
Video Game, approximately 20 hours game time,
USA, 2007
Written By: Ken Levine, Susan OÕConnor & Emily Ridgway
Directed By: Ken Levine
Dramatis Personae:
(Note: info on the voice cast is terribly spotty, so I had to
rely on some research and some educated guesswork to place name to face. IÕm
happy to be corrected by someone who knows better. Drop
me a line!)
Armin
Shimerman is Andrew Ryan, business magnate, self-styled
Objectivist, and founder of Rapture.
Karl
Hanover is Atlas, proletariat revolutionary and the playerÕs guide throughout
most of the game.
Jane
Beller is Bridgette Tenenbaum, geneticist, former child
prodigy, and former Nazi collaborator. Oddly enough, one of the NICER people in
Rapture.
Greg Baldwin is Frank
Fontaine, Rapture businessman, smuggler, and chief rival to Andrew Ryan; presumed
dead at the time the game beginsÉor perhaps IÕve said too much already.
T Ryder Smith is Sander Cohen, RaptureÕs leading
musician, poet, artist, and complete nutjob.
James Yaegashi is Yi Suchong, biochemist,
opportunist, and amoral bastard.
Susanne Blakeslee is Julie
Langford, RaptureÕs own Mother Nature: botanist tasked with creating and
maintaining RaptureÕs artificial greeneryÉand by extension, its oxygen supply.
Peter Francis James is J. S.
Steinman, RaptureÕs foremost plastic surgeonÉthough by the time we meet him heÕs
moved on to more invasive techniques.
Richie Coster is Bill
McDonough, Andrew RyanÕs chief engineer, responsible for building the
bulk of Rapture.
Anne Bobby is Diane
McClintock, society girl turned revolutionary.
Juliet Landau is the voice of The
Little Sisters, genetically and psychologically altered little girls who
prove to be major MacGuffins in the game.
Steven Stanton is the voice of The
Big Daddies, diving suit-wearing monsters that protect the Little Sisters
as they go about their creepy business.
Adam Sietz is Jack, the player character,
survivor of a plane crash who finds himself fighting for his life in Rapture.
Apart from one line at the beginning of the game and a few grunts and groans,
he doesnÕt say much.
Commentary:
This is a bit of a departure from the norm here
at The Pit: reviewing a video game. IÕm not really much of a gamer, but
when I recently broke down and bought myself a Playstation 3, I just had to
pick up a copy of this game to play on it. Bioshock is one of the most
critically-acclaimed games ever made, and I wanted to see what all the fuss was
about (and this game has sucked up so much of my free time of late that I
really feel I must say a few words). IÕm happy to report that much of the hype
is well-deserved. Bioshock is that rare, but increasingly common, video
game that manages to combine immersive gameplay with an engrossing story
– a story thatÕs frankly better than most feature films – and
creates a nearly-perfect experience for both a game player and a fan of horror
and science fiction.
Our story begins in 1960, where a young man
named Jack is crossing the Atlantic in a small passenger plane. He opens a
parcel and takes out what appears to be a gift from his parentsÉthen everything
goes black.
The next thing Jack knows, the plane has
crashed and he is floating in the ocean. The only land to be found is a tiny
islet upon which sits a lone lighthouse, so he makes for it. The lighthouse
strangely seems to be uninhabited, but itÕs whatÕs inside the lighthouse thatÕs
even stranger: what appears to be a personal submarine, and a giant art-deco
display emblazoned with the words: ÒNo Gods Or Kings. Only Man.Ó With nowhere
else to go, Jack goes into the sub and pulls the lever. As he descends, an
automated filmstrip plays on a screen within the chamber. It is delivered by a
man named Andrew Ryan, and it is about his creation: Rapture, to which Jack is
now descending. A domed city at the bottom of the ocean, Rapture was created by
Ryan and several like-minded individuals immediately after the Second World
War. The purpose of Rapture, according to Ryan, was to create a totally free
society, where individuals could pursue their own scientific, artistic, and
commercial endeavors without the interference of government or religious authority.
The bombastic idealism of RyanÕs filmstrip
proves to be a stark contrast to the reality that awaits Jack when his sub
touches down at the Rapture airlock: he watches the person come to rescue him
get disemboweled by some kind of mutated freak (a ÒSplicer,Ó as we later find
out), who then proceeds to attack the sub. The Splicer is eventually driven off
by some remote-controlled defensive measures, operated by a man calling himself
Atlas. Atlas makes contact with Jack over a short-wave radio, and guides him
out of the sub and to safer ground. ÒSafer,Ó not Òsafe,Ó being the operative
word here: Rapture is a shamble, strewn with debris, broken equipmentÉand dead
bodies. Some of them LONG dead, to the point of mummification. The only living
creatures Jack encounters are the violently insane Splicers that attack him on
sight. Atlas blames the state of affairs on Òplasmids,Ó genetic modifications
developed in Rapture. Plasmids can give a person superhuman powers, but overuse
can turn one into a subhuman Splicer, damaged in body and mind. Atlas lays out
a plan to Jack: his family is waiting for him in a submarine in a section of
Rapture called NeptuneÕs Bounty. But heÕs cut off from there. If Jack can clear
a path, then thereÕs room for him on that sub too. Arming himself with found
weapons and an electro-bolt plasmid, Jack agrees.
As Jack progresses through this first level of
the game, he encounters one of the Little Sisters, girls who gather and generate
ÒAdam,Ó the genetic material responsible for creating plasmids. He also
encounters a Big Daddy, a massive creature that protects the Little Sister.
ÒProtectÓ is an understatement; Jack watches a Big Daddy single-handedly take
apart a Splicer without so much as a stubbed toe. Atlas advises keeping a
distance from the pair of them, and itÕs hard not to agree. Jack also discovers
that, despite the chaos that seems to reign in Rapture, its creator, Andrew
Ryan, is still alive, capable of monitoring the situation and broadcasting a
message: he believes Jack is a spy from some surface government, come to expose
the secret city of Rapture. Ryan will not allow that to happen, and will stop
Jack by whatever means necessary.
Narrowly escaping RyanÕs deathtrap, and guided
once more by Atlas, Jack continues into the bowels of Rapture. By listening to
the ÒAudio DiariesÓ scattered around Rapture, Jack learns by degrees the
history of the city, piecing together the reasons behind the decline and fall
of what Andrew Ryan had meant to be an ideal society. It apparently began with
the discovery of Adam by the scientist Bridgette Tenenbaum. Together with Yi
Suchong, Tenenbaum developed a way to mass-produce Adam by way of human
incubators – the Little Sisters – and from there the first
plasmids, viable and controllable genetic alterations. The shrewd businessman
Frank Fontaine took it from there, funding their research and turning plasmids
from a scientific miracle into a luxury commodity. Influenced by Andrew RyanÕs
quasi-Objectivist philosophies about self-improvement and self-fulfillment,
Rapture society proved to have a built-in consumer base for voluntary DNA
splicing, one that made Fontaine very rich and very powerful. This, coupled
with his side project running illegal goods from the surface, put him at odds
with Ryan, and ultimately led to a confrontation that left Fontaine dead and
Ryan in full control of the plasmid industry. RyanÕs subsequent corruption and
paranoia led to civil unrest, and ultimately a full-fledged civil war in
Rapture – a war that continues to rage, albeit now locked in a stalemate.
Jack also encounters along the way many
prominent citizens of Rapture: Steinman the mad surgeon; Sander Cohen, the
nightclub singer turned baroque serial killer; and Bridgette Tenenbaum herself,
who is plagued with guilt by her role in turning innocent little girls into
monsters, and now asks Jack to help her save them. The deeper Jack goes, the
more he also learns about Atlas himself, and what role he actually played
– and is still playing – in the civil war. Atlas clearly isnÕt
telling Jack the whole story, and whether or not he – or for that matter,
ANYONE still alive in Rapture – should be trusted soon becomes an issue.
In terms of game mechanics, first-person
shooters are among the simplest. You go around a level, you shoot bad guys, you
get the key to open the door to the next level. That being said, the simpler
the framework, the more can be hung upon it. A good story writer or a good art
designer can take a basic skeleton and flesh it out to a very memorable gaming
experience. And Bioshock fits the bill there. ItÕs greatest strengths
are its compelling storyline and breath-taking art direction. Clearly a massive
amount of thought went into both, and the result is a world that seems very
real, or at least is more than just a maze and a key.
First, art design. Rapture is a wonder of Art
Deco lunacy, with buildings and structures that would not look out of place in
inter-bellum New York City. The fact that itÕs all at the bottom of the sea is
just the icing on the cake. You can wander around a ruined building and think
youÕre on the surface, then look out a window and you will see seaweed flowing
in the currents and schools of fish swimming. ItÕs wonderfully disorienting.
Each design is lovingly rendered as if it came from a forgotten world, where
artistic and technological progress came to a halt around 1948. Music plays on
gramophones and jukeboxes, complete with audio scratches (the Audio Diaries
also fade in and out of quality as they play, as if recorded on battered
reel-to-reels). What advanced machinery that can be found is of the analog
variety, clunky amalgams of pipes and gears and wires. ItÕs also a great touch
that so many of the weapons and machines to be found are clearly improvised,
cobbled together from odd junk. ItÕs a nice understated bit of visual
storytelling; as the war raged and Rapture spiraled into chaos, people were
obviously picking up whatever they could. Grenades that are clearly old soup
cans. Machine gun turrets made from office chairs. Robot drones that look like
piles of scavenged submarine parts. Even the monstrous Big Daddies are clearly
recycled diving suits (and recycledÉother things, as the Audio Diaries
gruesomely hint at). WhatÕs more, advertisements are simply EVERYWHERE. Posters
on the walls (rendered in that risible 1950Õs cartoony style). Random
commercials over the PA system. Vending machines all over the place, selling
everything from cigarettes to ammo. ItÕs another subtle but omnipresent story
point: Rapture was founded as a capitalistÕs paradise, so here, EVERYTHING is
for sale. From public toilets to oxygenÉto human life.
Which leads in the second greatest strength:
story. BioshockÕs backstory is rich and fascinating, possessing of an
intellectual and philosophical depth not seen often in most movies, let alone
video games. Let alone first-person shooters. First-person shooters have the
unfortunate – albeit, not entirely undeserved – reputation for
being the game genre of choice for bloody-minded morons, so you would think
such a game would be the last place to find some major thematic depth. Yet here
it is, in Bioshock. Written not only with an eye for detail but
an eye for social commentary, the game script presents us with an entirely
believable post-apocalyptic scenario, a smart and compelling story of the fall
of a civilization. The ruins of Rapture are not just set dressing for a
playerÕs monster-hunting adventure; thereÕs a serious attempt to show how and
why Rapture fell, the story unfolding through the found Audio Diaries and the
narration of various characters like Atlas and Tenenbaum. RaptureÕs fall seems
very real, and rather inevitable: a world without business regulations led to
unscrupulous practices, which led to an oppressed and embittered working class,
which in turn led to a populist revolt. Add plasmids to the mix, and the
conclusion seems forgone. It all seems like a much darker, much creepier
storyline than your average first-person shooter, because it seems much more
REAL. YouÕre not fighting zombies or aliens or demons from another dimension
here; youÕre fighting PEOPLE. Splicers, bodies mutated and minds warped, but
still, recognizably human beings. Human beings who turned THEMSELVES into
monsters, for very HUMAN reasons: fear, vanity, lust for power. Killing them
off is almost an act of mercy; the skin-crawling way Splicers mutter to
themselves before attacking just makes it all too clear how far gone they are.
Oh yes, acting is a big part of what makes Bioshock great. There is some
virtuoso voice talent at work here, from the mad rambling of the Splicers to
the acting of the principal characters. It helps that there is a variety of,
not just voices, but accents, on display here. It adds to the sense of reality,
to put forth that there are people down in Rapture from all over the surface
world, immigrants lured by the promise of a better life. They range in quality
– from AtlasÕs authentic Irish brogue to Frank FontaineÕs over-the-top
Bronx sneer – and there is a tendency for the actors to ham it up, but I
consider that one of the strengths of the thing. Anyone who willingly came to
Rapture would already have a bit of the arrogant bastard in them, and a decade
or so of living under the sea in the company of each would only intensify
things. Plus which, nearly everyone the player meets in Rapture has been driven
insane, either by haphazard splicing or by the simple horrors of war, so going
over the top would be quite appropriate. The depths of madness to which some of
these characters have plunged once more contributes to the overall darkness of
game. The plastic surgeon Steinman, who has found his talents to be of little
consequence when genetic alterations are widely commercially available, and so
has taken his art inÉless conventional directions (ÒImagine if I could do with
a scalpel what Picasso did with a brush,Ó he says in one of his Diaries; pretty
much sums it up). Sander Cohen, the self-proclaimed Òartiste,Ó who might well
have been a fine entertainer before he started killing people who didnÕt
appreciate his work, then coating them in plaster and posing them all over Fort
Frolic. The inhuman clinical detachment of Tenenbaum and Suchong, as they turn
children into Adam farms and do God knows what to create Big Daddies (granted,
Tenanbaum eventually develops a conscience, but Suchong reaches almost
sociopathic levels before getting his comeuppance). It makes Andrew RyanÕs
simple paranoid megalomania seem tame by comparison.
If there are flaws to Bioshock, they are of the
mechanical variety. For all its amazing look and feel, it is, ultimately, a
GAME, and is therefore bound by its mechanics. Game play is certainly great,
but there arenÕt a whole lot of surprises to be found. The standard stable of first-person
shooter weapons are here – the pistol, the shotgun, the grenade launcher
– as well as a couple of unusual ones. You have the Chemical Thrower,
which doesnÕt do a lot direct damage to your enemies but can immobilize them
for a deathblow; the Crossbow, a powerful sniper weapon that takes a bit of
time to master, but is oh so lovely once you do; and the Research Camera, which
doesnÕt damage your enemies directly, but will enable you to do more damage
with your other weapons. The idea being that youÕre ÒresearchingÓ the bad guys,
taking pictures of them for study; they more you take, the more damage you can
do. ThereÕs also the Wrench, serving as the standard Òweapon you donÕt have to
reloadÓ found in every first-person shooter, which surprisingly does not become
useless as you progress throughout the game. In fact, with strength-enabling
plasmids and weapon upgrade stations available, none of the Bioshock weapons ever become
irrelevant. Sure, I find you can make it through the game just fine with only
the shotgun and the wrench, but every weapon has a situation where itÕs the
best tool for the job, and that makes for some welcome variety in gameplay.
There are also some varied missions and
mini-games within the game itself, so that gameplay doesnÕt become too
repetitive. Not all of the missions are of the Òget the keyÓ variety. Some
involve taking pictures with the Research Camera. Others involve escort and
protection of Little Sisters. ThereÕs even a hacking mini-game, a puzzle game
based on Pipe Dream, which, if solved, can give you control over
the Rapture security system. Lucky for me; I may not be a great gamer, but IÕm
really good at Pipe Dream. Hacking everything in site, man.
The major mechanical flaw in Bioshock is, ironically, that
its story and design strengths can sometimes play against the gameplay. There
are certain conventions of the video game genre that Bioshock adheres to, which
donÕt quite fit in with the logic of the plot. A few things just seem to fall
apart when you think about them for too long. For example, the presence of
plasmids. They serve a gameplay purpose, of course, adding some variety in
abilities and attacks. Bioshock being something of a cross pollination
of first-person shooter and role-playing game, the plasmids are the equivalent
of magic spells and attribute upgrades, and the Adam used to purchase them the
equivalent of experience points. But thinking of it in terms of plot, it starts
to feel a bit silly. According to the story, plasmids are available for sale to
anyone who can afford them, and active combat plasmids include things like
instant-freeze attacks, summoning swarms of killer insects, and enraging
enemies to attack each other. Could there possibly be a market for things like
these? Even in an economy as screwed up as RaptureÕs? Never mind the question
of whether a scientist from the 1940s, no matter how brilliant, would even know
what DNA IS, let alone be able to manipulate it in such specific,
counterintuitive ways. The Little Sisters, too, seem to be a bit out of place.
We know what purpose they serve in game – you collect Adam from them
– and what their origins were in the backstory, but that origin story is
a little shaky. WeÕre told that Adam needs to be incubated in a living host,
and that the hosts need to be children; weÕre never told WHY they need to be
children, let alone just little girls (judging from her Audio Diary, it seems
that not even Tenenbaum herself knows the answer to this). Once again, it makes
sense from a gameplay point of view: they need to be little girls, because
years of horror movies and other horror-themed video games have conditioned us
to find big-eyed, dark-haired little girls in pretty dresses to be creepy
beyond all measure. Sure, you could make the argument that it serves as yet
another indicator of just how screwed up from an ethical standpoint Rapture
society is, and I guess thatÕs a valid argument to a point. But so much else
works so logically in Bioshock, that the few flaws seem to stand out even
more starkly.
Perhaps IÕm being churlish. I mean, it IS just
a GAME. But itÕs a damned good game, and one that absorbed my attention for the
last three or four weeks, so it had an effect on me. And IÕm clearly not alone
in finding it so compelling. When I do play video games, IÕm drawn to those
that have intelligent storylines and interesting mechanics, which is why I was
drawn to Bioshock. But now that IÕve finished the game, IÕm not
sure what to do now.
Guess IÕll have to get back to reviewing
moviesÉ
Things To Look For:
- One of the more
intellectual touches to Bioshock is its heavy influence from Objectivist
philosophy. It takes its central premise from Atlas Shrugged, that of an embittered
industrialist washing his hands of modern society and founding his own with a group
of similarly dissatisfied people in a hidden location, and gives it a more
science-fiction bent. But Rapture was pretty much a total failure as a
functioning society, and it is left to the player to judge why. Whether the
flaw is in Objectivism as a philosophy, or in Andrew RyanÕs interpretation of
it. One is tempted to believe the latter, as Andrew Ryan is a far cry from a
Randian Hero: rather than dynamic and uncompromising, Ryan comes across as
petty and hypocritical. Which is what leads to his downfall, of course. We
learn from his Diaries that Ryan is fine with a commercial market completely
free of government controls, so long as heÕs turning a profit in that market.
The moment a serious commercial rival appears – Frank Fontaine – and
his role as the leading force in Rapture is threatened, Ryan changes his tune.
And yet the former has merit as well; like many ÒismsÓ in political philosophy,
Objectivism puts forth many ideas that sound great on paper, but not so much in
actual practice. We see in Rapture a possible outcome of a society devoted
completely to principles of capitalism, operating without mechanisms to curb
unfair business practices or to ensure humane working conditions. Such things
go against Objectivist principles of absolute personal freedom to do as one
will to attain personal gratification. And when you consider Andrew RyanÕs
opening spiel on Rapture, where he describes it as Òa city where the artist
would not fear the censor, where the scientist would not be bound by petty
morality, where the great would not be constrained by the small,Ó wellÉthat
sets off all kinds of alarms, doesnÕt it? What kind of people would be drawn to
such a society? Self-centered elitists like Sander Cohen. Remorseless
opportunists like Yi Suchong. Crackpot scientists like Julie Langford and
Bridgette Tenenbaum. Not exactly the Òbest and brightestÓ Ayn Rand would have
hoped to see. Even those people who genuinely believe in Rapture, seeing it as
an opportunity to better their lives, find themselves in for a rude awakening
when they realize the people in charge have no desire to share power, and no
obligation to any laws to do so. ItÕs perhaps fitting that Frank Fontaine has
the clearest understanding of the inherent flaw in Rapture society: ÒThey come
to Rapture thinking they're going to be captains of industry. But they all
forget one thing...somebody's gotta scrub the toilets.Ó Little wonder there was
an opportunity for someone like Atlas to arise, to lead a populist revolt. And
little wonder that there was an opportunity for a smart and ambitious con man
like Fontaine to amass some major influence.
- Music is another
omnipresent, understated touch in Bioshock. At various points in
the game, some classic pop standards from the 1930s and 1940s play, either over
the malfunctioning PA system or some of the scattered jukeboxes. Songs by
Django Reinhardt, Noel Coward, and Billie Holliday provide the backdrop for
your journey into this undersea man-made Hell. It really adds to the atmosphere
of the game: not only does it add another layer of realism to the world of
Rapture, but it also provides some grand old ironic juxtaposition. So many of
these songs are so jaunty and upbeat; to hear one playing as youÕre scavenging
among crumbling buildings and dead bodies can really mess with your head.
- Another nice little
touch in the world of Rapture: cigarettes. Cigarettes are extremely common
throughout the game, both as useable items and as advertisements (and quite a
few characters are seen smoking too, including Jack himself). Once again, a
layer of realism: it wasnÕt all that long ago that it was unusual for a person
NOT to smoke, and in a place like Rapture there would be plenty of cigarettes
to go around. ItÕs also pretty clever what cigarettes do in the game: you gain
Eve (magic energy) when you smoke a cigarette, but you lose health points.
Somehow appropriateÉ.
- There are multiple
endings to the game, depending on how you treat the Little Sisters. You have
the option to either ÒharvestÓ the Little Sister, taking all of her Adam and
killing her in the process, or Òrescue,Ó reversing her genetic and behavioral
modification but getting a smaller amount of Adam (and receiving other rewards
down the line). Depending on how many you rescue and how many you harvest, you
will either get a heartwarming happy ending, or one of two disturbing unhappy
endings. Well, call me a softy if you like, but I prefer the happy ending. In
fact, this game gets so dark at times that I NEEDED the happy ending. Otherwise
it was just more gloom and doom at the bottom of the sea, and well, that may be
enough for some gamers, but I need to be able to sleep at night.
Written words (c) 2009-2010 Tim o'Brien. Not to be used without
permission. Other content, including images, is intended as a Fair Use pursuant
to 17 U.S.C. sec. 107.
Date Posted: July 26th, 2009
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