inevitability to our consoles. Some gamers can't wait to return to the underwater city of Rapture and do it all over again, while others are more guarded and dread the soulless franchise machine's potential death-knell for one of recent gaming's most inventive and unique adventures.
Regardless of which you camp you fall into, it cannot be denied that a number of potential problems face those who would create a sequel to a game that stood up so well as its own complete package. The trouble is, when your motivating aim is money, you're not going to be too careful about the pitfalls, and I have a feeling Take-Two will stumble into every single one.
[Warning: Contains spoilers. I can't believe I have to type this]
The first problem facing anybody creating a BioShock sequel is the fact that the original game was such a well crafted story with a beginning, middle and end. With its backstory drip-fed throughout your progress in Rapture, and a pair of potential endings that pretty much wrapped up the whole experience, it's incredibly difficult to artistically justify a return to the setting.
Imagine, if you will, a direct sequel to Silent Hill 2. This was another game that, although part of a franchise, exists in its own narrative bubble. It is still one of the most engrossing videogames out there, and it's due in part to the fact that we have thus far not properly returned to that particular chapter in the Silent Hill mythos. What would a direct sequel to James Sunderland's Silent Hill exploits achieve? For a game so perfectly wrapped in its own package, opening that box up once again runs a risk of spilling the contents everywhere.
BioShock is quite similar. Like Silent Hill 2, its isolated story arc is well paced and ends definitively. Like Silent Hill 2, there are many hints at something grander in scale than your own particular adventure, but because all we see are hints, it makes the game far more engrossing. Only seeing slight glimpses of Pyramid Head, just like only seeing a handful of BioShock's Big Daddies, adds an element of mystery that makes them scarier and more captivating than they would be if we knew absolutely everything about them. A sequel's job is to typically expand a franchise's roots, but when your roots are so enjoyable because they've not been expanded, we're faced with a problem.
It is believed by some that the next BioShock game will, in fact, be a prequel that shows the fall of Rapture. If a sequel's expansion of the BioShock world is damaging to its ability to engage the player, however, a prequel could damn near kill it. Those in favor of a prequel fail to grasp the true story of the original BioShock -- the fall of Rapture.
Although there is a "present day" storyline in BioShock (find and kill Andrew Ryan/Frank Fontaine), the main draw is the discovery of what exactly went wrong in this proposed perfect utopia. As you progress throughout Rapture and collect audio diaries, the past of Ryan's city is perfectly rendered, with just enough held back to keep one's imagination fired up. In essence, BioShock is a prequel in and of itself -- its story fills in BioShock's past and details its fall, but doesn't give too much away. Showing us what we already know -- only without the need for our own imagination this time -- is not only unnecessary, it's downright vulgar.
I'm a big proponent of never sharing with the audience too much. If you give a face to the devil, the devil doesn't scare you anymore, and if you suck all the mystery out of your world, there's very little to keep someone caring. BioShock explained much about Rapture, but it didn't explain everything. Returning to Rapture can only run a risk of explaining everything and taking away so much of what made the city enthralling.
Arguably the most defining moment of BioShock was "the twist," the one where everything about your adventure is turned completely upside down. You realize you are little more than an oblivious slave, who has been prompted to act by your "friend" saying "would you kindly" over and over again. It was such an amazingly crafted surprise that could have ended the game there and then, and I foresee attempts to recreate that scene in a sequel.
A lot of people in the games industry fail to grasp the simple idea that magic can't be bottled, even though history is littered with examples of failed attempts to do so. With the twist being such a huge factor in BioShock, it will be almost impossible to have a sequel that doesn't try and recreate the shock factor, but let's face it -- we're all expecting it now.
It's the same thing that happened with Final Fantasy. Since FF VII, we never expect the main villain of the game to remain the main villain. President Shinra gives way to Sephiroth, Queen Brahne gives way to Kuja, Sin gives way to Seymour who gives way to Jecht who gives way to some weird thing. Metal Gear Solid suffers from the same fate -- every game has to have an inconceivable plot twist which effectively renders everything up to that moment meaningless, and it becomes played out and hackneyed after a while (and this is coming from a huge MGS fan).
It's a "damned if you do, damned if you don't" scenario. Either BioShock 2 has a twist in a cynical attempt to recreate the shock of the first game, or it does nothing and fails to have a jawdroppingly memorable moment. Gamers will either roll their eyes or wonder why there isn't anything as shocking as in the first game.
This is true of many things in Rapture -- some of its greatest triumphs aren't suited to retreads. What about the Little Sisters, a huge part of the original game? Will 2K Games rehash the "kill or save" scenario all over again? It could potentially happen, and it won't be half as interesting this time. There is little doubt that the Big Daddies will return, but once again, we've already seen what they can do, so either it's the same old story, or they'll introduce different types in a desperate attempt to keep them fresh.
I am not 100% against a BioShock sequel, and won't fully condemn the idea until I see something worth condemning with my own two eyes. What I am saying, however, is that these pitfalls are real, and very very big, and it will take care and subtlety to navigate the treacherous path. Sadly, however, I have very little faith in the videogames industry when it comes to care and subtlety. After all, as I explained, this is about the money -- the first BioShock turned a profit, and Take-Two wants to "bottle the magic," as I talked about earlier.
At the end of the day, none of us own BioShock, and it is not for us to dictate what 2K Games can and can't do with its own franchise. A movie is confirmed, and the publisher already speaks of releasing a new BioShock once every two years. It is officially a franchise, one that is going to be milked until its teet becomes dry and gives out nothing but dust. Who knows? Maybe all these new games under the BioShock banner might actually be good, and maybe the movie won't utterly rape an IP that so many of us have grown to hold in very high regard.
In a most ironic twist, however, I can't help but feel that what happened to Andrew Ryan's Rapture will, in turn, happen to Ken Levine's BioShock.
If it was ridiculously nuts like the society in 1984, then it could be just as interesting to explore and and interact with and experience as the first game, without ever dwelling on the same topics again. To see civilization be torn to shreds, and have language itself being devolved ("doubleplusungood") over the course of the game to the point where it makes Rapture and Andrew Ryan look like a cakewalk -- to show why Andrew Ryan ran away in the first place -- while he might have had issues, perhaps his efforts were in the right direction. This setup could make for a really bizarre action advneture and give some truly unique gameplay moments.
Just thinking aloud...
What, are they going to quit production because you don't want a sequel?
The minute they said that it's going to be without Ken Levine, meant that it's going to be like Treyarch doing a Call of Duty game.
They're trying to make money. Sure, it'd be great if they didn't mutilate our nice memories, but cold hard cash doesn't give a damn about our nice memories.
We'll all just have to practice the art of denial hard on this one.
Or you know. Lightning could strike. With all the likelyhood that brings.
No matter which path you take in Bioshock, Plasmids are coming to the world at large and could utterly change everything on the surface also. And those changes could be fertile ground for a new story.
Anyways, Bioshock is one of those experiences where a sequel or whatever is pumped out next, will not surpass it. It's memorable, it's engaging, and it was wonderful. I don't know how to describe it. Bioshock 2 will be a fun game I'm sure, but it won't give a player the same amazement they had when they first stepped a soggy foot in Rapture.
I think, for once, I am more optimistic. The fact that the people making it are good at writing, to put it bluntly, for me gives me the confidence whatever story they weave will fit well.
I myself would love a BioShock 2, and have hope it will be good.
Watch out you don't fall into the SystemShock crowd, where regardless of it's own merit, the game can never be as good because it wasn't the first one.
Haha, brilliant. But, if the damn game simply HAS to be made, it ought to be the prequel -- its the only premise that could possibly hold the same deep sense of tragedy as the first. It's passable, but beyond that? Forget it.
Hell, it'd be awesome if they went into the territory of any concept covered by Phillip K. Dick, Kurt Vonngeut, Asimov, etc. etc. tons of others...as long as the game means somehing. I wonder if Take Two and/or 2K games realize they have the perfect opportunity to create a series that could, and again PURELY HYPOTHETICALLY blow the walls off what games could do/say as an art form as much as the first one did.
The pessimist in me knows they're going to fuck up somehow, though.
Go to metacritic and look up the highest rated movies. Now look up the highest rated video games. Notice something? The highest rated video games are pretty much all sequels. There really is something to be said about 'gameplay' and how it completely separates video games from other entertainment. Gameplay can make the 3rd sequel to Resident Evil one of the best games ever made. Gameplay is more important than story, just look at all the sword and sorcercy SHIT thats rampant in video games.
Bioshock doesn't even have that great of a story, it just stands out when compared to most other video games. Oooo an Ayn Rand analogy!! Better than vampires with big tits and guns or whatever the fuck most video games are about.
Anyway, theres no point. I just think.
I'd rather see a new System Shock, complete with the in depth character customization, inventory, weapon degradation, challenging gameplay, etc, etc.
I may be a little disappointed if the second game will be set underwater, but we'll see.. we'll see...
Pirates of the Carribean movie one -- Fucking awesome. Everyone loves to talk about how awesome it is.
Pirates movie two -- still better than probably any adventure movie released in several years, but not as good as the first. Everyone loves to talk about how it wasn't as good as the first, but never acknowledge how it measured up with the 100s of adventure movies' asses it kicked.
Pirates movies three -- people didn't even want to see it, they just wanted to talk about how it wasn't going to be as good as the first one.
So even if BioShock 2 isn't as good as the first one, as long as it's still better than most of the things that come out that year, then I'll be happy.
I'm going off on a major tangent, sorry bout that. Anyways if they place the sequel/prequel in rapture, it's probably going to be major bad news.
The Vita Chamber in Ryan's office is switched off.
MAybe Bioshock 2 will pick up where the first left off, with the thought to be dead Ryan jumping in a chamber and then he can go around beating ho's and selling coke to start a new empire and seemingly learn nothing from his near-demise, just like that awful Scarface game.
I think it could be interesting if there was a prequel that put you between Ryan and the emerging Fontaine in his grasp for power. Giving you got the choice to do what you thought was right, what would make you rich or just keep yourself alive through it could be a bit different and be bigger morally than whether to kill the little sisters or not.
We all know though that it'll be some shite cash-in with minimal change to it. That's the problem with videogames, their creators don't give a shit about them, selling the rights to everything to the highest bidder and mercilessly raping them dry.
Even then, you would run into the issue that we already will be expecting a huge "would you kindly"-esque twist, and it could never have the impact that the first did.
I'm hopeful about the sequel, but I'm not exactly optimistic.
Perhaps Plasmid technology made it to the outside world, and you play a character who may have been related to someone who went down to live in Rapture and they told you about where they were going, and slowly you find out where the Plasmids came from, that Rapture is gone and that the Earth is now in danger. I would not mind a game that somehow used parts of Rapture or it's ideology to convey it's story, but I would hate to just get sent back to Rapture again.
I doubt this is true but I would encourage a sequel if they were to create an entirely new world and story and simply try to maintain the feeling and style (gameplay not artistic) of the first one.
IMO if they did one the best course to take would be jump forward 50/60 years to modern times where, a or a group of people discovered a mysterious sea slug that can directly create stem cells, making it seem as though a few escaped their extinction by the . . . rapturians? and follow some new story new people new shit.
What always made me go huh, is that the vita chambers in Bioshock would of ressurected Andrew Ryan right after you kill him, and then he probably made his escape or something, probably taking a vitachamber with him... idk just seems that's one plot hole for me.
Of course it doesn't matter seeing as the vita chamber is just a huge deux ex machina that only makes sense from a game design perspective, not a storyline one.
Great article Jim, you english cunt. :D
Unless Levine could have been going for a Deus Ex plot push.
Maybe we might find out soon enough.
you just raised my faith in a sequel to 2%. If they make you play as that guy then it might actually work. You will already know who atlas is but then agan maybe johnny knew too. Kudos to you my friend.
The public is really, really, really bad at that... see "Halo 3".
Will Bioshock 2 suffer from the two things that lack in a sequel -- no more interesting character development/discovery, and the inability to surprise us a second time? Probably, unless, as others have said, they move Bioshock 2 to another "universe".
One technique that works well in direct sequels (sequels with the same characters and plot world) is a twist that contradicts anything in the first story. (see: Empire Strikes Back -- what 12 year old seeing it in 1980 saw THAT twist coming?) This seems like an obvious plot choice for Bioshock 2 -- twist something we came to believe in the end of the first game.
Jim's post and a few of the responses have gotten me to think about Mass Effect's coming sequels -- it's storyline has been written as a trilogy throughout. It's "plot", such as it is, wasn't particularly complicated, and its characters were pretty lightweight, but it is lucky in that regard -- it won't have the enormous weight of its first installment to crush it before it's even born.
Anyway... good luck to us all...
Myqui
i'm pretty sure money has been a prime motivation for the first Bioshock.
I cant help but think that the concerns are unwarranted. Bioshock succeeded on the compelling setting and the complete nature of the story. The fact that the world is so detailed and full of possibilites means that there are countless opportunities to develop interesting and challenging stories, rather then OMG PREQUALS SUCKX
I Want a sequel to System Shock 2.
SPOILER WARNING
Dr. Pulito is Xerxes!
as far as a sequel, they should just keep the shock motif. experiments gone wrong. MoonShock! First lunar colony meets tragic end. D-:
Great things can come from new challenges but it all depends on the talented minds behind it. I feel bad for anyone on the team for the next game. I mean, can you imagine the self imposed pressure a development team would naturally put on itself in taking up the task of making a sequel? Not to mention the pressure from everyone else! I certainly wouldn't want to be in that hot seat.
This is going to be real interesting how they manage to pull this off while everyone and their neighbor is going to be nit picking every ounce of information that gets leaked about the game, and rightfully so. They asked for it when they decided to make a sequel, just hope they are ready.
I for one am hoping they go the way of Half-Life 1 when they had the original expansions. Different story that co insides with the main one. Its not that hard to think of an interesting way to have a character in an opposite end of the city doing other great things with an entirely different cast of characters and then tie it in with the first game by having something as simple as Reaprar suggested.
If they do that, I'll certainly buy a sequel. If they decide to travel back to Rapture, though, I'm calling it quits. I'll just play the ignorance card and stick with the original tale as the one and only.
The first game was pretty much based entirely around the Big Daddy, Little Sister, Player Character triangle. You can't repeat that in a sequel and still remain in Rapture. So any game that takes place in Rapture (be it prequel or sequel) would have to be very different in terms of gameplay or else it'll be totally ludicrous.
I'd love to see more on how Rapture was built and came to fall, but I think that story would be better told as a movie.
They certainly left it up for debate whether Andrew Ryan survived the first game (they go out of their way to specify that the Vita-Chambers were created for him, and there's no way he just offered himself up for sacrifice like that) so if they decide to go the sequel route he could make a return.
Would he just go off and build another Rapture somewhere or try and return to reclaim the original? I would hope they aren't going to try and hold true to either of the game's endings, which were both pretty weak.
It would maintain that fly-on-the-wall perspective, so not necessarily everything would be explained, while still giving just a bit more insight into everything that went down.
As for the game's big "Would you Kindly?" moment, how about you discover that your best friend since the beginning of the game has been supporting whoever you're not, and you receive orders to take him out. Then you, yes you get to choose what to do next.
That's just one way I think it could work.
As in taking some key elements of the story, and put them into a whole new context.
Though that might not work with the "it has to print money" factor...