Bioshock (Continued) – Present Perfect Gaming

Contents

The Intro

The Game

The Replay

The Verdict

The Replay (continued)

For The Intro, The Game, and the first part of The Replay, see part one of Bioshock on Present Perfect Gaming.

Bioshock (Continued) – Present Perfect Gaming
We entered Rapture in part one.

We last left Jack just as he had dealt a blow to Andrew Ryan, the founder of Rapture.

Bioshock Andrew Ryan
“I chose…Rapture.”

But Ryan was just one half of the power struggle which had festered and then boiled up into an all-out war deep within the depths of Rapture.

Frank Fontaine was the other half.

Bioshock Fontaine's Helping Hands poster
Fontaine’s fronts—Little Sister’s Orphanage and Fontaine’s Home for the Poor

The second half of Bioshock sees Jack seeking an escape from Rapture. But in seeking an escape, Jack will need to confront the truth behind the Little Sisters.

Bioshock rescuing a Little Sister
Science without moral and ethical boundaries

Where the first half of Bioshock introduces and explores Rapture at a macro level, establishing the origin of the city and the tensions that led to its downfall, the second half is more at the micro level, as the narrative explores the psyches of the individuals responsible for the creation of the Little Sisters. 

Bioshock Little Wonders Educational Facility
Little Wonders Educational Facility—where Little Sisters are made and conditioned.

The first half explored larger, more public spaces of Rapture, where the second half leads Jack through the residential areas and the abodes of the influential figures, as well as the location of the Little Sister experimentation.

Bioshock Little Sister laboratory
Little Sister laboratory

Tenenbaum becomes a more central figure, as she sees Jack as the saviour of the Little Sisters. Having been instrumental in their creation, Tenenbaum became emotionally attached and came to regret her involvement.

Bioshock Tenenbaum radio diary
“I made a place for the children here, but it is you who are their savior. Will you stop here, or will you deliver them from this terrible city at long last?”

But Tenenbaum didn’t work alone. She worked closely with another doctor, Yi Suchong. Suchong worked on the mental conditioning of the Big Daddies, so they would act as protectors of the Little Sisters. Unlike Tenenbaum, Suchong never suffered from a crisis of conscience; he was an opportunist, working for the highest bidder, with no moral or ethical boundaries.

Bioshock Suchong radio diary
Suchong met a violent end due to his experimentation on the Big Daddies.

Leading Jack through the residential areas of Rapture in Bioshock is a disturbing experience, showing the impact the civil war had on the populace.

Bioshock Tenenbaum's apartment
Tenenbaum’s apartment ransacked

The effects of ADAM and plasmid abuse are evident everywhere you turn.

Bioshock urban lynchings
Lynching in the streets

You also see the contrast between those who were more affluent with those who were less well off.

Bioshock a ransacked apartment
Hitting the mattresses in the poorer part of town
Bioshock Fontaine's apartment
Fontaine’s opulence on full display

Jack even enters the house of an “old friend”.

Bioshock Sander Cohen's apartment
Sander Cohen’s apartment

At this point in Bioshock, the gameplay almost felt secondary to the accelerated, unfolding narrative.

Bioshock chasing Fontaine
The endgame approaches as you hunt down Fontaine.

But the gameplay continued to be cleverly interwoven into the story, with a particular section seeing Jack’s plasmids going haywire. You’re unable to select plasmids, and they randomly change on you.

Bioshock Winter Blast 3 plasmid equipped
Winter Blast plasmid

This gameplay/narrative melding is taken to another level during the endgame in Bioshock, as Jack finds himself needing to become a Big Daddy.

Bioshock Big Daddy bodysuit
Time to suit up.

The only way out of Rapture is through a door that only a Little Sister can open, and that means Jack not only needs to look like a Big Daddy, but he needs to sound like one and smell like one too.

Bioshock putting on a Big Daddy helmet
Pulling on a Big Daddy helmet

This final level of Bioshock sees Jack searching through the research labs used in the creation of both the Little Sisters and Big Daddies. It’s here where Big Daddy candidates were genetically modified and mentally conditioned to perform their bodyguard escort task. It’s here where the little girls were implanted with the sea slugs and converted into Little Sisters.

Bioshock Candidate Conversion entrance
Humans went in…Big Daddies came out.
Bioshock Little Sister bedroom
The innocent room of a Little Sister. The truth is much darker.

Once Jack completes his impersonation of a Big Daddy, it’s time to find a Little Sister to escort.

Bioshock Jack escorting a Little Sister
Follow the leader

Running through a training simulation, you need to protect your Little Sister from very real threats as she harvests ADAM from recently-deceased splicers.

Bioshock Jack escorting a Little Sister
Little Sisters have to harvest ADAM—it’s what they were made for.

Bioshock ends, somewhat inevitably, yet somewhat disappointingly, with a final boss battle. Inevitable because FPS, RPG, and survival horror games almost always culminate in a boss battle. Disappointing, because I think Bioshock deserved better as a game which had for the most part brilliantly blended story with gameplay.

Bioshock Little Sister handing Jack an ADAM harvesting tool
Bioshock is a story about Rapture and its demise, of Little Sisters and Big Daddies, and Jack—not big boss battles.

Fontaine has himself abused ADAM, and confronts Jack as a genetically unstable behemoth.

Bioshock extracting ADAM from Fontaine
Extracting ADAM from Fontaine

The final battle does involve ADAM, and it does involve the Little Sisters at the end, but the actual fight felt unsatisfying.

Bioshock Fontaine boss battle
Fighting Fontaine

Thankfully, the ending sequence delivers closure to Jack’s story arc, and reflects the choices you made as a player to harvest or rescue the Little Sisters.

Bioshock Little Sisters attack Fontaine
Fontaine falls with a “little” help.

And with that, Jack’s journey ends. But it’s not the end of Bioshock, or Rapture. There are more tales to be told in the sequels.

Bioshock Jack on his death bed with the Little Sisters
Jack’s family with him at the end

There is also another tale available, which I hadn’t yet experienced, but unintentionally did while replaying Bioshock. Or perhaps it wasn’t so unintentional. Perhaps it was Rapture, calling me back for more…

What is this tale I speak of? Let’s take a look as I deliver my verdict on Bioshock.

The Verdict

As I played through Bioshock again, I kept looking over at a novel on my bookshelf. A novel that had been on my bookshelf, unread, for a few years now.

Rapture novel by John Shirley
Off the shelf

Rapture, written by John Shirley, was released in 2011, and serves as a prequel to Bioshock. For some reason, I picked up Rapture and started reading through it alongside my replay of Bioshock.

Bioshock looking out a window across Rapture
Rapture, the novel, details how the city was built.

I’ll state it right now: I highly recommend replaying Bioshock in the same way if you haven’t already read the novel. Rapture almost felt like an extended radio diary, like the many found while exploring Rapture in Bioshock. The novel completes the backstory of Rapture’s existence, from Ryan’s grandiose vision, to Fontaine smuggling himself inside, through to the research carried out by Tenebaum and Suchong on plasmids, Little Sisters, and Big Daddies.

Of course, Rapture also alludes to Jack’s future presence, and ends right where we find Rapture as Bioshock begins.

Bioshock Mid-Atlantic 1960
That fateful plane crash over Rapture

Reading Rapture prior to replaying Bioshock was completely unintentional, but I’m very grateful I chose to read it at the same time I was playing. The novel is really tied to the game, and the combination of both was an immensely satisfying multimedia experience.

And the title of the novel itself resonates with me, as it quite simply identifies and summarises why Bioshock is one of my favourite games of all time.

Bioshock view of Rapture from a bathysphere
Bioshock is Rapture.

Reflecting on Rapture, I was reminded of another game where the setting had such a profound impact on my enjoyment. In What Remains of Edith Finch, the family house feels like its own entity, almost like a character in the story. As you explore the house, a variety of interactive cutscenes merge the gameplay and narrative to deliver an unforgettable journey through the Finch family’s death curse.

Unsurprisingly, What Remains of Edith Finch is also one of my favourite gaming experiences.

What Remains of Edith Finch
The Finch House in What Remains of Edith Finch

So what is it about Rapture that keeps drawing me in? Like with the Finch House in What Remains of Edith Finch, I feel a similar sense of morbid curiosity with the dystopian Rapture. I want to go back in. But what am I looking for?

Despite having played both games multiple times now, and despite knowing the major storylines, it doesn’t take anything away from the experience. It enhances it.

It’s an appreciation for why we reread novels, rewatch films, and revisit pieces of art, as subsequent playthroughs have revealed a deeper level of understanding of the characters and the settings in both games. And simultaneously reading Rapture while playing Bioshock added even more context.

Bioshock bathysphere
Searching for deeper meaning in Bioshock

As a game, I think the strength in Bioshock lies in its integration of the gameplay with the setting. Using ADAM to enhance Jack’s plasmids and gene tonics, hacking Ryan’s police-state security systems, and choosing to rescue or harvest Little Sisters are examples of how playing Bioshock engages you with Rapture.

Bioshock rescued Little Sister
Choosing to rescue a Little Sister

Despite there being a wide variety of traditional weapons to use and upgrade, I found myself very rarely using anything other than the shotgun or the machine gun. And I never engaged with the invention system, which allows you to collect ingredients to construct ammo and other items.

Bioshock reloading the shotgun
The classic FPS shotgun—a favourite of mine in Bioshock, just as it was way back when playing Doom.
Bioshock U-Invent machine
I wasn’t very inventive in Bioshock.

Bioshock also combines elements from the survival horror and roleplaying game genres. At times, Bioshock reminded me of the early Resident Evil games. Being in an underwater city, there are many claustrophobic, anxiety-inducing moments exploring dark and dank areas, fearful of when the splicers are going to jump out. Further, at times I found myself low on First Aid Kits, EVE, and ammo for my favoured weapons.

Bioshock waterfall flooding a staircase in Fort Frolic
Dimly lit, shadowy environments brought memories of survival horror in Resident Evil.

The level of customisation available with weapons, plasmids, and gene tonics provides you with many different types of play styles to choose from. 

Which weapons do you focus on using and upgrading? Which plasmids do you prioritise? Do you prefer offensive plasmids or plasmids offering deception and manipulation? Do you invest in improving your hacking abilities?

These are all choices and combinations of choices you consider when playing Bioshock.

Bioshock Gatherer's Garden
Choose your plasmids—there’s not just one way to play Bioshock.

Bioshock isn’t perfect. As I’ve mentioned, there were a few sections where the pacing felt off, with some unnecessary repetitiveness. The final boss battle doesn’t sit right with me, as it felt out of place at the end of an incredible narrative journey.

Bioshock Fontaine boss battle
A climactic final confrontation with Fontaine doesn’t have the impact Bioshock deserved at the end.

But these gameplay limitations in Bioshock take nothing away from the overall experience of Rapture. It certainly won’t be my last time delving into its depths.

Bioshock bathysphere rising
I’ve left Rapture for now. But I’ll be back.

For those that have played Bioshock, I’ve already recommended reading Rapture if you haven’t already, and ideally at the same time as playing Bioshock. I also recommend reading Bioshock and Philosophy: Irrational Game, Rational Book (2015), particularly if you have also played Bioshock 2 and Bioshock Infinite. It contains a series of articles commenting on the games in areas such as human enhancement technologies, propaganda, metagaming, free will, and developer Ken Levine’s depiction of Ayn Rand’s philosophy.

Bioshock and Philosophy: Irrational Game, Rational Book
If you’re curious for more…

For those that haven’t played Bioshock, I’ve deliberately avoided discussing a major plot point (though I have hinted at it throughout…), as I think it’s an experience you must have.

So, would you kindly go and play Bioshock?

Bioshock final credits
Bioshock ends. But there’s so much more to come in the sequels…

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