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Somewhere, Beyond the Sea. Somewhere, waiting for me.
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Yeah, I'd agree. There are a few clever references you'll get, but I felt the game pretty much blew its chance at making an honest intellectual statement with its hamfisted ending. I thought that everything up until the plot twist was the first 2/3 of an utter masterpiece (well, narratively speaking), and the twist itself set things up perfectly to make a brilliant point, but then the rest of the game just took all that built-up artistic potential and completely ignored it.
I don't think I'd go quite that far. I mean, a point is made, it's just delivered a little sloppily.
http://www.audioentropy.com/
The demo I got via Steam played wonderfully at 1920x1200 with all the goodies on, and I can only assume there's been patches that have improved performance a bit.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
boring tripe.
And somehow that led me down a path of fucking up the entire world? They needed that middle ground ending where I dont beat the hell out of them and steal there key, but am instead sentenced to this life of them never fully trusting me, and me trying to rebuild rapture on my own to atone for what I did, and show them I'm a good person.
I submit that it is you who is boring tripe
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Fuck the complaints about the last act. It was a worthy denouement.
I've played it so many times I now have the level maps memorized.
This game is a monument to all my cocks.
I'm even listening to Bobby Darin RIGHT NOW.
Hey, I have a blog! (Actually being updated again!)
3DS: 0860-3240-2604
Okay, I enjoyed BioShock a lot. And I don't want to drag down this thread too much. Y'all should buy and enjoy the PS3 version. But...
Lets go along with the fact that the ending is about being moral or immoral. You don't get to choose between 'good' and 'evil', you get to choose between which of two people you listen to, without knowing which is 'right'. However, at a certain point in the game you do know for certain. Even before then, you might feel bad for what you did (like you, mxmarks). But there is no "I reformed" ending; one would think that saying "I realized what I did was wrong, and now I'm going to change my ways" is enough to justify the good ending. But it's not.
tl;dr: when your character spends the entire game following orders, and one of the biggest points of the game is that blind obedience and independent moral choices are mutually exclusive, how can you have an ending that is reduced to "you chose to be a good person" or "you chose to be a bad person", especially one that fails to take into account that people can reform over time?
EDIT: Fucking horrific pagetopper. Ah well.
XBL/PSN/Steam: APZonerunner
Well, to his credit, there were moments of regret sprinkled through the game if you were looking for them. Even the GODDAM SPLOICERS could be heard muttering to themselves and sobbing over everything they'd lost.
And damn if bringing down your first Big Daddy didn't cause the same guilty feeling that Shadow of the Colossus did. It's like they told you to find a priceless artifact or an endangered species and then crush it beneath your boot heel.
Ka-Chung!
Ka-Chung!
?
The hell are you talking about? I didn't feel guilty slaying Colossi or Big Daddies.
That said, the Little Sister system is still pretty hackneyed. You either shouldn't have been held responsible for what you did to them prior to the twist, or choosing to keep them alive should've made the game much more difficult, forcing the player to seriously consider whether he or she is willing to commit an immoral act just for their own convenience.
http://www.audioentropy.com/
I didn't feel guilty about the Big Daddies, but in SotC, a game which by design gives you lots of time in-game to reflect on your actions, it generally occurs to most people that they're intruding into the Colossi's territory and mercilessly murdering them for your own selfish reasons. The Colossi are doing nothing but defending themselves from an aggressive invader.
http://www.audioentropy.com/
It would be like someone telling me "Hey, we can cure your girlfriend's cancer if you slaughter these ten cows."
Yeah, pretty much this. It was mostly the fact that they were like the "gentle giants" of the game that made me feel that way.
I dunno, maybe I'm the only one that thought of the Big Daddies as like...whales or something. It must be the hippie in me.
Ka-Chung!
Ka-Chung!
http://www.audioentropy.com/
Well, yeah, but what was he doing like 20 seconds prior? Or rather, what was he prevented from doing?
I mean this is kinda what the game was about, so...
Ka-Chung!
Ka-Chung!
Major Spoiler
Look, I loved Bioshock, but that was the definition of anti-climactic.
MAJOR SPOILERS
The game certainly without flaws, there are a lot of things I wish had been changed. Hopefully several of the common complaints will be looked at with the supposed sequel.
Don't know how I feel about a different studio doing it, even though Marin is the studio that is doing the PS3 version of the game. Hopefully the writing and presentation will be just as strong in the next one. I'd love it to be a prequel to the first game's story, what with the uprising and all that jazz. But so much of the backstory was told, in great detail, in the first game that I think it might be pointless.
I'd hate for the setting of Rapture to be abandoned though. So I hope that doesn't happen.
like, I'm not an objectivist or anything, but to baldfaced make that equivalence seems to me to be at least a little disingenuous (a lot disingenuous)
PSN: super_emu
Xbox360 Gamertag: Emuchop
It's looks neat, in a vaguely portal-esque way.
I found a pre-release build via google too. Not sure if it is supposed to be publicly available, but heck, I found it pretty easily, so it can't be too well hidden. It's going to be freeware anyway.
So awesome.
Anything with "Papa Loves Mambo" gets a 9/10 instantly in terms of soundtrack.
I must thank you, because what you wrote about Atlas Shrugged prompted me to do a little browsing on Wikipedia, where I found the following gem:
Oh my god.
I hope they actually tried to give a reason for that beside blatant page filling.
But who the fuck cares. Game is boring generic trash to play.
Who knew.
Says the guy with the Team Fortress 2 sig. I could say the very same thing about it, and I will: Team Fortress 2 is boring generic trash to play.
What's that? Opinions?
I do adore Bioshock, but the above is what has been irking me since my first run through.
I'm really just quoting Shawn Elliott, Jonathan Blow and a few others here, but I agree with you:
Obviously there's the fact that it's a first-person shooter, where people just assume they're going to blow away hundreds of people on the way through the game, so this is kind of a weird complaint. Players enter into the game with a set of expectations, and killing over and over and over again is just par for the course.
Discussing Bioshock in particular (but all games in general) Shawn Elliott said something like "This is a marginal step toward moral complexity in games, and I feel like that's a good thing."
Jonathon Blow responded with something like, "Why does it have to be marginal steps? Why can't somebody just make a game with moral complexity right now?"
I can see both sides of the coin. There's nothing stopping anybody from making a game that's laden with moral complexity... except money. Putting out a AAA game that challenges you from start to finish on a moral level would be a big risk. If it doesn't catch on, you're out millions of dollars.
Of course, if it does catch on, you've created something that will shine like a beacon in the pantheon of gaming history. But it's going to take a development team--and more importantly, a publisher--willing to put their balls on the chopping block before we really see anything of that nature.
It seems like my ability to walk into a game a kill off anyone I choose would make it completely impossible to tell any kind of interesting story.
It is also the perfect explanation of why big budget AAA titles are just not going to achieve that kind of thing easily, not in the current industry climate, and probably not for a long, long time.