Genetics Gone Haywire and Predatory
Children in an Undersea Metropolis
Video
Games, September 8, 2007
By Seth
Schiesel
It is
1960, and you are flying across the
Atlantic Ocean, cigarette in hand.
Suddenly the plane lurches and
plunges into the icy sea. Bobbing
amid the flaming wreckage, you spot
something that should not be: a
towering lighthouse thousands of
miles from land.
You swim
to the lighthouse and inside find
only a bathysphere with its door
ajar. You enter, the door shuts, the
sphere begins to descend, and a
confident, almost messianic voice
speaks from the gloom:
“I am
Andrew Ryan and I’m here to ask you
a question: Is a man not entitled to
the sweat of his brow? No, says the
man in Washington, it belongs to the
poor. No, says the man in the
Vatican, it belongs to God. No,
says the man in Moscow, it belongs
to everyone. I rejected those
answers. Instead I chose something
different. I chose the impossible. I
chose Rapture — a city where the
artist would not fear the censor.
Where the scientist would not be
bound by petty morality. Where the
great would not be constrained by
the small. And with the sweat of
your brow, Rapture can become your
city as well.”
So
begins BioShock, the intelligent,
gorgeous, occasionally frightening
new game from Take-Two that has
already emerged as the sleeper hit
of 2007. Anchored by its
provocative, morality-based story
line, sumptuous art direction and
superb voice acting, BioShock can
also hold its head high among the
best games ever made.
Ever
since BioShock’s release late last
month, message boards across the
Internet have been ablaze with
kudos. Stores across the country
have been selling out of BioShock
discs. Perhaps the highest praise of
all is that even in the online chat
for other games like World of
Warcraft and Eve Online, players
have been raving about BioShock.
According to
Metacritic.com, which aggregates
reviews of various media products,
using them to rate the products on a
1-to-100 scale, BioShock is the best
game yet for Microsoft’s Xbox 360
console. (The game is also available
for Windows PCs.) BioShock’s
Metacritic score of 96 surpasses
even the 94 garnered last year by
Gears of War, widely considered the
best game of 2006.
“Thrilling, terrifying, moving,
confusing, amusing, compelling and
very, very dark,” Kristan Reed of
Eurogamer.net wrote in a fairly
typical BioShock review. “BioShock
isn’t simply the sign of gaming
realizing its true cinematic
potential, but one where a game
straddles so many entertainment art
forms so expertly that it’s the best
demonstration yet how flexible this
medium can be. It’s no longer just
another shooter wrapped up in a
pretty game engine, but a story that
exists and unfolds inside the most
convincing and elaborate and
artistic game world ever conceived.”
Take-Two
is not expected to release sales
figures until Monday, but industry
estimates indicate that the company
has already shipped almost two
million copies of the game. In any
case, BioShock’s success could
hardly come at a better time for the
company. Earlier this summer
Take-Two’s game Manhunt 2 was
essentially banned by retailers
because of its over-the-top
violence, and last month Take-Two
announced that its widely
anticipated Grand Theft Auto IV
would be delayed until next year.
BioShock’s back story is that in the
1940s the aforementioned Andrew Ryan
constructed Rapture, a city under
the Atlantic that would be a sort of
libertarian haven for the world’s
best and brightest. In short order,
Rapture’s scientists achieved
breakthroughs in genetic alteration.
Want to light a cigarette? Why not
just shoot a little fire from your
fingertips?
Naturally, things went horribly
wrong, and by the time you, the
player, show up, after your plane
crash in 1960, most of Rapture’s
citizens have died, and the city has
degenerated into a warren of
gibbering, gene-spliced freaks.
Visually, BioShock is a triumph of
imagination. The graphics are
top-notch technically — don’t try
playing on an old, underpowered PC;
you’ll just be frustrated — but the
real strength is the overall art
direction, which can perhaps be best
described as genetically altered Art
Deco. Rapture simply feels like a
real place.
Much of
BioShock’s story is told through
voice recordings left by the city’s
departed citizens. Some are
heartfelt confessions. Others are
harrowing cries for help. None,
however, are wooden, and
collectively they reinforce the
sense of dramatic continuity that is
the game’s greatest asset.
And then
there are the Little Sisters,
BioShock’s most intriguing
inhabitants. Little Sisters are
girls who have been corrupted into
what amount to blood-sucking ghouls.
They wander around Rapture
harvesting special genetic material
from corpses.
The
dramatic tension comes from the
choice the player must make: either
to kill the Little Sisters and take
their special stuff, which makes the
player much more powerful, or to
redeem their souls and recover only
a fraction of the elixir. More
important, the overall story arc
depends on the player’s decisions.
It makes
sense that the game is rated M for
Mature, which means those under 17
cannot buy the game on their own.
But the game’s moral tenor does not
seem lost on younger players.
“I can
understand the Mature rating,” said
Jerry Cushing, a 15-year-old in
Montclair, N.J., who’s been playing
the game. “They present you with
this moral dilemma, and it’s really
up to you what you do with these
little girls. But that’s what a game
should be all about: making
choices.”