This is going to be a slippery topic. I know many people are massive fans of this series, even the lovely Susan Arendt. However, I must say that I was slightly less of a fan. Please do not be misunderstand me, I did not hate the game. I simply feel that it had a lot of flaws that make it slightly less than the glorious work of art it is sometimes portrayed as. To all who remain adamant in this belief, I mean no offense I would just like to point out some issues that I felt the game suffered from and hope that it will improve upon in further incarnations. Now without any further ado...
*************************SPOILERS*******************SPOILERS**********************************what?*****************SPOILERS FOO
The Setting
I list this issue first for a reason. Plot and setting are inseparable in any story. In every story we as the audience must understand the setting to understand what is happening. More specifically we need to understand how the world works. It all has to follow some form of logic or else we can not understand why people do what they do. For example, if you have magic then magic needs rules. If there are no rules then the audience will always wonder, "why don't they just use magic?" This problem is not only immersion breaking, but it can also destroy the plot. The plot is destroyed because the characters' actions are no longer dictated by reason but contrivance. However, I feel that in Bioshock setting is even more important because story and setting are one. Rapture and Bioshock's story are inseparable because the setting is almost all the PC interacts with, and it is how we as the audience experience the story. The problem with Bioshock's setting is that it doesn't make any sense.
The examples are pretty limitless so let's just do a big one, the Big Daddy. Now the Big Daddies are a huge deal. I know this because one of those little monsters is right on the front of the cover. In fact, he dominates the box cover, so it is a problem that he makes no sense. Let's start with the Big Daddies' creation. Why do they exist? To protect the little sisters. Okay, why though? I mean Rapture has people in it. Why not train and hire some of them to do this job? Well maybe they are more loyal than people (not explained I just have to guess...not good). Really? Because Andrew Ryan seems to have a pretty firm grip on when splicers show up and muck up Atlas's plans so why now do they not listen? Well I guess the lure of Adam is to great. Okay I suppose. Let's try something else. The Big Daddies' actual job. Why then do the little sisters need so much protection? don't they just make adam or something? Well kind of but they also go out and collect it from dead people. Why are they the ones doing this job? It would seem that you would want someone more expendable doing this job wouldn't you? Well maybe they are the only ones that can do this (again I guessing, it isn't really explained). Wrong you can use the little syringe on _________ at the end of the game. Well maybe you are just special. Okay, but why don't the Big Daddies just go out alone and grab the dead bodies and bring them back to a special fort where the little sisters are? I mean currently all of Rapture is filled with tunnels and special doors and such specifically so the little sisters can muck about, so why not save a boat load of money and just send out your weird frankenstien's monsters to just bring the "angels" to them? Cause...
This may seem like I'm nitpicking, and maybe I am. However, in a story like Bioshock where setting and plot are so tied together a lack of reason behind the setting is a serious problem and not one that should be dismissed as nit picky. Now, I'm okay with a degree of weirdness if it is in service of a good plot point. For example, how adam works doesn't really make sense either. However, there is a trade off. I give up a little narrative coherence so that I can set people on fire by snapping my fingers like Roy Mustang. In these areas there is no trade off, only a contrived moral choice as to what to do with little sisters. I would also like to say that what I have pointed out are only some of the illogical problems with Bioshock's setting not all of them... just ya know remember that. Basically, I would argue that Bioshock suffers from Fallout 3 syndrome. There are a lot of lovely set pieces that are all devoid of reason or substance.
The Characters
I list this second for a reason, that being that it is the most important to me. Note, I did not say the most important objectively merely that I find this issue to be paramount. Characters are important because they are why we care. Look at a well established series like Game of Thrones. That story has a massive world with all kinds of depth and complexity. However, when people speak of it they speak of Jon, Bran, Rob, ect. This is because all the setting in the world won't make you care about it. It takes character. In knight's of the old republic, one of my favorite games of all time, I might not have cared about the republic if I hadn't seen how much it meant to Carth and Bastilla. I probably wouldn't give a hoot about the bickering of the Wookies on Kashyyyk if I hadn't seen its importance to Zaalbar. The point is that the characters are at the core of our emotional attachment, and when they fail the story fails.
With that said, I felt that the first Bioshock was sorely lacking in this department. The characters are all very simple and largely one dimensional. Pretty much everything you need to know about Andrew Ryan, the coolest of the bunch, is established in the intro. Andrew Ryan is a crazy power hungry rich guy who made Rapture, likely because he has issues with authority and wants power all to himself. Now that is okay, he is the villain. After all, the villain is not the star. Knight's of the Old Republic was about the PC and the crew of the Ebon Hawke not Malak and Bioshock is about... well... I'm not really sure. I mean I used Ryan because he is the most interesting but that is because we know nothing about the PC, Jack, except that he does what he is told. Atlas... I don't even want to talk about him... frankly Bioshock's world is inhabited by one character. The mustache twirling villain. Nobody in this world is good! The audience, or at least I, have no reason to care who lives or dies or what happens because everyone is a jerk, and we have no attachment to anyone and by extension anything. Except for Tenenbaum I guess, she is the closest thing to a decent character. However, she isn't important until the final 1/4 of the game. For the other 3/4 of the game you have to just bounce around from bad guy to bad guy and kill them for their villainous deeds. Again, there is nothing wrong with these guys, but a lack of anything worth fighting for is evident.
Basically, Bioshock demands that we just have an emotional attachment to "good" and "innocent" people that we don't know rather than to anything more substantial. I mean, okay, so I killed the crazy doctor... that's nice but other then because he was bad I didn't really feel any motivation to do so. In fact, story wise, you kill most of the bad guys simply because they are metaphorically blocking the door and not because of anything they did. In Star Wars we root for the rebels not just because they have better ideals, but because we like Han, Luke, and Leia. We gain an emotional attachment to defeating the bad guys because we can see that this is needed for the good guys, the people we care about, to achieve their goals.
Game Play
Okay, well, I'm pretty sure this has been touched on before, but here we go. In the first few minutes-hours of Bioshock the gameplay is fun. You are conserving ammo, shooting splicers in the head, and using crazy magic to do fun stuff. Then something happens, or I guess nothing happens. The game doesn't even try to throw something different at you. All the game does is amp up the health of the preexisting baddies, and make you do it again. I mean halfway through the game I literally started to use one ability. I would stun with my lightening thing then shoot the bad guys in the head. Everything else cost too much mana, I don't care what you call it, so this is all I did. It wasn't fun. I can remember getting in shootouts where I unloaded my pistol into a baddy twice, and he was still kicking because I didn't get enough head shots. I didn't feel more powerful as I progressed, I just felt annoyed.
This doesn't mean I like it easy. I have beaten Dark Souls several times. However, in that game I could feel progression in my powers and variety in my enemies. In fact not only did Dark Souls make me feel more powerful as I progressed, but it made me feel like I accomplished something. Which is the second problem with the gameplay. Bioshock was crazy easy. I know this is an odd thing to say after complaining that the bad guys were to hard to kill, but it is true. When you die any enemy you hurt stays at the same health as when you left. The worst first person shooter player in the world can beat pretty much the whole game on the hardest difficulty with just a wrench and patience. This mechanic took out the difficulty, and made you feel lame. You come to a difficult encounter and fail, then the game just gives up and lets you win. So now you have a game that doesn't make you feel powerful, and then it takes away any feeling of accomplishment by throwing underhanded once you die.
In Conclusion
Now I know this was pretty rough. I know some of you are cracking your knuckles as you prepare to tear me a new one on this forum. However, I request that you keep in mind that I do not think Bioshock was bad. I simple feel that it doesn't live up to the outrageously high honors that have been bestowed on it. It is a fun game...sometimes... and the "Would you kindly bit?" was very cool. However, I do not think it stands up to giants like Final Fantasy 6...or 3 or whatever... KOTOR, Balur's Gate, Mass Effect, Planescape Torment, Elderscrolls, Halo 4 (you know you wanted to cry at the end), Half-Life, ect. Soooo yeah just my thoughts.
*************************SPOILERS*******************SPOILERS**********************************what?*****************SPOILERS FOO
The Setting
I list this issue first for a reason. Plot and setting are inseparable in any story. In every story we as the audience must understand the setting to understand what is happening. More specifically we need to understand how the world works. It all has to follow some form of logic or else we can not understand why people do what they do. For example, if you have magic then magic needs rules. If there are no rules then the audience will always wonder, "why don't they just use magic?" This problem is not only immersion breaking, but it can also destroy the plot. The plot is destroyed because the characters' actions are no longer dictated by reason but contrivance. However, I feel that in Bioshock setting is even more important because story and setting are one. Rapture and Bioshock's story are inseparable because the setting is almost all the PC interacts with, and it is how we as the audience experience the story. The problem with Bioshock's setting is that it doesn't make any sense.
The examples are pretty limitless so let's just do a big one, the Big Daddy. Now the Big Daddies are a huge deal. I know this because one of those little monsters is right on the front of the cover. In fact, he dominates the box cover, so it is a problem that he makes no sense. Let's start with the Big Daddies' creation. Why do they exist? To protect the little sisters. Okay, why though? I mean Rapture has people in it. Why not train and hire some of them to do this job? Well maybe they are more loyal than people (not explained I just have to guess...not good). Really? Because Andrew Ryan seems to have a pretty firm grip on when splicers show up and muck up Atlas's plans so why now do they not listen? Well I guess the lure of Adam is to great. Okay I suppose. Let's try something else. The Big Daddies' actual job. Why then do the little sisters need so much protection? don't they just make adam or something? Well kind of but they also go out and collect it from dead people. Why are they the ones doing this job? It would seem that you would want someone more expendable doing this job wouldn't you? Well maybe they are the only ones that can do this (again I guessing, it isn't really explained). Wrong you can use the little syringe on _________ at the end of the game. Well maybe you are just special. Okay, but why don't the Big Daddies just go out alone and grab the dead bodies and bring them back to a special fort where the little sisters are? I mean currently all of Rapture is filled with tunnels and special doors and such specifically so the little sisters can muck about, so why not save a boat load of money and just send out your weird frankenstien's monsters to just bring the "angels" to them? Cause...
This may seem like I'm nitpicking, and maybe I am. However, in a story like Bioshock where setting and plot are so tied together a lack of reason behind the setting is a serious problem and not one that should be dismissed as nit picky. Now, I'm okay with a degree of weirdness if it is in service of a good plot point. For example, how adam works doesn't really make sense either. However, there is a trade off. I give up a little narrative coherence so that I can set people on fire by snapping my fingers like Roy Mustang. In these areas there is no trade off, only a contrived moral choice as to what to do with little sisters. I would also like to say that what I have pointed out are only some of the illogical problems with Bioshock's setting not all of them... just ya know remember that. Basically, I would argue that Bioshock suffers from Fallout 3 syndrome. There are a lot of lovely set pieces that are all devoid of reason or substance.
The Characters
I list this second for a reason, that being that it is the most important to me. Note, I did not say the most important objectively merely that I find this issue to be paramount. Characters are important because they are why we care. Look at a well established series like Game of Thrones. That story has a massive world with all kinds of depth and complexity. However, when people speak of it they speak of Jon, Bran, Rob, ect. This is because all the setting in the world won't make you care about it. It takes character. In knight's of the old republic, one of my favorite games of all time, I might not have cared about the republic if I hadn't seen how much it meant to Carth and Bastilla. I probably wouldn't give a hoot about the bickering of the Wookies on Kashyyyk if I hadn't seen its importance to Zaalbar. The point is that the characters are at the core of our emotional attachment, and when they fail the story fails.
With that said, I felt that the first Bioshock was sorely lacking in this department. The characters are all very simple and largely one dimensional. Pretty much everything you need to know about Andrew Ryan, the coolest of the bunch, is established in the intro. Andrew Ryan is a crazy power hungry rich guy who made Rapture, likely because he has issues with authority and wants power all to himself. Now that is okay, he is the villain. After all, the villain is not the star. Knight's of the Old Republic was about the PC and the crew of the Ebon Hawke not Malak and Bioshock is about... well... I'm not really sure. I mean I used Ryan because he is the most interesting but that is because we know nothing about the PC, Jack, except that he does what he is told. Atlas... I don't even want to talk about him... frankly Bioshock's world is inhabited by one character. The mustache twirling villain. Nobody in this world is good! The audience, or at least I, have no reason to care who lives or dies or what happens because everyone is a jerk, and we have no attachment to anyone and by extension anything. Except for Tenenbaum I guess, she is the closest thing to a decent character. However, she isn't important until the final 1/4 of the game. For the other 3/4 of the game you have to just bounce around from bad guy to bad guy and kill them for their villainous deeds. Again, there is nothing wrong with these guys, but a lack of anything worth fighting for is evident.
Basically, Bioshock demands that we just have an emotional attachment to "good" and "innocent" people that we don't know rather than to anything more substantial. I mean, okay, so I killed the crazy doctor... that's nice but other then because he was bad I didn't really feel any motivation to do so. In fact, story wise, you kill most of the bad guys simply because they are metaphorically blocking the door and not because of anything they did. In Star Wars we root for the rebels not just because they have better ideals, but because we like Han, Luke, and Leia. We gain an emotional attachment to defeating the bad guys because we can see that this is needed for the good guys, the people we care about, to achieve their goals.
Game Play
Okay, well, I'm pretty sure this has been touched on before, but here we go. In the first few minutes-hours of Bioshock the gameplay is fun. You are conserving ammo, shooting splicers in the head, and using crazy magic to do fun stuff. Then something happens, or I guess nothing happens. The game doesn't even try to throw something different at you. All the game does is amp up the health of the preexisting baddies, and make you do it again. I mean halfway through the game I literally started to use one ability. I would stun with my lightening thing then shoot the bad guys in the head. Everything else cost too much mana, I don't care what you call it, so this is all I did. It wasn't fun. I can remember getting in shootouts where I unloaded my pistol into a baddy twice, and he was still kicking because I didn't get enough head shots. I didn't feel more powerful as I progressed, I just felt annoyed.
This doesn't mean I like it easy. I have beaten Dark Souls several times. However, in that game I could feel progression in my powers and variety in my enemies. In fact not only did Dark Souls make me feel more powerful as I progressed, but it made me feel like I accomplished something. Which is the second problem with the gameplay. Bioshock was crazy easy. I know this is an odd thing to say after complaining that the bad guys were to hard to kill, but it is true. When you die any enemy you hurt stays at the same health as when you left. The worst first person shooter player in the world can beat pretty much the whole game on the hardest difficulty with just a wrench and patience. This mechanic took out the difficulty, and made you feel lame. You come to a difficult encounter and fail, then the game just gives up and lets you win. So now you have a game that doesn't make you feel powerful, and then it takes away any feeling of accomplishment by throwing underhanded once you die.
In Conclusion
Now I know this was pretty rough. I know some of you are cracking your knuckles as you prepare to tear me a new one on this forum. However, I request that you keep in mind that I do not think Bioshock was bad. I simple feel that it doesn't live up to the outrageously high honors that have been bestowed on it. It is a fun game...sometimes... and the "Would you kindly bit?" was very cool. However, I do not think it stands up to giants like Final Fantasy 6...or 3 or whatever... KOTOR, Balur's Gate, Mass Effect, Planescape Torment, Elderscrolls, Halo 4 (you know you wanted to cry at the end), Half-Life, ect. Soooo yeah just my thoughts.