Thursday 17 December 2009

Defending Bishock


Poor old Bioshock has become the Tiger Woods of gaming in the last few weeks, its formerly glittering façade apparently showing some signs of tarnish. Why is that? Because of the internet, of course. A digit in the year is about to change and consequently every real and wannabe journalist (and on the internet, who can tell them apart?) has decided to mark the end of the decade with a list. Personally, I think the end of the decade should be marked with an insightful and wide-ranging article full of relevant interviews and research that seeks to encapsulate and learn from the preceding ten years, but I haven’t got the time to write it and nor does anyone else, so lists it is.

Anyway, despite having praise liberally heaped upon it ever since its debut in 2007, Bioshock’s presence in the never ending stream of best of lists which we’re using to finally smother the noughties out of their embarrasingly named misery has got a lot of people’s backs up. “It’s not revolutionary enough.” “It didn’t change the way we play games.” “It holds your hand to much.”

To be fair, those aren’t inaccurate criticisms. At its heart, Bioshock is just another first person shooter. It’s easy to be a little underwhelmed by it, but seriously, don’t write it off the big lists just yet. This is the decade that saw the likes of Madworld and Far Cry 2 hyped to the rooftops. That’s what happens if you don’t keep a firm grasp on the concept of what a good game is.

There’s more to Bioshock than what Yahtzee memorably described as objectivist folderol, although it has to be said, the folderol is a huge part of the experience. Hearing a paraphrase of Ayn Rand’s self-serving philosophies dished up by the game’s Andrew Ryan in a voice that resembles Charles Foster Kane at his most contemptuous is a huge part of the game, as much of the Bioshock atmosphere comes from the contrast between the contorted justification of greed and selfishness with the horrors it has led to. While Ryan booms out Zeus like pronouncements from the tannoy and Atlas charms you over the radio, the reality of the situation is revealed by Rapture’s many audio diaries that paint the real picture of the city’s decline through the fears of its citizens. There aren’t many games that craft such a nuanced, layered story or unfold it with such perfect timing, and all with barely a cutscene in sight.

If the story isn’t enough for you, what about Rapture itself? All gilt and neon, art deco at the bottom of the ocean, Bioshock is one of those games that constantly makes you stop to just look around. Remember how you loved the wide open environment when you first played Halo, but it soon wore off? Remember the way the pre-rendered backgrounds of Resident Evil gave a real sense of place and progress, but they soon wore off too? In Bioshock, Rapture never wears off. Even after several hours of play you’ll still be stopping in rooms and corridors to marvel at the view

Ten there are the achievements. Few games ever get the balance of achievements as right as Bioshock does, and its responsible for my final conversion into a scorewhore. It’s almost as if Bioshock is grateful to you for playing it, the way it constantly drops little 15 and 20g gifts into your score, whilst holding in reserve some slightly tougher rewards designed to make you play more, and harder. Even Bioshock’s big achievements are perfectly balanced between not being instantly attainable, but not being so difficult that they ever reduce the game to the drudge of pigeon-hunting or ingot-collecting.

Sure, Bioshock does have it’s weaknesses. For all the nuance of its story, the games famed moral choice aspect is a blunt and unsophisticated either/or proposition, and don’t get me started on the difficulty. Having heard time and again how tough the Big Daddies were, how I’d feel amazing when I finally beat one of these dangerous behemoths, how they’re among gaming’s best bosses, I naturally erred on the side of caution and set the difficulty a little low for my first Bioshock playthrough. I spent the game with medical kits raining down on me like manna from heaven, got to the point here I was killing Big Daddies in a nonchalant, offhanded fashion (can you wield a rocket launcher insouciantly? I certainly can.) and only died once in the entire game.

Of course, that’s a minor complaint. When a game offers character development and plot material right to the very last, it would be a terrible shame to miss any of it by turning the difficulty level up to the level of a brain aching slog.

No, Bioshock may be ‘just another shooter’, but it’s a brilliantly realised one, full of wit and clever asides, set in a beautifully degraded environment. It doesn’t reinvent the way games are played, but it’s mix of inventiveness and excitement reminds you of why you play them in the first place.

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