On top of being fun and imaginative, it was one of the first games to dissect the relationship between game and gamer.
For the record the very first BioShock precedes the very first Uncharted by some months.Silentpony said:Bioshock was ironically a breath of fresh air in a 'shoot-the-alien-with-pewpewpew-lazers' and 'Nathan Drake is God!' world.
I would slightly disagree with your statement that all the horror was gone. I think they just went for a different flavor of horror. It went from body horror and all the classic kinds from the first BS game, to the horror of human culture and bigotry. Giving us a presentation of a society where the aspects we find most vile, are actually lauded and praised, so that it's completely on display. I actually appreciate the guts it took to do that, but my problem is that it just has a very short shelf life for me in a game. The opening bit, when they give you the ball and you have the option to throw, that was pretty strong, I agree. After that though, it was just...how things were. I didn't have any direct connection with anything else really. The "resistance" were equally assholes when you encounter them, and they just screamed "we're going to betray you when it's convenient!" That and the whole jumping realities thing made it where any emotional connection I might've had to one group or person, was completely severed. When we jumped through the Slider tunnel and that person was entirely different now, I didn't really have any compulsion to continue to care for them. As the person I knew, literally was no longer the person in front of me. So it felt more like some kind of bizarre roller coaster ride, straight out of Willy Wonka or something, where you are just constantly bombarded with weird shit, and don't really have any time to process any of it, before it's all completely re-written. And I just realized the game really is "on rails", as that's the most common form of transportation in the game, with the skyhook and everything.Xprimentyl said:Same. Infinite wasn?t bad, but as what I consider to be the ?true? sequel to Bioshock (Bioshock 2 felt like too much ?me too, just not as good?) Infinite left a far smaller imprint on me. I liked Bioshock because of the constant feeling of despair and horror, plane crashing into tumultuous seas only to find myself trapped in the leaking remains of an underwater city and a societal experiment gone terribly wrong. Had you told me that in the next Bioshock, I?d start off watching an aloof 20-something dancing on the fairway at a late 19th century state fair, I?d have laughed in your face, but that?s exactly what happened. All the horror was gone and what was left was pretty much just an Action FPS. About the only thing Infinite did insofar as making an impression, was *spoiler* the lead up to the moment you have to choose whether to throw the baseball at the tied up interracial couple or the carney. Everything up to that point had been so pleasant and lovely, then they unveiled THAT, and it knotted my stomach; I?d never seen a Triple AAA game tackle such a taboo subject so overtly. So in that regard, Infinite was good; it was cathartic killing all those bigoted bastards and fucking up their city in the clouds, but as a sequel to Bioshock? Not so much?Happyninja42 said:I wasn't too impressed with Infinite either. The game felt very samey with the combat, and I didn't find the plot all that amazing. Granted, I was spoiled about the "twist", but even if I hadn't been, I wouldn't have found it all that impressive. It just...didn't really do it for me. It felt like it was trying to be amazing and shocking, and just came across as pretentious.Gorfias said:Didn't like Infinite? Best FPS I've played, maybe ever. The roller coaster mechanic was a hoot.slo said:But still, it is a fairly competent game (unlike Infinite)
Oh, we're in complete agreement; my use of "horror" was more in the literary sense, as in traditional "boo" type scary. Yes, the societal themes they tackled were indeed horrific; no argument there. It was refreshing to see a AAA dev tastefully address them (well, as "tastefully" as a game that lets you shove a skyhook into someone's face could) so directly without harping on it constantly and making the player uncomfortable. They established the deplorable status quo early on, and left it at ?you versus them.?Happyninja42 said:I would slightly disagree with your statement that all the horror was gone. I think they just went for a different flavor of horror. It went from body horror and all the classic kinds from the first BS game, to the horror of human culture and bigotry. Giving us a presentation of a society where the aspects we find most vile, are actually lauded and praised, so that it's completely on display. I actually appreciate the guts it took to do that, but my problem is that it just has a very short shelf life for me in a game. The opening bit, when they give you the ball and you have the option to throw, that was pretty strong, I agree. After that though, it was just...how things were. I didn't have any direct connection with anything else really. The "resistance" were equally assholes when you encounter them, and they just screamed "we're going to betray you when it's convenient!" That and the whole jumping realities thing made it where any emotional connection I might've had to one group or person, was completely severed. When we jumped through the Slider tunnel and that person was entirely different now, I didn't really have any compulsion to continue to care for them. As the person I knew, literally was no longer the person in front of me. So it felt more like some kind of bizarre roller coaster ride, straight out of Willy Wonka or something, where you are just constantly bombarded with weird shit, and don't really have any time to process any of it, before it's all completely re-written. And I just realized the game really is "on rails", as that's the most common form of transportation in the game, with the skyhook and everything.
I dunno it just...meh. I didn't find the combat all that engaging, though the salts were a fun bit of experimentation. But I don't know about anyone else, but I basically just found the 2 salts I liked the most, and just stuck with those. So there wasn't a lot of experimentation with it. The rest was just pew pew bang bang of guns.
The problem though is that very few, if any, people that played the game have any kind of attachment, be it emotional or experience, with that kind of "horror". Everyone has the "what lurks in the darkness just out of sight" fear, however minor it might be for them. "Bigotry" and "racism" are largely just words to most people these days, even the people that say it being their top fears as a society don't really have a huge amount of experience with it beyond a handful of bad interactions and often thinking far too much and reading too much into any particular thing throughout their lives.Happyninja42 said:I would slightly disagree with your statement that all the horror was gone. I think they just went for a different flavor of horror. It went from body horror and all the classic kinds from the first BS game, to the horror of human culture and bigotry. Giving us a presentation of a society where the aspects we find most vile, are actually lauded and praised, so that it's completely on display.
I felt it was worse than the original in just about every aspect.Gorfias said:Didn't like Infinite? Best FPS I've played, maybe ever. The roller coaster mechanic was a hoot.
Fair enough. Point still stands it was a stand-out game in a market that had become pretty homogeneous.Johnny Novgorod said:For the record the very first BioShock precedes the very first Uncharted by some months.Silentpony said:Bioshock was ironically a breath of fresh air in a 'shoot-the-alien-with-pewpewpew-lazers' and 'Nathan Drake is God!' world.
Good point about the hand magic! I think there are objective reasons to support and dis like the game. At the end of the day, there was just so much that I loved about it.bastardofmelbourne said:the first thing that occurred to me when I read the title of this thread was "wait, Dishonored's whole your-off-hand-is-a-spell mechanic was pretty much done by Bioshock first."... As for Bioshock Infinite, I personally reckon it's the better of the three Bioshock games. I don't get why people seem to hate on it so much.
I take some solace in that! I have it (Paid like a buck in a sale online) and... I liked the opening part. AADD though... started playing something else before getting into it. I'll play some more soon for a "so bad its good" kind of hoping.slo said:I had more fun with Duke Nukem Forever.
As someone that loves Final Fantasy X, you'd have to have a pretty screwy story to make me feel completely lost By comparison, Bioshock Infinite was "The Bicycle Thief".Cortez said:I felt it was worse than the original in just about every aspect.
The story just feels like a series of completely unconnected events happening. A lot of story elements (songbird, the vox populi, fink and fitzroy, the whole "get the guns to the vox" segment) are built up for hours and then they get the most anticlamactic resolution imaginable.
Yep, which is pretty much what I said in the rest of my post that you quoted xD That the horror they presented just didn't really have staying power. Hard for me to be too terribly shocked about a society that throws balls at a mixed couple, when we live in a real world where women will throw acid on their teenage daughters for daring to look at a person with "lustful intent". Like I said, the initial "here! have a ball! throw it at the man and his negro girlfriend!" thing was a bit shocking, but it quickly stopped being shocking. Partly because the game didn't really ever continue with that level of abuse. The rest of the time (as best as I can remember at this point, the game was pretty forgettable) that any blacks were shown, they were simply working, with overseers watching. They weren't being horribly tortured, we weren't seeing children playing football with a severed head or anything. It was just "Yep, that's them working, now I will go shoot all the white people in my way." So it was just sort of...meh, the shock faded real quick.Redryhno said:The problem though is that very few, if any, people that played the game have any kind of attachment, be it emotional or experience, with that kind of "horror". Everyone has the "what lurks in the darkness just out of sight" fear, however minor it might be for them. "Bigotry" and "racism" are largely just words to most people these days, even the people that say it being their top fears as a society don't really have a huge amount of experience with it beyond a handful of bad interactions and often thinking far too much and reading too much into any particular thing throughout their lives.Happyninja42 said:I would slightly disagree with your statement that all the horror was gone. I think they just went for a different flavor of horror. It went from body horror and all the classic kinds from the first BS game, to the horror of human culture and bigotry. Giving us a presentation of a society where the aspects we find most vile, are actually lauded and praised, so that it's completely on display.
The thing is that for Horror to work, you have to have something that people can connect it to, and the majority of people just can't really connect that kind to themselves so much as other works of fiction and historical events, neither of which lend themselves well to recollection for most people. Body horror works because it's easy to imagine some childhood injury that kept you in bed for two days being used as a basis. Psychological works because everyone's had at least one complete shut-down that they think could've led to something else.
Columbia is not really an alien environment that lends itself to the majority of horror ideas, it's a floating city kept aloft by fucking balloons for fuck's sake in what everyone would widely consider circus dressing and attire. And it never tries to subvert it or make anything seem a bit "off" beyond people trying to kill you. Everything is basically always colorful and largely happy until the homestretch where it seems to remember it's a Bioshock game. Add in the plot making no fucking sense once they start heaping on the "INFINITE WORLDS AND POSSIBILITIES" angle, and you've got a clusterfuck of ideas and themes that don't really mesh together well for most people.
Hell, even that one specific moment is lifted directly from System Shock 2.slo said:Well, you are.Cycloptomese said:Yeah, at the time it was a pretty big deal. I'm pretty sure that it was one of the first to use audio recordings to flesh out the story and environment. I could be wrong. Of course since then that has become somewhat cliche, but if I recall correctly, it was a fairly fresh story telling concept at the time.
Bioshock is a simplified copy of System Shock 2 down to hacking turrets and cameras.
It's not that novel, except for one specific moment.
Thanks for the explanation. That's kinda what I figured it was all about but all the fuss I heard about it as a plot twist and how many people seemed to claim their minds were utterly blown by it made me feel there was something more to it I was somehow missing.Saelune said:Bioshock's would you kindly is an in-lore reason why you keep moving forward. You do so not just because its a game, but because the character feels compelled to, he wants to doit because he is made to want to do it due to the mind control phrase. Motivation in a game is important. The "Why?". For awhile you can just assume the protagonist either feels morally compelled to help Atlas, or because he has nothing better to do. Or maybe the game is poorly written, until its revealed the "motivation" was right under your nose, from the second the letter on the gift in the plane, which says "would you kindly..."
Well, I still like the in-world stuff too. Its a game about what it means to have free-will, about extremes, and about how morality isnt always so black and white. There are very few if any truly moral characters in the game, but its done very well in that regard.King Billi said:Thanks for the explanation. That's kinda what I figured it was all about but all the fuss I heard about it as a plot twist and how many people seemed to claim their minds were utterly blown by it made me feel there was something more to it I was somehow missing.Saelune said:Bioshock's would you kindly is an in-lore reason why you keep moving forward. You do so not just because its a game, but because the character feels compelled to, he wants to doit because he is made to want to do it due to the mind control phrase. Motivation in a game is important. The "Why?". For awhile you can just assume the protagonist either feels morally compelled to help Atlas, or because he has nothing better to do. Or maybe the game is poorly written, until its revealed the "motivation" was right under your nose, from the second the letter on the gift in the plane, which says "would you kindly..."
I guess it's just I'm more interested in the internal story being told within the world than I am in the meta textual, though that is still interestimg .