BioShock 2!

We finished our re-playthrough of BioShock 2 (the first time we played through the game since its release) several hours ago, and it's stirred up some uncomfortable emotional backlash, but believe it or not I consider that a good thing: it means the game succeeded in drawing us in, and we actually felt moved by it.

We actually cried several times, especially at the end, and I guess we've still got to unpack that one a bit.

I see from reading the Wikipedia entry on BioShock 2 that the game is generally not as highly regarded as the first (although the article acknowledges that there's at least some inkling that the game might be better, which is my own contention.) I notice that some of the criticism of the sequel was that the trajectory of the gameplay was too much like the first. With the same "plasmid progression" even! I had to laugh at that—as if the point of playing a narrative-heavy game with a strong political message like BioShock or its sequel was to collect a novel sequence of superpowers!

Ah, er, wait just a second. That seems to be one of those "ludonarrative dissonance" things all of a sudden. As I've commented in an earlier post (somewhere, it might have been on the fediverse somewhere) there's an intrinsic difficulty in attempting to depict and offer narrative commentary a nightmarish fascist dystopia such as Andrew Ryan's Rapture, or Eleanor Lamb's Rapture for that matter, as a glossy and highly produced (and intensely advertised) media spectacle like a video-game franchise.

There's been quite a few real-life attempts to build high-tech "micronations" and "cyberstates" touted in Galt's Gulch style as offering independence and freedom from The Parasites™, with untrammelled liberty and uncensored creativity, and to my knowledge not one single one of these things has been a success—unless, of course, it's "success" enough merely to have scammed a lot of gullible investors and speculators out of a heap of money. No real-life Galt's Gulch has ever become a paradise of innovation and creative liberty, much less the seat of extraordinary scientific advancements. Real-life techno-utopians are willing to settle for blockchain gambling and stochastic gibberish machines—I mean, "generative AI"—as proof of their supergenius. There's no evidence to suggest that Rapture, as a scientific and technological powerhouse, is even remotely possible…yet there it is in the game, and it looks slick. There's spiffy superpowers, valvepunk robots, machines that magically mod your shotgun and invent things out of miscellaneous garbage.

And that, I suggest, is a problem. It's a general problem with fascist dystopias, especially in the hands of whitebread sci-fi writers and game programmers: they may be shown as evil and dysfunctional, but they're also shown as extraordinary, as uniquely accomplished, playing off the old Nazi propaganda trope like you see in the Castle Wolfenstein games or a lot of action movies: sure the Third Reich were murderous barbarians but they catapulted Germany up "from nothing" (false, Germany was already an intellectual and industrial powerhouse) and revolutionized warfare (debatable, considering how temporary was the Nazi ascendance in the Second Great War) and invented…uh…that hydrazine-powered Messerschmidt, I guess? And methadone? The reality falls extremely short of the fantasy.

Ironically the "plasmid progression" might be one of the weakest aspects of both BioShock games (there wasn't a third, was there? The second one ends pretty finally after all, it would seem almost silly to fudge up a sequel to BioShock 2! yes I'm joking, a little) for the simple reason that they're not necessary to play the game! There are no-plasmid playthroughs of the first BioShock anyway, although there are a couple of moments where you're basically forced to use plasmids in order to advance, which is plainly meant to have a tutorial quality but is also annoying. The complaint about the sequel having the samae "plasmid progression" may come down to just that: a rather contrived bit of gameplay is repeated in the second game. And while both games offer a good spread of guns and weapons, with enough new weapons in the sequel to make the challenge seem fresh, the plasmids do NOT have that sense of balance. (The "tonics" are another matter.)

I think I will continue this in a later post. ~Chara of Pnictogen


#bioshock #bioshock-2 #ludonarrative-dissonance #technofascism #libertarian-bullshit
wind-up shark toys in #BioShock 2! we've arrived at the "Little Sister vision" section of the game, which comes across as an uneasily effective attempt to depict certain aspects of extreme dissociation

Been somewhat compulsively playing through the first two #BioShock games (not sure whether I care to revisit the third) and I must say, the second game is markedly more interesting than the first. Whether or not it would seem so to someone who hadn't played the first game…I'm a bit less certain of that. But Eleanor Lamb is a more intriguing villain than Andrew Ryan, who maintains a spectral presence in the 2nd game but seeming somehow more tired, less sure of himself, and out of his league compared to the forces he unwittingly unleashed. There's a better ensemble of minor characters than the parade of grotesques from the original game—the writers of the 2nd game perhaps realized it was better to have a small group of more or less ordinary human beings playing the foil to the somewhat inhuman player character Delta.


#BioShock

Calling this one done.

#pixelart #bioshock #retrogaming #mastoart

Mr. Blueberry and Mr. Bubbles
Fragments from the Vault #029: The Citadel

"When the communes and sepulchres are laid to sleep,
Know from the comedy whose spoils you reap..."

#Bioshock

https://www.fetchquestjourneys.com/2025/02/bioshock-welcome-to-rapture.html

For Andrew Ryan's Rapture, being a video-game spectacle, is designed to make its audience feel vicariously powerful—something which a blockbuster movie can also do, but not with the hands-on directness of a game. Therefore Rapture is allowed to do something which no real-life "anarcho-capitalist" micronation has ever come close to achieving: #BioShock allows Rapture to look like a success.

Yes, the place is falling apart now, but the miraculous technology actually WORKS in-game, indeed it's necessary for finishing the game and saving the day, and that permits those in the audience who might envy Ryan's vision to come away from BioShock feeling like Rapture could easily have been truly amazing with just a bit more care or cleverness.

In a similar spirit do fans of #StarWars space Nazis tell themselves: "if only I'd been Darth Vader or Emperor Palpatine, I could have built an evil empire that lasted."

Whether a game is any worse in this regard than a blockbuster movie, another artistic medium which takes the form of a massive corporate effort that's often blown up into an enormous franchise that keeps going for years or decades, is perhaps moot. Both major motion pictures and big-name videogames have the same problem: they're spectacles on a grand scale, the work of enormous teams backed up by heavy corporate spending and marketing, and thus they become objects of pride. Corporate executives and famous professionals go on TV and podcasts and magazine interviews boasting about the magnitude of their achievement...

... and that's a questionable thing to do, when the achievement is the successful and memorable realization on-screen of an authoritarian eugenicist dystopia, even one that's visibly crumbling. Can it be doubted that there were #gaming nerds who played #BioShock and thought, "gee I wish I could get some combat plasmids! and a machine that makes exploding buckshot out of miscellaneous junk! Rapture is so cool."