Well, i finally went and picked up bioshock.
I have to say, I love the plasmid system, the atmopshere is superb, and the presentation is tops...
... but I also have to say, the lack of any penalty for dying puts a HUGE kink in the works for me. I mean, my first encounter with a Big Daddy was scary. I was down on the ground, unable to control my character, and this THING walks up and I just prayed to god it kept going.
And when I first encountered one in combat, I was damn near shitting myself. But not for long. Whack whack... I was dead.
And then... POOF! There I am again! Why waste ammo? I'll take em on with my wrench! BECAUSE I CAN. It won't matter.
It really breaks the whole flow and immersion of the game for me. Nothing is frightening, because the worst that can happen is I have to walk a few extra feet.
I'm sorry, but whoever made that decision was a moron. It's pretty damn near ruined the whole beautiful product for me.


Suskie Apr 27, 2009
honestgamer Staff Apr 27, 2009
Suskie Apr 27, 2009
Lack of challenge generally doesn't bother me either, especially when I hear people talking about how easy Half-Life 2 and Super Mario Galaxy were -- both games that are so fantastic in practice that I couldn't care less how difficult they were. The problem is that BioShock was insultingly easy, to the point that, like Zipp said, an unskilled player could beat the entire game with a wrench.
I suppose if BioShock had been really fantastic in all other areas, this would have been forgivable, but the prolonging of each tiny, sloppily-designed level with endless backtracking and fetch questery doesn't equate to slick game design in my mind. Yeah, it was a good-looking game, but it takes more than that to impress me nowadays.
Edit: Because if I want gameplay, I'll go play a game! How dare we expect good gameplay in a deep, thought-provoking narrative experience.
zippdementia Blogger Apr 27, 2009
It's true that Bioshock has a rich story. But you are given this story in thin slices in between segments of shooter gameplay. There is no question in my mind that Bioshock is a game. The story is a bonus.
What happened here, in my opinion, was that the game isn't actually very good. So people latched onto the story and put all their focus on that. Not to boost the game in their mind, simply because there wasn't anything else to latch onto.
I mean, I'm gonna try to finish it, and I'm gonna try to enjoy myself, but it is difficult with the whole no-penalty thing. It goes beyond challenge. It simply breaks the game. For instance, what is the point of me managing my money, carefully deciding between ammo or healing items or EVE, when it doesn't matter? What is the point of trying to have good aim so I don't waste bullets? What's the point of exploring for more weapons and abilities? What's the point of using the Plasmids?
I mean, the Vita chambers would've been cool if you had to pay money at them to create a copy of yourself, a back up. That would've added another layer of management to the game. Or if enemies could destroy them and targeted them in groups while little guys ran off to distract you. That would've created a lot of tension and added another dimension of strategy to everything.
My thoughts, anyways.
Suskie Apr 27, 2009
zippdementia Blogger Apr 28, 2009
Why did they choose to do that? It seems to go against every rule of game-making. Which, incidentally, is the only reason I can figure that they would do it. That or, in some twisted way, they thought it would help with immersion, keeping you constantly in the game without any need of a load screen or a return to title.
But MAN, wasn't it OBVIOUS during play testing that something wasn't working out right?
See, I think the developers thought of it as an experience, too, but really they weren't creative enough to sculpt an experience. They just took standard FPS rules and shoved their story into the mix.
Suskie Apr 28, 2009
zippdementia Blogger Apr 28, 2009
zippdementia Blogger Apr 28, 2009
Suskie Apr 28, 2009
EmP Staff Apr 28, 2009
Lewis Apr 29, 2009
It seems pretty silly to let one tiny feature spoil what is a remarkable achievement of atmosphere and sense of place.
(And I'd still argue the gameplay is better than most.)
zippdementia Blogger Apr 29, 2009
Note, that's different from atmosphere. There's a nice heavy atmosphere. But the design lacks the interest that games like Half Life or Dead Space held for me.