Wednesday 8 September 2010

Bioshock 2

Scene of crime: Xbox 360/PS3/PC

Defendant: 2K Games

Case for the defence:

Eight years after the events of the first game and Rapture is just as deadly a place to visit. Jack Ryan from the first Bioshock is gone, now you are one of the giants – and instantly recognisable image of the game – a Big Daddy. Formerly the only man to have discovered Rapture by himself, as Subject Delta you are a unique Big Daddy, the first to successfully bond with a Little Sister.

That Little Sister – the small girls who harvest ADAM, a genetic-altering material that powers your Plasmid superpowers – happened to be Eleanor Lamb, daughter of Dr Sophia Lamb and the ruler of underwater dystopia Rapture since the fall of Andrew Ryan. Gone is Ryan's devotion to the individual and Ayn Rand, in is the community and Family of Dr Lamb.

While Ryan may be gone, but the Splicers – insane, genetically enhanced, humans – haven't. They've evolved, as have Big Daddies, who have had weapons and other upgrades, making Rapture a tougher place than the first visit, although hacking into machines is easier.

The story itself starts in 1958 with your suicide under hypnosis, only for you to reawaken a decade later in Rapture to hunt for Eleanor and to put a stop to Dr Lamb kidnapping girls from the mainland to become new little sisters.



Witness statements:


"BioShock is a hard act to follow, but this sequel is definitely a worthy successor to what is regarded as one of the decade's best, smartest games. In a lot of ways it's even better than its predecessor. It's a more competent shooter, with vastly improved AI and a more varied palette of weapons and Plasmids. The story is tighter and more focused, offering a number of challenging moral junction points, and the options for tactical play are much broader." - Andrew Kelly, PSM3

"One thing BioShock 2 does brilliantly where the original game floundered is in creating a feeling of progression and consequence to your actions. BioShock 2 constantly chucks moral decisions at you (and not just whether you should off the Little Sisters or not) and through character dialogue and the odd painful flashback it's clear what kind of path your character is treading; good, bad or somewhere in the middle, ultimately culminating in one of many different endings.

This result is a single-player game that, on paper at least, is superior to its 2007 predecessor - in level design, pacing and combat. The one thing it doesn't do though - just as we expected - is recreate those 'wow' moments from our first title's trip underwater." – Andy Robinson, Computer and Videogames

Findings:

A good story suspends belief. That's what they taught us at the Academy and if there's a case file for this, it's the original Bioshock. There those creeps at 2K they came up with a 1950s world of genetically modified humans with superpowers that was believable, and you learnt how they did this not through cut scenes and dialogue but through revelation and self-discovery at key points. I liked that, it got a Justice Department Seal of Approval and we gave permission for a sequel.

The first Bioshock (and Halo for that matter)  had a strong story and you know what else it had – a strong theme, it was about survival, it had a pinch to make you more involved, and a twist to make the story even more dramatic. This then set up a big, final confrontation that didn't disappoint and rought back memories of my days as a street judge. Some of my fellow Judges knocked it for slipping in an escort mission but in terms of storytelling my Scriptomatic Gauge hit full and the writers got a reward.

Bioshock 2, on the other hand, while not a bad story, lacks these key points. Despite knowing them for Bioshock 1, the sequel has no pinch or a dramatic showdown. Most worryingly, by the final parts of the game you can kick back and go off duty - you can have an inactive protagonist. They do this by encouraging you to use this to summon an invincible super soldier type to fight for you. I am a Judge, we don't let vigilantes and citizens do our fighting nor should we in training simulators like Bioshock 2.

Finally, the plot is confusing and I had to refer to notes from other investigating Judges to work out what was happening in terms of the story and by the end I did not care all that much.

I know, what was the story to Zelda, Mario or Great Giana Sisters? Not that much, but things have changed. Bioshock is partly sold on the strength of its story, as seen in Andrew Robinson's witness statement. It still gets things right – the antagonist is someone who believes they are acting for the best of intentions, a type I find tougher to battle than a simple 'a mad criminal'. Likewise Rapture is a dystopia but as Isaac Asimov once said, a dystopia that has the single note of 'aren't things bad' gets staler than a synthi-donut pretty quickly. In addition, the Ryan theme park adds a touch of dark humour to anyone who's been on a Disney ride.

It doesn't disappoint but it doesn't live up to the first game.

Verdict & sentence:

2K Games, you have not done badly. But on the other hand you're not completely innocent of crimes. And don't give me the "sequels aren't equals" crap – take a look at Grand Theft Auto and Call of Duty.

However, your crimes did not stop enjoyment of the game, but are crimes nevertheless and must be punished. The most suitable punishment in your case is a fine – a million creds. Case dismissed.

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