Introducing the Big Sister. How...original.

Now that proper BioShock 2 video previews are circulating instead of scanned magazine covers and wild fan speculation, I can’t help but feel like the gaming public is being duped and they don’t even realize it. Or maybe they don’t want to realize it, because BioShock has already been granted its lofty position as a new standard for video games, and no one dares knock it off its pedestal for fear of losing that anchor for cultural legitimacy. Even though I don’t share this opinion, I was willing to see this game through because it at least made an attempt at a philosophical statement, whether I agreed with its implementation or not [1]. BioShock may have failed as the game that showed such promise in its first 10 minutes, but at least it prompted a discussion that was not mostly Games-Are-Art wankery. And I’m not talking about how the game made you go out and buy a copy of Atlas Shrugged; I’m referring to the way it makes the “choice” in video games we love to complain about a mostly empty gesture. Maybe this statement was intentional; or maybe it was just an honest, unfiltered reflection of game design as it stands today.

I can also respect Ken Levine’s position on the finished product: he acknowledged the shortfalls of the original game [2, 3], and knew there were things that could have been better, or fully realized. He had a particular endpoint in mind – the character that results from the adventure should reflect the choices made in the game, however insignificant or arbitrary they may have been. The end of BioShock was about coming face to face with what you, as the character, had wrought upon this underwater dystopia. And you should be made to reconcile the results of these decisions.

BioShock 2 is set in Rapture again years into the future, even though in the original game we were eventually tasked with its sabotage and ultimate destruction. And while I can accept that some plot contrivance will surface explaining how some parts of the colony were able to survive during the time between games, I can’t help but wonder why. A game like BioShock – one that attempted to retain a deeper meaning throughout its duration – demands that the story come first if they are to retain interest in the microcosm they have established. Is the story beneath the sea, or up on the surface where a clash of civilizations at odds with one another could be further developed? BioShock ended on a bad note, whether ADAM hungry players want to admit it or not. The “Good” ending is basically a non-event. Why would I want to continue the life of an old man surrounded by orphans? So a bunch of splicers took over a nuclear sub. What happened after that? It’s a mutant apocalypse waiting to happen, and I was the cause! Why can’t I be responsible for fixing it?

At first glance, BioShock 2 is going back to Rapture to do all the things that should have been done in the first game. Why am I supposed to care about walking around outside of Rapture now? The threat of flooding was always at the back of our minds while wandering through those tunnels, but it never happened. Is 2K Marin trying to make up for this oversight?

The Player wakes up as a Big Daddy, and as if to silence the people that will harbor the “been there, done that” attitude, this particular Big Daddy can use plasmids. And, like the original game, he can either harvest ADAM directly from Little Sisters or taken them on as partners to do the harvesting. While it may seem exciting to fend off a bunch of splicers while your partner harvests ADAM, I don’t see how this choice holds the same initial gravity as the original game. A Big Daddy has already been shown to be all but indestructable, and could easily plow through the game killing Little Sisters and Splicers with impunity. You are (presumably) a human that was turned into a Big Daddy, but there is no history there. At least in the original you were a man that through convoluted plot turns and exposition was able to appreciate some of the human elements sprinkled throughout the storyline that would make it seem those token morality plays actually meant something. Instead, the approach used for BioShock 2 dresses it up as an action game that renders its own existence pointless.

But I know 2K Marin thought about this. “We’ve already established that Big Daddies are basically invincible. How can we make this different?” Everyone sat around the board room table looking down at their hands. And then I’m sure somone piped up: “We’ll Make a Big Sister!” in what must have seemed like veritable flash of genius.

Aside from the obvious lack of creative vision, the fast moving, always observing Big Sister will play a prominent role in this game. This new character positions itself in the game world like the SA-X in Metroid Fusion – a character that is your shadowy reflection, appearing every now and again to let you know who you’re eventually going to be fighting. This is really what the first game should have been like; by making Big Daddies recurring characters that could be defeated with a little persistence it lessened their overall impact in the game world. Of course, this all depends on whether Players are willing to convince themselves that this new technology was invented in the nine years since the original BioShock, by people who were only partially jacked up on Plasmids. Or was it there all along?

BioShock 2 also hopes to recapture the suspenseful environment that made the original game so unique in its delivery. But it’s already been done! By staying in Rapture, Players already know what to expect from Splicer subculture, unless 2K Marin are going to reveal some Ultra Mutant Splicer or other scientific mastermind that was strangely absent from the first game. This decision is basically admitting that the original game had nothing to say at all; it just provided a pretty new environment to shoot things in. That’s really what’s happening here, as I am told that I “finally get to drill people” and “shoot the rivet gun” as a Big Daddy. I find it extremely hard to accept that the peak of creativity ended at the halfway point of BioShock. But with these video previews of the game in action, that’s essentially the extent of 2K Marin’s sales pitch.

BioShock 2 ignores the groundwork that was laid, and instead focuses on a Player’s insatiable need to shoot at things. Big Daddies weren’t that interesting – they were part of BioShock’s environment and became only obstacles at the end of the game. Apart from the fact that Rapture is already destroyed, BioShock 2 doesn’t appear to explore the mythos of Rapture as much as it wants to rewrite it. Instead of carrrying the story forward, it wants to go back and “do all those other things you wanted to do in Rapture.” But it’s too late, guys. We want to see what’s next.

According to 2K Games, the plan is to eventually have six BioShock games in a story arc to rival Star Wars[4]:

Look at Star Wars. It’s a fight between good and evil, just like BioShock [and every other game in existence, it would seem - ed]. If we spin it the right way and get the right twist of innovation, we can make six parts of it, as Star Wars did…we have to be careful not to cash in.

At least they’re being up front about their aspirations for the franchise.


Notes:
1. Refer to my review of BioShock, a year late to the party.
2. In an interview from September 2007, Ken Levine reveals that the “black and white” endings weren’t his idea; he would have rather seen a better representation of the Player’s choices in the game. But those choices had to actually have an impact in the game first, Ken.
3. At GDC 2008, Levine gave a talk about how he “screwed up BioShock’s story”, by making the climax too soon. As I said in my review, it’s basically a revenge mission after the halfway point.
4. Christoph Hartmann, Global President of 2K Games confirms more sequels of BioShock are in the works.

3 Responses to “sinking creativity to new depths”

  1. Eric Zermeno Says:

    I have high hopes for this game simply because I enjoyed the first game so much. I agree with most of what you’ve said.

    It is sad that game developers today are being pinned down to reskinning their prize pony rather than investing their time/money in selling us a new experience. I can see how money, and time restrict the schedule of such a large scale production and hinder their ability to make new experiences possible. Companies like Valve seem to know this and produce good games sacrificing time and not obiding to any annual schedules.

    Having said all that, Bioshock 2 looks good and may be a innovation over the first but by how much who knows? Right off the bat Rapture doesn’t seem to be as in much decay as you’d expect for 9 years later. I was expected to see some severely disfigured splicers and things that should no longer to appear to be human running around.

    Judging by what I’ve seen in the video the gameplay looks to be fun even though it’s using the same elements from the first game that kept me playing. Bioshock presented the player with exploration and incredible visuals, a means to mix plasmids and weapons with enviroment and a story that lures the player to move forward. If the sequel can match that or surpass it I’ll be happy. I still have my copy on pre-order!

  2. BigJim Says:

    A good article.

    Like the gentleman above me, I agree with most if not all points made here, especially the one about Big Daddies not being that interesting. Honestly, when I first heard that you would be playing as one in the sequel, my reaction was one of disappointment followed by a hearty ho-hum. One of the reasons I enjoyed Bioshock as much as I did was due to the fact that I felt so vulnerable; I wasn’t some giant, lumbering tank. Oh but wait! This Big Daddy can apparently move with cat-like grace and can use plasmids! Wow, that’s a relief! Oh and I can “finally” use the drill hand (which, as cool as it looks, is probably one of the most impractical weapons you could have in a shooter)! Whoop-dee-fucking-do!

    Props to the art team; the Little Sister looks pretty badass with all the buckles and the red porthole and shit (oh and did you notice that cute little pink ribbon tied to the cage on her back? Man, dude that is so warped it is like BLOWING MY MIND!!)

    In all fairness though, if they can keep the environments interesting and the gameplay varied (the two main things that carried me through the first game), that’ll be enough for me. But so help me if one more person refers to this series any kind of “evolutionary step forward for the genre” I am going to TP their house and slash their fucking tires.

    A propos of nothing: I have a Big Daddy “collectible figurine” (let’s be honest here fellow ManChildren it’s an action figure) gathering dust in my office cubicle. I have dressed it up with one of those little cocktail umbreallas and those plastic balloons you stick in birthday cakes. I believe he looks much more sinister now.

  3. BigJim Says:

    And of course by “Little Sister” I meant “Big Sister”

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