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	<title>BioShock &#8211; Tom Francis Regrets This Already</title>
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	<link>https://www.pentadact.com</link>
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		<title>Five Hours With BioShock Infinite And Ken Levine</title>
		<link>https://www.pentadact.com/2013-02-16-five-hours-with-bioshock-infinite-and-ken-levine/</link>
					<comments>https://www.pentadact.com/2013-02-16-five-hours-with-bioshock-infinite-and-ken-levine/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 16 Feb 2013 19:13:20 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Diaries]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=5800</guid>

					<description><![CDATA[&#8220;It has the atmosphere of a cheerful village fete, but in a village that couldn’t exist. At one point, we seem to be in a cloud: a thick haze turns everyone in the street to silhouettes, picked out by spectacular rays of golden sunlight. Confetti floats through the air, and hummingbirds pause to probe flowers. [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>&#8220;It has the atmosphere of a cheerful village fete, but in a village that couldn’t exist. At one point, we seem to be in a cloud: a thick haze turns everyone in the street to silhouettes, picked out by spectacular rays of golden sunlight. Confetti floats through the air, and hummingbirds pause to probe flowers. Two children splash each other in a leaking fire hydrant.&#8221;</p>
<p>&#8220;Half an hour later, for reasons I won’t go into, I’m ramming a metal gear into a man’s eye socket until blood geysers all over my face. I’m drenched. Everyone’s screaming. Four more men are coming for me, and this blunt steel prong is all I have to kill them with.&#8221;</p>
<p><a href="http://www.pcgamer.com/previews/bioshock-infinite-hands-on-five-hours-in-cloud-city/">My preview and interview is up now</a>.</p>
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		<title>What&#8217;s Wrong With BioShock 2 And Why I Like It Anyway</title>
		<link>https://www.pentadact.com/2010-02-21-whats-wrong-with-bioshock-2-and-why-i-like-it-anyway/</link>
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		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sun, 21 Feb 2010 13:57:54 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[BioShock]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=1560</guid>

					<description><![CDATA[They came to see the fundamental validity of her ethos in the last ten years, did they? In between screaming “Semen! On EVERYTHING!” and scampering across the ceiling with meathooks?]]></description>
										<content:encoded><![CDATA[<div id="SpoilerWarning" style="display: none;"><strong>If you can read this, the way I hide spoilers isn&#8217;t working for you. There are some end-game spoilers later in this post, but I&#8217;ll warn you before we get to them.</strong>
</div>
<p><center><strong>The second half of this post has end-game spoilers, but they&#8217;re hidden until you click to reveal them.</strong></center></p>
<p><a href="http://www.flickr.com/photos/pentadact/4375793558/" title="BioShock 2 - 01 by Pentadact, on Flickr"><img fetchpriority="high" decoding="async" src="http://farm5.static.flickr.com/4029/4375793558_be73854884.jpg" width="500" height="282" alt="BioShock 2 - 01" /></a></p>
<p>This will sound bad, but the last thing I expected was for BioShock 2 to be worthwhile. It&#8217;s like making a Fight Club 2 &#8211; either you&#8217;re not gonna have that twist, or we&#8217;ll kinda see it coming. It wasn&#8217;t any lack of faith in the team &#8211; BioShock was very much Ken Levine&#8217;s gig, sure, but the prospect of a Jordan Thomas gig is just as enticing. But starting from a position of Least Necessary Sequel Ever, given too little time to both form a studio and significantly reinvent the game (MoonShock!), and committed to the obsequious inclusion of multiplayer &#8211; I could see fun, I could see interesting, I couldn&#8217;t see &#8220;I&#8217;m glad they made this.&#8221;</p>
<p>I am glad they made this. It feels like a remake, a ridiculous thing to do immediately after a great game, but some of BioShock&#8217;s systems needed it. By the last third of that game, you&#8217;d found enough interesting plasmids and tonics to develop some properly demented playstyles, ones very personal to your preferences. BioShock 2 is saying: what if that moment was just a few hours in, and you could just keep getting more bizarre, manipulative and powerful from there? Mechanically, it finishes BioShock&#8217;s clever sentence.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4375795420/" title="BioShock 2 - 16 by Pentadact, on Flickr"><img decoding="async" src="http://farm5.static.flickr.com/4067/4375795420_922bf79a0d.jpg" width="500" height="282" alt="BioShock 2 - 16" /></a></p>
<p>Plot-wise&#8230; I guess my only problem with the plot is that I missed almost all of it. As a Big Daddy might, I grasped that I was after my Little Sister, but all the other voices in my head seemed like a very long list of names all angry at me for something I didn&#8217;t understand. After hours and hours of hearing her talk about it, I still have no idea what Lamb&#8217;s plan for Eleanor was, or even what she believes in &#8211; except that it isn&#8217;t &#8216;the self&#8217;. I thought doing philosophy at uni would help, but I think I need a degree in listening. I can barely process basic information in a game unless it affects the level in front of me.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4375799500/" title="BioShock 2 - 45 by Pentadact, on Flickr"><img decoding="async" src="http://farm5.static.flickr.com/4029/4375799500_aab239816b.jpg" width="500" height="282" alt="BioShock 2 - 45" /></a></p>
<p>Both BioShocks often feel like two different game ideas, layered on top of each other but not convincingly connected. There&#8217;s the <strong>Ecosystem</strong>, this alien world of inhuman protectors stomping around with delirious gatherers, while packs of crazed aggressors try to steal them away. Then there&#8217;s the <strong>Backstory</strong>, a tawdry tale of fifties dames and johns doing the dirty on each other while high-minded well-to-dos carry on like they own the joint.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4375048451/" title="BioShock 2 - 38 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2797/4375048451_c511f058c2.jpg" width="500" height="282" alt="BioShock 2 - 38" /></a></p>
<p>I buy into both, and I even buy into the Backstory leading to the Ecosystem, as the failed utopia finds a physical outlet for its neuroses in Adam, and creates something monstrous. What never works for me in either game is that the Backstory is still going on. Ryan set these Splicers on me? Why, don&#8217;t they just attack everything anyway? And now these Splicers are working for Lamb&#8217;s Family. They came to see the fundamental validity of her ethos in the last ten years, did they? In between screaming &#8220;Semen! On EVERYTHING!&#8221; and scampering across the ceiling with meathooks?</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/4375797066/" title="BioShock 2 - 30 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4039/4375797066_53d297c26b.jpg" width="500" height="282" alt="BioShock 2 - 30" /></a><strong>Michael here feels disillusioned by objectivism, and is thinking seriously about his worldview.</strong></center></p>
<p>It makes it hard to understand what&#8217;s happened in the ten year gap. Lamb&#8217;s seized control &#8211; of what? What does control constitute in a leaking city of lunatics and corpse-sucking drones? And it leads to a structural clash: you must find your child and stop the demagogue psychologist as soon as possible! WAIT: You have not harvested or saved all the Little Sisters on this level, are you sure you wish to proceed?</p>
<p>WAIT: <strong>The rest of this post contains ending spoilers, are you sure you wish to proceed?</strong> <a href="#" onclick="toggle_visibility('BioShock2Spoilers');return false;">Show</a>.</p>
<div id="BioShock2Spoilers" style="display: none;">
<p>BioShock 2 is hurt by the disconnect more often than the first game, whose story was more about uncovering the past than following an unfolding plot in the present. But funnily enough, 2 has the one moment when the two really gel. You become a Little Sister &#8211; a great nod to the first game&#8217;s sojourn as a Big Daddy &#8211; in what initially seems an unspoilt area of Rapture. Then, as you approach a parlour-perfect body to extract some Adam, you get a flash of reality: you&#8217;re in a dark, wet, broken hellhole kneeling over mutant corpse to drink its blood. You get to experience a little of both worlds, which makes the ruins of Rapture feel horrific rather than drab.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4375798646/" title="BioShock 2 - 40 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2779/4375798646_d91659f110.jpg" width="500" height="282" alt="BioShock 2 - 40" /></a></p>
<p>I wasn&#8217;t as crazy about the bit after that, where I had to break into two pediatrics wards so that Eleanor could turn the children into lava to boil away some ballast water. Wouldn&#8217;t turning the water to steam leave the ballast container with the same overall density? Also the lava children thing, in the form of a question? As usual, though, I didn&#8217;t grasp a word of what was being said to me, so I&#8217;m probably misunderstanding.</p>
<p><a href="http://www.flickr.com/photos/pentadact/4375050713/" title="BioShock 2 - 48 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2716/4375050713_da97e20c8c.jpg" width="500" height="282" alt="BioShock 2 - 48" /></a></p>
<p>Eleanor&#8217;s final decision about whether to kill Lamb, and what to do about your death, depends on how you&#8217;ve treated the Little Sisters and the three killable characters during the game. Jordan calls this refraction rather than reflection of your moral choices: instead of the game saying &#8220;LOOK WHAT YOU HAVE DONE!&#8221;, it says &#8220;This is what your kid did, following your example.&#8221; </p>
<p><a href="http://www.flickr.com/photos/pentadact/4375046785/" title="BioShock 2 - 25 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm3.static.flickr.com/2694/4375046785_54c0d8a152.jpg" width="500" height="282" alt="BioShock 2 - 25" /></a></p>
<p>Both BioShocks read me wrong: I killed the Sisters in the first, but I wasn&#8217;t planning on hijacking a nuclear sub with Splicers as the ending presumed. I saved them in the second, because the first taught me that doing the right thing is also more profitable in this moral universe &#8211; helpfully removing the decision-making process. Eleanor&#8217;s response to that was to spare Lamb, when I would have much rather she skewered the twat. </p>
<p>The difference is that in BioShock 2, it made sense: I inadvertantly <em>had</em> set a good example, Eleanor probably would have learned mercy from me. And in BioShock 2, you don&#8217;t have to fight a giant award.</p></div>
<p><a href="http://www.flickr.com/photos/pentadact/4375046339/" title="BioShock 2 - 24 by Pentadact, on Flickr"><img loading="lazy" decoding="async" src="http://farm5.static.flickr.com/4006/4375046339_26b0e3c557.jpg" width="500" height="282" alt="BioShock 2 - 24" /></a></p>
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			</item>
		<item>
		<title>A Different Idea For Ending BioShock</title>
		<link>https://www.pentadact.com/2009-04-15-ending-bioshock/</link>
					<comments>https://www.pentadact.com/2009-04-15-ending-bioshock/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Wed, 15 Apr 2009 18:25:10 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Game development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[New]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[Game Design Ideas]]></category>
		<guid isPermaLink="false">http://www.pentadact.com/?p=327</guid>

					<description><![CDATA[BioShock Spoilers This is my idea, in ten steps, for how BioShock could have unfolded after your encounter with Andrew Ryan in his office. It was written in 2009, but coming back to it in 2020, I feel like I should clarify a couple of things at the top: Although I did vaguely try to [&#8230;]]]></description>
										<content:encoded><![CDATA[<p align="center"><strong>BioShock Spoilers</strong></p>
<p>This is my idea, in ten steps, for how BioShock could have unfolded after your encounter with Andrew Ryan in his office. It was written in 2009, but coming back to it in 2020, I feel like I should clarify a couple of things at the top:</p>
<ul>
<li>Although I did vaguely try to limit myself to stuff that&#8217;s not too outlandish, I actually have no idea what it&#8217;s like to make a game of this kind so I don&#8217;t claim my version is practical in scope.</li>
<li>It obviously comes from dissatisfactions with BioShock&#8217;s actual ending, but I&#8217;m not imagining those were down to a lack of ideas. I know games are made under unseen constraints, triple-A games triply so. It&#8217;s very easy to sit back and do armchair game design, and it&#8217;s also very fun, and you also can&#8217;t stop me, so here we are.</li>
</ul>
<p><span id="more-327"></span></p>
<p><a title="step1 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3445427950/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3651/3445427950_123cefd140.jpg" alt="step1" width="500" height="375" /></a></p>
<p><strong>1) As in the game, Fontaine forces you to hand control of Rapture over to him using Ryan&#8217;s key. You can&#8217;t help but obey.</strong></p>
<p>I&#8217;m also going to add a few comments on these steps as I go along, there&#8217;s no need to read these if you just want the gist. This one&#8217;s a note about voice acting. Atlas has a very exaggerated, slightly comic Irish accent. I wish that when he turned out to be Fontaine, his true voice was very plain, deadpan and serious: I think the contrast could have felt really menacing.</p>
<p><a title="step2 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3445428330/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3406/3445428330_d8125b93b8.jpg" alt="step2" width="500" height="375" /></a></p>
<p><strong>2) Tenenbaum manages to reach you on the radio for the first time since you entered Ryan&#8217;s office. Having heard about your command phrase, she asks if you would kindly DROP THE GODDAMN RADIO then meet her at her nearby hideout.</strong></p>
<p>Seriously, once you&#8217;ve found out someone who can violate your mind is on the other end of it, maybe leave the radio. Since Tenenbaum knows about your conditioning, she could order you to do it.</p>
<p><a title="step3 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3445428644/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3608/3445428644_bf97f4f572.jpg" alt="step3" width="500" height="375" /></a></p>
<p><strong>3) At the Little Sister sanctuary, Tenenbaum impresses on you that Fontaine is nearly unstoppable now that his genetic key is tied to Rapture, since Vita Chambers now work for him rather than you. </strong></p>
<p>This factor never came up in the game, but to me it seems like the most important part of the handover of control to Fontaine: it would make him invincible, and you vulnerable. They do take Vita Chambers away from you much later, before the boss fight, but not for any stated reason.</p>
<p><a title="step4 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3444611455/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3542/3444611455_25d32c329c.jpg" alt="step4" width="500" height="375" /></a></p>
<p><strong>4) She explains that the only way to stop someone who&#8217;s invincible within Rapture is to flood the whole city. You have to breach a wall in the central ventilation system, but the only thing that could drill through glass that thick &#8211; and survive the ensuing flood &#8211; is a Big Daddy.</strong></p>
<p>The whole mood of the game is about the menacing inevitability of the sheer force of the sea. Enormous work went into making every room and every corridor of the whole city scream &#8220;THIS PLACE IS GOING TO FREAKING FLOOD!&#8221; I&#8217;d like to see it flood.</p>
<p><a title="step5 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3444611911/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3357/3444611911_28dc8992c4.jpg" alt="step5" width="500" height="375" /></a></p>
<p><strong>5) You have to become a Big Daddy. Tenenbaum tells you how, and says to meet her at the bathysphere station you came in on once you&#8217;ve breached Central Ventilation. Near the Little Sister orphanage, there&#8217;s an iron-maiden-like steampunk machine that stitches you agonisingly into the suit.</strong></p>
<p>People say BioShock should have ended in Ryan&#8217;s office, but some of the most fascinating places and moving scenes are in that final section. The places where Little Sisters and Big Daddies are indoctrinated are two I&#8217;d want to keep in here.</p>
<p><a title="step6 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3444612327/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3353/3444612327_7a6c3c7464.jpg" alt="step6" width="500" height="375" /></a></p>
<p><strong>6) Once Big Daddied, you&#8217;re virtually impervious to the Splicers between you and Central Ventilation &#8211; you can drill them in the face or charge them with right mouse to knock them flying. When you reach it, there&#8217;s an obvious crack in the glass there to drill.</strong></p>
<p>It&#8217;s tough to model what happens to a live human when you put a conical drill into them, so let&#8217;s just have them die when you hit them. There&#8217;d be no pacing reason to make this section challenging &#8211; it&#8217;s the reward for the terrible thing you&#8217;ve just done to yourself. Vita-Chambers no longer work for you, so challenge runs a higher risk of frustration anyway.</p>
<p><a title="step7 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3445427230/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3380/3445427230_78351c13c8.jpg" alt="step7" width="500" height="375" /></a></p>
<p><strong>7) When the wall is breached, the force of the ocean smashes you into the opposite wall. But once recovered, you can stomp out of the wrecked room and out onto the sea bed. All around you can see water surging through Rapture&#8217;s walkways and buildings, spreading out from Central Ventilation.</strong></p>
<p>I was slightly sad that after that enchanting vista on the way in, you never got an impressive overview of Rapture&#8217;s scale again. This would be that, but with a twist of drama.</p>
<p><a title="step8 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3445430146/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3324/3445430146_04b85ee8d5.jpg" alt="step8" width="500" height="375" /></a></p>
<p><strong>8) There&#8217;s an airlock that gets you into a room adjacent to the flooding bathysphere station, but the door between the two slams shut just as you arrive. Through the glass, you see Fontaine wade over to the bathysphere where Tenenbaum is helping Little Sisters inside. He cocks a shotgun and blows her away. Her body bobs in the water, Little Sisters scream blue murder.</strong></p>
<p>There&#8217;s only one way out. Tenenbaum wants it for the sisters, Fontaine wants it for himself, and whatever your plans, you need it.</p>
<p><a title="step9 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3444612933/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3320/3444612933_b5b7d84401.jpg" alt="step9" width="500" height="375" /></a></p>
<p><strong>9) There&#8217;s a conspicuous crack in the glass between the two rooms which you can drill through to break in. Some Little Sisters are already inside the Bathysphere, the rest are huddled on a windowsill by the door &#8211; the water is already too deep for them to cross.</strong></p>
<p><a title="Bioshock 2007-06-28 11-19-33-32 by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/665405324/"><img loading="lazy" decoding="async" src="https://farm2.static.flickr.com/1202/665405324_d0e48e72a6.jpg" alt="Bioshock 2007-06-28 11-19-33-32" width="500" height="281" /></a></p>
<p><strong>10) Fontaine attacks you immediately, and his weapon is vicious enough to significantly hurt you. He&#8217;s an unspliced human, however, so a single ram or stab of your drill kills him gruesomely. Only for him to respawn ten seconds later, from the nearby Vita Chamber. </strong></p>
<p>The idea is that your final fight with Fontaine should be a reversal of all those Big Daddy battles you&#8217;ve had. They were big and tough, but you could respawn again and again. It always seemed like the hardest decision to make in BioShock was not what to do with the Little Sisters, but whether to attack the Big Daddies in the first place. Getting to feel what it&#8217;s like from their perspective could be a fun play on that.</p>
<p><strong>At this point, you&#8217;ve got two options:</strong></p>
<p><strong>A)</strong> If you don&#8217;t care about the Little Sisters, you&#8217;ll have to physically drag the ones already inside the bathysphere out before there&#8217;s room for you to get in. You can leave them splashing in the water anywhere. Once you&#8217;re in, closing the door behind you activates the bathysphere. Before it rises, Fontaine appears at the window, screaming something you can&#8217;t quite hear through the glass. You ascend, and the end scene rolls.</p>
<p><strong>B)</strong> If you want to save them, you can pick one of the huddling ones up from the windowsill in your enormous hand and carry her over to the bathysphere. If you&#8217;re shot from the front by Fontaine, the blast will kill the Little Sister you&#8217;re carrying and she&#8217;ll fall into the water. You can keep your back to him to protect her, but he&#8217;s powerful enough to kill you before you get all the Little Sisters across. Killing him gives you enough respite to carry one Little Sister across safely before he respawns. At any time, you can close the bathysphere door from the outside, at which point a control panel by it lights up, and you can use that to send it to the surface and save whoever&#8217;s inside. Once it&#8217;s gone, the end scene rolls.</p>
<p><a title="end by Pentadact, on Flickr" href="https://www.flickr.com/photos/pentadact/3444609735/"><img loading="lazy" decoding="async" src="https://farm4.static.flickr.com/3547/3444609735_fa08427c9b.jpg" width="500" height="500" /></a></p>
<p><strong>End scene:</strong> You, as a Big Daddy, standing motionless as the water rises time-lapse fast, everything zipping in motion-blur streaks around you. Once our view is entirely underwater, everything goes silent and slow. The body of a little sister drifts slowly past behind you.</p>
<p>When all is still, Fontaine suddenly scrambles into view, thrashing spasmically, screaming bubbles, clutching his throat, red in the face. After some violent jerks, he lies completely still.</p>
<p>A few seconds pass, then a light flicks on in the background. We cut to a close-up of it: the Vita Chamber doors slide open and Fontaine bursts out again, screaming bubbles louder and louder as he thrashes towards us, and his terrified face almost fills the frame before we cut to black.</p>
<p>Obviously this needs to be re-rendered a few different ways:</p>
<ul>
<li>Without you, if you got in the bathysphere and escaped.</li>
<li>Without the Little Sister body, if you saved them all.</li>
<li>With your body, if you died in the final fight.</li>
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		<title>BioShock Review Review</title>
		<link>https://www.pentadact.com/2007-08-06-bioshock-review-review/</link>
					<comments>https://www.pentadact.com/2007-08-06-bioshock-review-review/#comments</comments>
		
		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Mon, 06 Aug 2007 01:31:55 +0000</pubDate>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[BioShock]]></category>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-08-06-bioshock-review-review</guid>

					<description><![CDATA[While I was away in France last week, the first copies were delivered to subscribers, and one guy on the official forums got to be a mini-celebrity for a few days by being the only person who'd read the first ever review of their holy game.]]></description>
										<content:encoded><![CDATA[<p>The issue of PC Gamer with <a href="http://www.computerandvideogames.com/article.php?id=169983">my BioShock review</a> in is now on-sale in England. I wrote it mostly with lunatic fans like myself in mind, so I don&#8217;t spend a lot of time saying what really should be the first thing you say about BioShock: holy shit! Someone made a game about a subaquatic capitalist utopia for the intellectual elite! And it&#8217;s going to <em>sell?</em> This is a game in which you have to know some of the history of Versailles to understand one of the villain&#8217;s insults to you.</p>
<p>There are ways in which BioShock does more with its subject matter than any other game I can name, but mostly it&#8217;s just amazing to have something to sink your brain&#8217;s figurative teeth into. It has <em>ideas</em>. There are <em>themes</em>. I think I even saw a paradigm.</p>
<p>I&#8217;ve started capitalising the &#8216;S&#8217;, you&#8217;ll be riveted to hear, because a) it&#8217;s correct, and I&#8217;m a fan of correct, but also b) it&#8217;s <em>very</em> System Shock 2. You can even draw a line from each of Rapture&#8217;s districts to each of Shock 2&#8217;s decks. They might not be able to say so legally, but there is a Shock series of games and this is one of them. The best, in fact.</p>
<p>I was slightly bemused when I first heard that they wanted to make a game set somewhere &#8220;more interesting than a spaceship&#8221;, because Shock 2 did such an extraordinary job of making that ship a vast and exciting place to explore. But yeah, I get it now. This is an order of magnitude more artistically exciting.</p>
<p>I&#8217;m not talking about the bits where you kill children, because they&#8217;re not very good and they don&#8217;t need to be. Everyone will fixate on them forever and ever and it will be boring and terrible and that&#8217;s a shame. They&#8217;re not important, either emotionally or mechanically, and the game has so much more going on that is provocative and brave and weird and brilliant.</p>
<p><center><a href="http://www.flickr.com/photos/pentadact/1023470692/" title="Photo Sharing"><img loading="lazy" decoding="async" src="http://farm2.static.flickr.com/1038/1023470692_7f45b3247f.jpg" width="476" height="500" alt="Bioshock Gatherer's Garden" /></a></center></p>
<p>The lunatic fans seem to be satisfied, by the way &#8211; although they frantically crave documentation of every microsecond of the infanticide. And one called me a &#8216;filthy worm&#8217; for giving it a score as low as 95%. While I was away in France last week, the first copies were delivered to subscribers, and one guy on the official forums got to be a mini-celebrity for a few days by being the only person who&#8217;d read the first ever review of their holy game. People grilled him for info and implored him to type in the first few sentences. I love being a part of something that inspires that level of excitement, even if I&#8217;m just riding Irrational&#8217;s coat tails.</p>
<p>There&#8217;s a line in my review that starts &#8220;So kindly avoid any&#8230;&#8221; I would just like to say, for the record, that this line originally read slightly differently, and you will probably be able to guess precisely how once you&#8217;ve completed the game. It was a very obvious and weak in-joke that hinges on something enormously spoilerific but invisible to the uneducated eye. I couldn&#8217;t ask Tony to make sure he kept it intact when he was sub-editing my review because it would have entirely ruined the game for him, so I&#8217;m just going to have to ask you to come back here in a month, sneer slightly at my failed attempt at a bad joke, then switch your neural interface back over to whatever Zero-G Hyper Sports event the future will presumably be full of.</p>
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