Showing posts with label BioShock. Show all posts
Showing posts with label BioShock. Show all posts

Thursday, September 7, 2023

BioShock Infinite Review

 (Originally published to Glitchwave on 8/22/2023)















[Image from glitchwave.com]


BioShock Infinite

Developer: Irrational Games, Blind Squirrel, 2K Games

Publisher: 2K Games

Genre(s): First-Person Shooter

Platforms: PS3, Xbox 360, PC

Release Date: March 26, 2013


I have an enterprising question for all of you to answer: What is BioShock? Really, think about this for a second or two. No, I will not be accepting the literal answer of “BioShock is a critically acclaimed first-person shooter series developed and published by 2K games,” you smart-asses. I want everyone to deeply consider the most vital components of BioShock that comprise its integral distinctiveness as a series and why they’ve resonated with millions of gamers. Is it the underwater city of Rapture and its sublime, sunken remnants of its former glory? Is it the relationship between the possessed Little Sisters and their thuggish Big Daddy protectors? Could it perhaps be the moral choice mechanics that cause a sense of ludonarrative dissonance and befuddle all of the snobby critics of the world? I mostly jest at that last part, but I’d be lying if it wasn’t at least a sizable fraction of the discussion surrounding BioShock. I parlay this question to the reader here because BioShock Infinite, the third installment to the BioShock series doesn’t include any of the aforementioned elements that one would associate with the franchise. BioShock 2 perhaps laid the first game’s idiosyncrasies on a little too thick to the point of being derivative, and the once awe-striking spectacle of Rapture and its intriguing downfall, unfortunately, became as numbing as gaming novocaine. I suppose BioShock Infinite is the result of our collective complaints ringing harshly in the ears of the 2K offices, and they certainly conveyed that they understood our gripes and grievances and took necessary action. BioShock Infinite is so unlike the BioShock that launched the series into the esteemed ranks of gaming royalty that an owl would have to squint at it to recognize the connection. Is the fresh-faced Infinite a relieving title that revitalizes the remarkable quality of the first game, or is it an example of an identity crisis that proves 2K should’ve left the first game as the sole entry? My take on the matter leaves me conflicted.

Judging by Infinite’s opening sequence, the game at least exudes some sense of BioShock familiarity. One indelible image from the first BioShock title is a lighthouse prototype of the monumental pillar erected from the abyssal ocean below where the city of Rapture is located, where Jack attempted to find a place of respite after being stranded in the open waters after his plane crash. Booker DeWitt, the protagonist of Infinite, is conversely being comfortably rowed to the pillar with a better sense of certainty and purpose. After climbing the pillar and opening the gate with a secret code, Booker enters the inner vessel where Jack is introduced to his birthright from the vessel’s on-looking window screen. However, what will surprise the player is that this elevator goes up. Instead of being submerged a hundred leagues under the sea, Booker is transported to the blindingly golden glimmers of the sky. Has Booker died and gone to heaven? No, he’s gone to Columbia: a civilization sitting above the clouds modeled to resemble heaven as much as humanly possible. From the vessel’s one clear reference to the outside world, Booker views the sights of Columbia’s magnificence. From the soaring zeppelins, the lofty angel statue looking over the miles of metropolis, to the launching of fireworks, Columbia’s beauty will make the player involuntarily shed a single tear. I see what the developers did here, and I approve of their efforts to recreate the opening sequence from the first BioShock. Infinite’s opening sequence suggests that the same scenario can still elicit a wondrous effect, even if it does warrant a smidge of deja vu from how it’s directed. The core difference is that the initial glimpse of Columbia evokes a feeling of elated marvel as opposed to anxious curiosity upon seeing the outside of Rapture. Still, it’s impressive that what I regarded as the most effective hook of an opening sequence in gaming can be rivaled in scope by a game in the same series.

Columbia is as much of a culture shock for the player as it is for Booker. For a series that seemed like Rapture was destined to be its permanent stomping grounds, it’s almost ironic that this new setting is the antithesis of the underwater society. Setting foot on Columbia and seeing the sights from a more personal viewpoint will leave the player just as gobsmacked as they did as a voyeur from the vessel. The sun is radiating down on the spotless streets where a bustling crowd of people engage in mid-day merriment. Unlike the denizens of Rapture, these people aren’t missing full rows of teeth and seem to have all of their mental faculties intact. Shops are still in business and choirs are cheerfully performing an anachronistic acapella version of “God Only Knows” by The Beach Boys. The scene here is so idyllic that it’s what I imagine Norman Rockwell is busy painting in the afterlife. When Booker gains his first plasmid vigor by drinking it like an elixir, the smelling salt of BioShock recognizability prudently flashes us back to the reality of the game we are supposed to be playing. The following scene will be the first of many scrapes in the process of ripping up the proverbial wallpaper mirage that Columbia bestows. Booker uses the possession vigor to perform a Jedi mind trick on a ticket machine for an ongoing raffle. By winning the raffle, Booker gets the utmost privilege of throwing a baseball at an exploited interracial couple as a warmup for a humiliating tarring and feathering they are about to endure. Whether or not you make the right choice and do not cave into the racist peer pressuring of the time, guards will stop Booker mid-throw and accost him for the engraved marking on the back of his right hand. Apparently, this mark labels him as some kind of pariah and will stop at nothing to apprehend him. Now, the city's superficial mask has been torn off and the cop slaughter that ensues serves as the point where the game starts to make sense.

Let’s continue to harp on the setting of Columbia because it bothers me as much as it beguiles me. I don’t think I have to further compare and contrast how Columbia’s atmosphere differs from Raptures because anyone can plainly see it’s a night and day situation. Also, presenting a setting with a more pleasant and sparkling aesthetic, albeit on a surface level, is not the bothersome facet of difference regarding the sky city. What irks me is how far the world design seen in Rapture takes a steep regression with Columbia. While many immersive sim enthusiasts will scoff at me for stating this, the level plotting in both previous BioShocks (especially the first one) was a rich, multi-layered trek down the rabbit hole of Rapture. Areas were mapped with a great deal of meticulous plotting and inspiration, as if every corridor of the dank, sunken cesspit told its own story in tandem with the big picture of Rapture’s colossal failures. Objectives given in the first game may have admittedly tested the thresholds of tedium with fetch quests a tad too liberally. Still, the oppressiveness of Rapture’s labyrinthian hallways never faltered even with subsequent visitations. Running through Columbia, on the other hand, is as linear as an esophageal tract. To say that progression in Infinite is streamlined is an understatement: the game is ironed out like a graphic t-shirt. Infinite is one straightaway trek after another with the frequent enemy swarm to halt Booker’s momentum and distract the player from their straightforward trajectory. It’s a wonder why the developers implemented the arrow feature that points to the objective because every decimal point of Booker’s quest is conspicuously defined. What occurs when a game makes a mad dash from point A to B is that the setting becomes a foreground piece of window dressing. Infinite will take the player through countless Columbia streets, plazas, docks, and the insides of buildings with extravagant, Victorian-era decor. Still, do any of these setpieces really matter in the grand scheme of things? While exploring Columbia is still fractured by individual levels, the inability to stop and smell Columbia’s pristine roses makes the city far more of a monolith. As immense as I’ve made it sound, the context here suggests that Columbia is lacking layers. Columbia is grand from the aerial view but proves to be shallow past the surface. Even with the new sky-line mechanic that sees Booker zipping through Columbia on his makeshift transit system, the trajectory just amounts to either a shortcut or a cyclical loop on the track. Also, while I enjoy the adrenaline of the first-person rollercoaster, this extent of swashbuckling in a BioShock game makes me feel a little embarrassed for the claustrophobic previous titles in the series. We still have video diaries and kinetoscope viewings as peripheral tools for further insight into Columbia, but their implementation doesn’t make much sense considering the city is still thriving. One thing that does interest me is how they managed to implement an active beach with sand and rippling waves crashing on the shore of this floating island.

You know what video game genre revels in this design philosophy that’s as narrow as an uncooked spaghetti noodle? The first-person shooter genre, specifically the modern examples that encompassed the genre’s peak of popularity in the late 2000s/early 2010s. One might be confused by my assertion that the then-king of video game trends is the primary cause of Infinite’s streamlining considering the BioShock series has always been a first-person shooter game by definition. As I’ve expressed before, BioShock’s success was in part because it was a sophisticated outlier of its kind. It wasn’t convoluted enough for the immersive sim PC playing crowd, but its level design and narrative were far more cerebral than any of the campaigns of the gung-ho FPS games it was competing with on consoles. Guess which direction Infinite takes to throw off BioShock’s refined genre equilibrium? On top of the linear level direction, BioShock’s treasure trove of firearms organized by a weapon wheel has been reduced to two firearms on Booker’s person, swapping between the two with a button press. This limited method of alternating between the weapons doesn’t make a lick of sense to me when the more typical FPS games implement it, so you can imagine the weight of the exasperated sigh I made when I discovered that Infinite followed suit with it when I picked up another gun. However, the game still assures that Booker will be alternating his sparse selection frequently because the weapon variety retains its enormity. Booker’s first means of defense against Columbia’s righteous pigs is a small, yet effective pistol, which can soon be supplemented by the BioShock staples of a shotgun, machine gun, RPG, etc. New additions that will be objects of curiosity at Booker’s feet include the kicking hand cannon, the explosive launcher volley gun, a carbine hunting rifle, and a bodacious, automatic chain gun to turn armies of enemies into Swiss cheese in seconds. Each of these weapons also has a modified Vox Populi twin, the proletariat brand, to pick up for slight variation. Booker’s melee weapon is the sky-hook, a handy tool of the “steampunk” variety that allows Booker to latch onto the sky rails as well as obliterate the faces of the Columbia Founder's opposition to a gooey pulp. Instead of being traded in and out by the limited weapon system, the sky-hook is activated by a specific button on the controller…like the melee weapon in every other FPS game. Sigh. I’m still aggravated that I cannot wield all of these weapons in a tricked-out arsenal, but I’m pleased that BioShock has retained its standard of weapon variety.

Fortunately, all of the plasmids that I refuse to refer to by their colloquial term “vigors” can be selected on an option wheel at any time. For this aspect of BioShock’s gameplay foundation, Infinite delivers the goods after BioShock 2 half-assed the plasmid lineup with too many recycled ones from the first game. One may chide at my apparent naivety and point out that “Devil’s Kiss” and “Shock Jockey” are rebranded clones of “Incinerate!” and “Electro Bolt” from the first game, but I’m well aware of their near exact resemblances. The plasmid freshness I’m referring to is the new batch that only Columbia has in stock. “Murder of Crows” unleashes a biblical plague of the black birds to peck bits of flesh off of enemies in a whirlwind daze. “Bucking Bronco'' and “Charge” may have similar names, but the former renders enemies in a state of humiliating vulnerability by suspending them over the ground for a short period, and the latter sees Booker making a mad dash at enemies like a raging bull with his sky-hook. “Return to Sender” is a spiraling energy shield that absorbs enemy firepower and is then launched back at them. Considering the rate of enemy firepower is amplified to better fit the FPS genre in Infinite, this is arguably the most practical plasmid the game offers. My personal favorite new plasmid is “Undertow” which grapples enemies with the titanic force of giant, aquatic tentacles, making me feel as if I have the divine power of Poseidon being channeled out of Booker’s left wrist. Retain the dual-wielding mechanic from BioShock 2 with these debuting plasmids and suddenly the plasmid gameplay is finally both exciting and functional in combat.

Because Infinite erases all pretenses of BioShock’s FPS identity, the developers had to drum up a more fitting way of penalizing the player for dying. Vita Chambers are too ultramodern a piece of biological innovation for the second decade of the 20th century. Hence, Infinite settles on the FPS stand-by of subtracting a sum of money. The amount depleted is scaled by the total amount of money Booker has in his wallet, which can break the bank if Booker is sitting pretty on wads of cash. Finally, a BioShock game upholds a reasonable penance for failure as opposed to allowing the player to callously treat death like a minor inconvenience…ideally. In practice, losing a modicum of money is superfluous because it can easily be regained in seconds. The silver eagle currency is strewn about the streets of Columbia along with tons of other goodies like food, medkits, and ammunition. Making a meticulous effort to collect all of the helpful detritus is one of the only ways in which Infinite retains its BioShock roots. The major difference, however, is that Booker needn’t act like a packrat for survival. Because Columbia is still an active civilization, every resource is plentiful. If Booker ever exhausts the ammo in one of his guns, he can simply swap it out with another. Why bother purchasing medkits from one of the dispensaries when fallen enemies are strapped with them? The only logical incentive for storing large quantities of coinage is for the weapon and plasmid upgrades. Besides, Booker shouldn’t die so easily because he’s got a shield meter on top of his health to stave off dying more efficiently. Why does Booker have a shield when he doesn’t have any physical armor? Because it’s a first-person shooter, god dammit.

At least Booker DeWitt is a fresh change of pace for BioShock protagonists on the simple merit that he vocalizes his emotions. The previous BioShock entries could skate by with the typical, yet slightly archaic, character trope of a silent protagonist because Jack was a mere vehicle in learning about Rapture’s sordid past through exploration, and anything more advanced than the stolid demeanor Big Daddy in BioShock 2 would contradict the inherent brutish nature of Rapture’s bodyguards. In a faster-paced game whose narrative zooms past any chance for the environment to utter a single word of exposition, Infinite delivered exceptionally with Booker DeWitt. While escaping one of gaming’s most common tropes, Booker is still a solid fit in the overly capable male protagonist role in the grander scope of fiction. Extrapolating on Booker’s characterization of a handsome, strapping, thirty-something intrepid adventurer man should conjure up stark comparisons to Indiana Jones and other leading men cut from the same cloth. Booker’s air of cynicism and moral ambiguity also give him that edge that prevents his character from verging into cheesy John Wayne territory, which can also be said for Harrison Ford’s iconic archeologist. Booker is both a reinvigorating change of pace for BioShock’s protagonists and a cliche for leading men in an action role, a balance that makes him at least charismatic enough to appreciate.

Besides the occasional instance of mumbling something under his breath, Booker’s character exfoliates through his interactions with Elizabeth, the central secondary character of Infinite. She’s also Booker’s impetus for going through the painstaking trouble of visiting Columbia as retrieving her will absolve him of some felonious debt that isn’t given context until the very end of the game. From Elizabeth’s rescue from her tall tower prison, her demure first impressions, to her stunning beauty with piercing blue eyes, one could certainly infer that Elizabeth is the epitome of a damsel in distress. The girl is more liable to get swept up by Columbia’s antagonistic forces than Princess Peach frolicking through a dark alleyway in the Mushroom Kingdom’s red-light district. However, in all that time Elizabeth was isolated from the outside world, she made the decision to thrive as much as possible in her solitary state and exceed our expectations.

After freeing her from her elevated chamber, Elizabeth accompanies Booker for the remaining duration of the game with a select few breaks in between that coincide with some specific story beats. The player’s other likely inference regarding Elizabeth’s role is that her presence has triggered another grueling escort quest, and she’ll inadvertently cause the player pain and suffering at every step in their attempts to protect her. In a twist of fate, Booker benefits greatly from having the little lady by his side. Elizabeth’s totally invulnerable from enemy fire, but cannot dole out any offensive strikes either. She instead uses her background advantage to support Booker by tossing various wares at him such as health, EVE, ammunition, etc. from the sidelines. She’ll even fling some silver eagle coin Booker’s way to finance those juicy upgrades. Whether or not she takes the time to scrounge the area efficiently or she just pulls all of this stuff out of her ass is uncertain. She also evidently practiced trying to escape her cell for years because she’s quite adept at lockpicking. While all of these ancillary efforts are appreciated, Elizabeth’s innate support ability of “tearing” is the most vital of her contributions and her most interesting characteristic. Elizabeth’s supernatural skill is ripping through the fabric of the space and time continuum when she uncovers a slit of static energy emanating in the air. Using the entry point here allows her to materialize items and ammunition, hooks to grapple onto from above, and holographic manpower to fight with Booker in the vein of those balloon-powered weaponized mosquito drones and the juggernaut Patriot enemies. Don’t judge a book by its cover.

To Booker’s slight dismay from a narrative perspective, perhaps Elizabeth is TOO exceptional as a human being. On the surface, Booker is Elizabeth’s knight in shining suede and steampunk pleather, a relationship dynamic so commonplace that it was exhausted in the oldest of fairy tales. She should be head over heels for him after rescuing her but only sees Booker as her necessary collaborator in the quest of leaving the shackles of Columbia to a promising new world. Admittedly, Booker isn’t entirely a noble gentleman either, as his intentions with Elizabeth are entirely in his own self-interest. His impression that the mission will be a breeze after finding Elizabeth is thwarted when there is a conflict of interest in which Earth city they want to visit via the airship. Elizabeth grows to (rightfully) distrust Booker after this altercation, and there is an aura of acrimony between the two. Elizabeth’s romantic wish to see the bright lights of Paris is sidetracked when it’s revealed that she’s the adopted daughter of Columbia’s supreme leader Zachary Comstock, who trapped Elizabeth in the tower to preserve her as the successor to the throne if something unfortunate were to happen to him. Elizabeth then desires to discover more about her origin and stop Comstock’s reign. Booker then realizes that he’s not going to return to New York with Elizabeth in time for supper. Why does Booker comply with Elizabeth’s plans? Well, it’s because he’s scared shitless of her, knowing that she has the potential to transport him anywhere in the world to any reality in any span of time. Booker and Elizabeth’s relationship is a subversion of the male savior trope with the helpless princess, warping a dynamic so old that Elizabeth cannot produce a tear big enough to simulate its origin point. Don’t fuck with Elizabeth, and that goes double for you, Booker.

I only feel inclined to discuss Comstock’s antagonist role as Columbia’s supreme ruler because he’s the central commonality in the Bioshock series Venn diagram I proposed in my opening paragraph. The one core attribute Infinite shares with its predecessors, the conjunctive tissue that defines the series, is the megalomaniac figure at the highest governing power in their dystopian creation, ruling under an unchecked dogmatic idealism that formed the city’s cultural and economic identities. The execution of their philosophies in the game also suggests a biting critique of their fundamentals from the developers. Delving into Comstock’s extreme Americana fueled by religious fundamentalism is so on-the-nose that it's boring. Growing up as an American, these kinds of nationalistic ideals are heavily ingrained in our society, even in the 21st century. Columbia is the quixotic fantasy of every one of my country's villains I learned about in history class coming to fruition. Comstock’s philosophies are just deranged and self-righteous with no room for arguments. He’s the kind of person who made Andrew Ryan abscond from American soil to start his own society, and Ryan’s ideals are at least academically credible.

If one couldn’t tell from the scene with the couple in the beginning, a large facet of this waspy wet dream is that it is incredibly racist . So racist, in fact, that Comstock is a huge proprietor of eugenics, whitewashing Columbia of all racial diversity and calling it a cleansing. The worst part is how Infinite decides to tackle this subject. In the middle section of Infinite, Booker, and Elizabeth are detoured from their mission by the ongoing class struggle between the bourgeois Founders and the impoverished lower class called the Vox Populi (the voice of the common people). It’s no coincidence that the members of the Vox Populi resistance group are all racial minorities, namely their leader Daisy Fitzroy who is withholding Booker’s airship from him. While assisting the cause, Elizabeth becomes disturbed by the extent Daisy takes to ensure equality for her people, and the moral breaking point is when Daisy attempts to murder a Founder child in cold blood. What we’re supposed to take away from this scene is that there is no justification for the brutal violence of the lower class, emphasized by Elizabeth when she comments that Daisy is no better than Comstock. Check your privilege, Elizabeth. Sure, there are lines one can cross in the fight for freedom, but is this really the time to point that out given that Comstock’s vision for Columbia is to exterminate all non-whites from his society like they’re a contagion? The game’s narrative shifts its view to Elizabeth’s colossal Songbird guardian trying to reclaim his “property” for the remainder of the game almost as a distraction from how deep Ken Levine lodged his foot into his mouth.

Ultimately, BioShock Infinite is not as intelligent as it thinks it is. Problematic sociological topics aside, this assertion really comes to light at the game’s climactic point. In their futile attempts to vanquish the Songbird, Elizabeth resorts to using her tear ability to transport the terrifying mechanical marvel to the bottom of the sea where he drowns (or rusts). We’re somehow back in Rapture, only for the game to become suspiciously cinematic. With Elizabeth liberally using her tear powers to manipulate time, we learn through a clusterfuck of exposition that Elizabeth, also known as Anna Dewitt, is Booker’s daughter who he had to give up as payment for his massive gambling debts when she was an infant. Comstock and his dearly departed wife were respectively sterile and barren and could not bear an heir, so there was a mutual agreement between both parties along with the phantom-like Lutece twins enacting the transaction. Obviously, Booker’s decision haunts him severely, hence why he went to the great lengths he did in Columbia to get her back. The debt instilled upon him was self-inflicted, and he must cleanse himself of his unforgivable sins through baptism, only one that sacrifices himself for the ultimate act of repentance. All the mysterious loose ends are resolved…or are they? While attempting to make sense of the game negating all narrative pacing to dump all of this information on us, the game also suggests that Booker’s sins account for his contributions to the Wounded Knee Massacre and that he might also be Comstock himself? What?! I don’t know if it’s because multi-dimensions are the hottest plot device nowadays and I’ve gotten sick of them. For Infinite’s case, you can’t use the endless possibilities the concept gives you to throw away any logical character or plot bearings in an attempt to make your convoluted slop plausible. Do you know what other game regrettably ruined itself with a heap of nonsensical exposition as an addendum? Metal Gear Solid 2. Quit borrowing Kojima’s fart inhaler, Ken.

BioShock Infinite is ridiculous. A series that was once perceived as a monumental achievement in gaming narrative and atmosphere is a cheap shell of its former self. BioShock was a title that rolled out the red carpet for the burgeoning FPS trend of its time due to its innovative execution of the genre’s mechanics. Now, Infinite’s full commitment to the first-person shooter’s tried tropes six years later is indicative that perhaps the genre should be put out to pasture. Strictly as a first-person shooter, BioShock Infinite is still an exemplary addition to the genre. I may have my nitpicks, but they mostly pertain to how the FPS genre evolved since the first BioShock was released and not Infinite on its individual merits. When I turn my brain off and relish in the stunning, albeit creepy, setting and paint its pristinely white roads with the insides of its denizens, I always end up having a blast. Then, the narrative rears back around and forces me to flip my cognitive switch back on and reflect on so many bafflingly knotty plot points that it makes my brain hurt. Actually, it doesn’t hurt my brain because I know it’s just pretentious bullshit. Overall, BioShock Infinite is technically the BioShock game I wanted after BioShock 2 merely retread the old ground of Rapture. Still, I wish the final product wasn’t a contrasting blend of dumbed-down attributes competing with intelligency bloatedness. I still don’t know if BioShock Infinite is a worthy successor.

(Originally published to Glitchwave on 9/7/2023)





















[Image from igdb.com]


BioShock Infinite: Burial at Sea - Episode 1

Category: DLC

Release Date: November 12, 2013


By popular demand, BioShock Infinite’s DLC takes us back to good ol’ Rapture. What sense does it make to return to the franchise's original place of intrigue in a game set three decades prior to its inception? Well, with the new dimension-hopping tear plot device, anything is possible, and I mean that quite literally. The plot of the base game was almost completely ruined by Ken Levine’s liberal use of manipulating the fabric of time and space and the structural foundation of Infinite’s story and characters by proxy. At this point, I’m taking the Burial at Sea DLC at face value and am trying to enjoy the ride. I’ve spent all this time asking why when the game obviously wishes for me to revel in the “why nots?” Therefore, I will try my best not to criticize Burial at Sea too harshly, unless something truly absurd occurs.

The first of two chapters in Burial at Sea is set entirely in an alternate timeline to the base game of Infinite, which is why both Booker and Elizabeth exist in 1959 at the same ages they were in 1912. Booker is still the gruff private dick he was in the former half of the 20th century, but Elizabeth is practically unrecognizable. Here, she’s a sultry femme fatale with that fierce, cunning sexuality associated with the role. Unlike her demure self in Columbia, she’s got experience with the outside world and then some. She sashays into Booker’s office in the typical film noir fashion with a job to rescue a little girl named Sally from Rapture’s Little Sister Program, and Booker is highly invested in this job on account of her being his adopted daughter in this reality. Just roll with it.

Given that Burial at Sea takes place a few years before the ultimate fall of Rapture, Booker and Elizabeth arrive at the tailend of the city’s prime. Seeing Rapture in its state of regal prosperity that we all only heard of through audio diaries and other lord pieces is a succulent treat for every fan of the first two games. If Rapture is a wondrous spectacle as a darkened ruin, imagine how it looks with the lights still on. Rapture resembles the swanky, elegant, mid-century aesthetic seen by the billboard advertisements and general furbishing of the city. From the looks of the plaza on High Street, Andrew Ryan’s actual goal for Rapture was to surpass the scope of the surface world’s gallant balls. Imagine the New Year’s Eve photo from the end of The Shining but located at the aquarium at night. Elizabeth distracting the various shopkeepers from Booker stealing a bunny mask as entrance to Sander Cohen’s ongoing exhibit subtly gives the player a chance to bask in Rapture’s refined form. Oh, and seeing Sander Cohen again before he was TOO far gone from sanity is also a nice piece of fan service as well.

As Sander Cohen sends Booker and Elizabeth on the bathysphere set to Sally’s location after a fit of impassioned artistic rage, we are reminded that Rapture’s downfall was a gradual outcome of persisting corruption. We are also reminded that we’re still playing BioShock Infinite with its FPS-intensive gameplay mechanics. However, in order to keep this DLC section from becoming a Splicer bloodbath, ammunition for every weapon is incredibly scant. Booker can only blow through a few bullets of a select few weapons from the base game before his defenses run dry. Hope you got well acquainted with the sky-hook melee strike attack in the base game because Booker will have to resort to using it in lieu of the now-scarce resources. I’m glad the developers chose to approach combat like this because it makes Booker feel less capable in the more claustrophobic setting of Rapture as opposed to the sprawling skies of Columbia, retaining the effectiveness of the setting. EVE is still abundant, but the number of plasmids has been reduced along with being forced to use some for means of traversal. It’s fairly interesting using “Old Man Winter”, a stronger version of the “Winter Blast” plasmid, to freeze running water to make it into solid platforms. Also, the explosive laser Radar Range weapon is a thrilling new addition, but its use is hindered by the fact that it is unlocked so late in the chapter.

I was having fun with all of Burial at Sea’s new stipulations until the ending, and it’s when I can no longer reserve my vocal critiques on Ken Levine’s convoluted tomfoolery. To Booker’s dismay, poor little Sally has transformed into a Little Sister and is hiding from him in the sinuous Little Sister vent network. Booker’s solution is to force her out by cranking up the heat in the pipes, but Sally is a stubborn one. She sics a Big Daddy on Booker who serves as this chapter’s final boss, and it’s where the parsimonious ammunition system does not bode well against a burlier enemy. When Booker finally defeats the brute, Sally still won’t emerge because of Elizabeth. In this timeline, Booker is an amnesiac Comstock who regains the memory that he transferred to Rapture after he couldn’t shake the guilt of losing Anna/Elizabeth. Elizabeth doesn’t forgive him, leaving the Big Daddy to eviscerate Booker’s torso with its drill and kill him. I chose to ignore the Booker is Comstock resolution because it still doesn’t make any fucking sense. “But have you seen Booker and Comstock in the same room together?” YES!! Now, the falling action of Burial at Sea forces me to digest it along with a new spree of nonsense plot points that make it even harder to swallow. What does Sally have to do with any of this? How is this reality’s Elizabeth still alive after we see her get decapitated through the tear instead of severing her pinky finger, and why is she especially vengeful here as opposed to in the base game? What does any of this matter if there are infinite Comstocks/Bookers? I’m supposed to be gut-wrenched by the result, but I’m even more pissed off at the throngs of twists and turns the game expects me to accept. I can’t believe this hacky writing came from the same guy who wrote the first game.

(Originally published to Glitchwave on 9/7/2023)





















[Image from igdb.com]


Bioshock Infinite: Burial at Sea - Episode 2

Category: DLC

Release Date: March 25, 2014


I’m starting to lose my patience with BioShock Infinite. I’m starting to think that Ken Levine is huffing the high praise he received from the outcome of the first BioShock game that he has become baked beyond belief and thinks that everything that passes through his cerebral cortex is a stroke of pure genius. I think if what I’ve stated throughout my review of the base game and the first episode of Burial at Sea holds any merit, Ken Levine needs to be humbled because the writing in both reeks of hubris. Now, Burial at Sea continues as the conclusion to the two-part DLC content, and I wasn’t at all confident that Ken Levine would redeem this disaster of a story. Surprisingly, I can at least say that the second Burial at Sea episode is more interesting and less overblown than its former half.

But how can Burial at Sea continue considering that Booker’s vital organs have been liquified and he lays still on the ground dead as a doorknob? In Burial at Sea’s second half, the primary protagonist's viewpoint has been shifted to the smoking, seductive Elizabeth of this reality. Actually, that Elizabeth was also murdered by the Big Daddy and her body is propped up in the dank corner of the vicinity, so the game introduces an Elizabeth more akin to her personality from the base game. Isn’t that convenient? However, what totally isn’t convenient is that this Elizabeth possesses no extraordinary tear powers, rendering her as frail as a newborn puppy. Nevertheless, this Elizabeth persists in her quest to rescue Sally, now from the deranged mobs of Atlas’s goons who are holding her captive. Also, another version of Booker is here to play guitar in the background and to provoke Elizabeth’s guilty conscience every so often, because why not!

If you couldn’t infer the linear notes from the previous paragraph, playing as Elizabeth is a far cry from the physically adept swashbuckler Booker. As I stated before, Elizabeth must fend for herself in the drowned neon streets of Rapture’s deep sea ghetto, as the apparition of Booker is too ephemeral to switch her role and provide aid when needed. Elizabeth is on her lonesome in a dire situation, a terrifying prospect that fills her mission full of dread. Fortunately, just because Elizabeth can’t summon Patriots to mow down Splicers doesn’t mean the game leaves her as a stark naked sitting duck ready to be plucked by the malformed ghouls at a moment’s notice. Elizabeth’s offensive and defensive means have been reworked to fit the new context, as BioShock has been reconfigured as a stealth game. Elizabeth will lurk around the watchful eyes of the Splicers, who still give away their positions due to the effects of long-term ADAM usage causing them to think out loud. When a Splicer is in the line of sight, an overhead indicator signifies their alert level and if it’s a yellow or under, Elizabeth can subdue them with one hearty thwack of the sky-hook she “borrowed” from Booker. Failing to stealthily curb the Splicers by altering them to Elizabeth’s presence should result in Elizabeth running like the wind to regain her hidden position because ammo is still scarce and the dainty whacks with the sky-hook Elizabeth gives to them do little to no damage. Rapture has always exuded a creepy vibe but with the stealth gameplay as the focal point, Rapture has now become genuinely scary. The simplest of mistakes can lead to utter disaster for Elizabeth and working with this radical new mechanic never before seen in a BioShock game adds a fresh layer of difficulty.

Elizabeth eventually stumbles across an inactive machine devised by Rapture’s superwiz scientist Yi Suchong and has to recover all of its missing parts to activate it once again. Using a tear, the machine served as a portal that connected Rapture to 1912 Columbia, communicating ideas and passing down technology through both of the franchise's eminent dystopias. The general purpose for this machine might be the most excusable use of the time tear that has fucked Infinite’s narrative to oblivion. It explains why Columbia is as advanced as it is for existing in the prime of the industrial age when things like automobiles were still a revolutionary stride in technological advancement and why Rapture shares the same assets with Columbia like the vending machines and the inclusion of “vigors” that Suchong originally branded as plasmids. It’s a clever way of canonizing Infinite with the two previous BioShock games despite all the ways it deviates from it. By visiting both Columbia and Rapture in this Burial at Sea episode, we are treated to a dichotomy between the two civilizations, as seeing Columbia for the first time since the base game and then returning to Rapture feels surreal. Don’t get too prideful, Ken: You’re not out of the woods with this plot device just yet. However, I am somewhat impressed that you’ve finally made this work.

Returning to Rapture also reminds us that the notable people we’ve come to have a nostalgic wonderment for were/are right bastards. Throughout the episode, Elizabeth is collaborating with both Suchong and Atlas, two figures of interest from the first two games that up until now, the player has never had any intimate interactions with either (well, technically not for Atlas if you discount who he actually is). The second episode of Burial at Sea is going to make the player yearn for the times when they were voices in audio diaries and communication arrays respectively because they were both despicable people when they were still alive. Suchong is a total creep who physically and verbally abuses the Little Sisters he’s testing, and I’m not the least bit perturbed by his grizzly death scene at the hand of a Big Daddy because of it. Once Elizabeth helps Atlas return to Rapture’s metropolitan sector, he continues to probe Elizabeth more on a coveted “ace in the hole,” which turns to be his iconic catchphrase “would you kindly?” that he uses to manipulate Jack in the events of the first game. Before Elizabeth knows this, Atlas’s method of interrogation involves an ice pick lobotomy in one of the most uncomfortable torture sequences I’ve sat through in a video game. He disposes of Elizabeth once he gets what he desires in his mission to usurp Rapture from Ryan (who, by the way, unleashes hordes of his guards on Elizabeth after learning of her scavenging around Rapture while belittling her like Ryan would do) by bludgeoning her with a wrench, leaving her to die while Sally holds her in her arms. Cohen electrocuting his subjects while painting was charming compared to the actions of these scumbags. Then again, these are the kinds of people that Rapture attracts.

This conclusion would be a satisfying way to circle around to the beginning events of the first BioShock if not for one nagging bit of information. Killing the two protagonists from Infinite and thus ending their involvement with the overarching BioShock story could’ve been incredibly impactful if not for the fact that these are technically not the same Booker and Elizabeth from the base game. In fact, any emotional impact that the deaths of these characters would elicit is totally negated by the fact that there are infinite versions of them existing in this world and can evidently be swapped out at any given moment. You almost had me, Ken. Still, the stealth mechanics in the second episode of Burial at Sea prove to be a far more engaging way of retreading Rapture than what BioShock 2 offered.

Tuesday, April 11, 2023

BioShock 2 Review

 (Originally published to Glitchwave on 4/8/2023)














[Image from glitchwave.com]


BioShock 2

Developer: 2K Marin

Publisher: 2K Games

Genre(s): First-Person Shooter

Platforms: PC, Xbox 360, PS3

Release Date: February 9, 2010


With BioShock being a smashing success in gaming’s most seminal year of 2007, the prospect of a sequel was inevitable. However, from an artistic standpoint, it was argued that there was no stone unturned in Andrew Ryan’s idyllic, decayed dystopia of Rapture after the events of the first game. Via the perspective of Jack, the player scrounged about the drowned metropolis and uncovered the full extent of its biblical downfall and the context of Jack’s personal placement in the lore of its ghastly history. A substantial factor in the effectiveness of the sublime underwater setting was the sense of mystique that unraveled once the player progressed through its withered, neon-lit corridors. Jack was forced through the most circuitous means of exiting Rapture, hence why the player most likely should’ve gained a learned experience of the Rapture during the ordeal. Since we’ve already been given the grand tour of Rapture (albeit in the least welcoming way imaginable), why would 2K feel the need to grace us with yet another excursion around the city? Money: the short answer is money. Like any other acclaimed release, 2K wanted to take advantage of BioShock’s overwhelming commendation while the iron was still hot, even if releasing a sequel conflicted with the core of why everyone was commending the game. “BioShock is a work of art”, a summation of the game’s exceptional quality written so frequently that putting the conclusive blurb in quotes is meant to highlight its enigmatic ubiquity. While BioShock was not the first video game that featured plot twists and notable philosophical constructs interwoven in the fabric of its world and narrative ethos, it benefited greatly from being designed as a first-person shooter during the genesis point of the genre’s time in the commercial limelight. To the masses, BioShock was something of a high-brow FPS game, even if immersive sim veterans that played System Shock knew that the game was lacking in the gameplay depth department compared to its PC predecessor. Still, BioShock’s accolades were deserved on the merit of its world-building, lore, and storytelling, three aspects that a sequel usually fails to retain its impact because it uses all of the strengths of the first game as an easy crutch. The only way that BioShock 2 could prove its worth as a sequel is by offering an experience that was radically original, and it certainly didn’t do that.

Firstly, BioShock 2 fails to inspire any new sense of awe and intrigue because its setting is still Rapture. The sunken society already went through the rigor mortis process before Jack arrived, and his frenzied adventure through this corpse of a city abused its dilapidated foundation to the point where it’s unrecognizable. BioShock 2 revisits this dead metropolis with a similar sense of shamelessness as a necrophiliac, defiling all notions of a once marvelous spectacle for the sake of familiarity. However, the developers have pulled what Team Silent did for subsequent visitations to Silent Hill in that franchise's sequels to keep the freshness in using the same setting. BioShock 2 features a whole new slew of levels conveniently districted off from each area from the first game. We thought the ones from the first game provided a detailed crash course history into the lore of Rapture, but each area of BioShock 2 attempts to expound on the underwater civilization’s history even more. “Siren Alley” is Rapture’s red-light district and considering all the women of the night here are gnarly, gangly Splicers with most of their teeth and skin missing, it erases any arousal associated with its implications. The outer area of the Persephone district is a high-security prison to hold Rapture’s criminally insane and their political malcontents, while the exterior of the area is a hospital designated for those prisoners. “Fontaine Futuristics” is the heart of the first game’s main antagonist lucrative plasmid operation, and “Ryan Amusements” is a propagandist amusement park meant to deter Rapture’s children from the “horrifying” surface world while they take part in carnival merriment. In reality, this level I mentioned sounds more interesting on paper than it really is in execution. These new districts of Rapture comprise areas that have intriguing premises, but they lack the gravitas of those from the first game. Compare “Dionysus Park” to “Fort Frolic,” two areas with a similar connection to Rapture’s artistic endeavors, and the former falter on all fronts. Sander Cohen’s theatrical monument of his madness was a distinctive destination that encapsulated me and most others with its majestic, yet unnerving spectacle. Even for the other areas that weren’t as explicitly dominated by one of Rapture’s forsaken figures, their presence was still a driving force in the area they occupied. This area’s significance is explained by Sofia Lamb or Sinclair signaling in exposition to the player, which is the same for every other area in BioShock 2. The game’s progression is as tied down to further the story as a titanium anchor, and the fact that a one-way transit system is a vehicle to travel to these places without ever returning to the previous area. BioShock 2 doesn’t let the player breathe and let the oppressive atmosphere of Rapture weigh on them like the pressure of roaming around the ocean floor should feel. It’s a shame considering all of these new levels had the potential to be delved into more thoroughly.

BioShock 2 may take place years after the events of the first game, but the plot conflict the story is centered around was catalyzed a few years before Jack’s eventful plunge. BioShock 2’s protagonist is a Big Daddy, but not one of the lumbering, moaning tanks seen in the first game. “Delta” is a prototype Big Daddy that is taller and more limber than his bulkier counterparts, and his claim to fame is being the first of his kind to form a bond with a Little Sister as her violent protector. On New Year's Eve 1958, Delta is forced to provoke his wrath on a group of Splicers who thirst for the delectable ADAM that his Little Sister houses. During the scuffle, a stern-looking bespectacled lady somehow possesses the will to force this scuba-geared brute to submit to kill himself by shooting himself in the head with a pistol, with his Little Sister looking on in complete shock and horror. Nine years later, Delta reawakens from his decade-spanning coma from the power of another Little Sister, and his mission is to reunite with his original Little Sister by turning over every nook and cranny in Rapture.

The introduction sets the scene for the whole game effectively enough, but there is a Big Daddy-sized elephant in the room pertaining to the source of the game’s conflict. Sofia Lamb, BioShock 2’s main antagonist, is not simply Eleanor’s jilted mother saving her daughter from the twisted Little Sister system that besets so many of Rapture’s female youths. She’s as crucial a figure in Rapture’s history as Andrew Ryan and Frank Fontaine, or at least the game would have you believe she is. In fact, she’s been appointed the leader of Rapture after Jack bludgeoned its founder with a golf club and also ousted the competitor that led him to do so , so one can infer that she’s been lurking around Rapture’s flooded corners for quite some time. The game will have us convinced that Sofia Lamb didn’t need to make her presence in the first game due to her being irrelevant to the power struggle between Ryan and Fontaine, even if she managed to plant herself on the throne at her utmost convenience smoothly. However, in a game whose setting is given context through the lore journals of the figures that built and broke Rapture, one would think that a person among the essential elder statesmen would at least be mentioned once in the first game. Hell, the southern Sinclair and esteemed scientist Gil Alexander, two prominent characters in BioShock 2, are spoken of in the first game’s audio logs if one pays close attention. The developers obviously shoehorned in the game’s primary villain that they conjured up on the spot when a sequel was announced. Any character even whispered as a footnote in the first game could’ve been a suitable main antagonist, elucidating more on Rapture’s history that could have center-stage prominence in a sequel. As an antagonist regardless of her sudden appearance, Sofia Lamb in the position of the city’s ruler doesn’t evoke the same sense of omniscient dread as Andrew Ryan did. I guess a city formulated by philosophies of utilitarianism doesn’t spell out the same harrowing potential of Ryan’s objectivism.

Either that or BioShock’s atmosphere doesn’t exude the same feeling of overwhelming dread because playing as a Big Daddy compromises on that “stranger in a strange land” perspective that marked Jack’s adventure. Using Resident Evil as a prime example, controlling someone of a stronger disposition than the average Joe tends to reduce all of the horrors into cannon fodder for their eclectic arsenal. However, the player will find that playing as Delta isn’t too dissimilar to playing as Jack. The additional weight of a Big Daddy’s suit is not a gameplay detriment, and that fish-eye lens of the scuba helmet that clogged the player’s peripheral vision in that climactic section of the first game is only visible in the corners. The player has the option to remove any trace of the helmet from their view in the game’s menu. Many of the same weapons that Jack used to defend himself from the ADAM-addled Splicers return for Delta, but seemingly only the high-octane ones that blaze through enemies in seconds. The machine gun, the shotgun, and the explosive launcher cement their roles as the most effective tools of destruction. The crossbow has been refashioned as a spear gun with its own alternate ammo, and Big Daddy’s trademark industrial-strength arm drill has replaced the piddly wrench as the melee weapon. The only new and unique addition to the armed, steampunk collective is the Rivet Gun, which functions as a nail gun with the power to kill a gorilla if being shot at by the Rosy variant of Big Daddys from the first game didn’t already make that clear enough. If the surprisingly swift movement of playing as a Big Daddy doesn’t immerse the player into the role, the reduction of all the “wuss weapons” that Jack carried around, along with the redundant Chemical Thrower, will make the player feel practically impervious. My only wish is that the developers could’ve brainstormed some new plasmids to diversify the methods of Splicer murder. Adding only the Drill and Rivet Gun to the selection of weapons may seem sparse, but the developers didn’t even bother to implement new ones into the mix, and only omitted the handy “Sonic Boom” plasmid. The only smidge of difference is combining the “Enrage” and “Hypnotize Big Daddy” plasmids for a minute quality of life enhancement. Still, I surely thought that a Big Daddy would possess some unique plasmid types to use.

BioShock also brings many other quality-of-life improvements to the table that makes the gameplay much smoother and more accessible. If the game insists on wearing the first game’s identity like a heated space blanket, then the developers should at least improve on the first game’s nitpicks with the advantage of hindsight that comes with a direct sequel. While a Big Daddy does not have a varied range of new plasmids at his disposal, one thing he can do beyond Jack’s capabilities is dual-wield the plasmids and firearms in combat. Gone are the days of alternating between both arms, using the elemental forces as supplementary means of support to blasting enemies with a barrage of bullets and explosives. Charging up “Electro-Bolt '' or “Incinerate” to deal with a chain reaction like Delta is The Emperor from Star Wars or a fire-breathing dragon is satisfyingly deadly. Hacking the water-damaged machines scattered around Rapture only requires a reaction-time intensive mini-game, and accurately timing the compass needle on the blue and green bars will generously reward the player with free items along with the manual discount. Delta’s toolkit also comes with a remote hacking weapon that shoots a dart from a distance to trigger the hacking mini-game, which of course is convenient for dealing with security cameras and turrets. As someone who didn’t mind connecting the pipes in the first game, I still can’t deny that the simpler, streamlined approach that doesn’t completely halt the game’s pacing is objectively better. The research camera that took informative polaroids of enemies has been upgraded to the 20th century with a film camera that directs the targeted enemy for a short time and grades the player on their methods of disposal. Film in this camera also can’t be exhausted, so the player is no longer required to buy film at a dispensary. Quality of life improvements are indisputably the quintessential perk of BioShock 2, yet the developers still forgot to add any consequence to dying. The Vita-Chambers will continue to resurrect the player without even requiring a small fee for their troubles. The enemy that knocked the player to the ground will now have a small amount of their health replenished, but this can be easily reduced.

If you couldn’t infer from BioShock 2’s plot premise, the Little Sister and Big Daddy dynamic that the player had the option to entertain in the first game is front and center in the narrative. Despite his role as a Big Daddy, Delta is still faced with the same opportunities to free the young girls from the clutches of his peers or reduce them to nothing but their coveted cores similar to Jack. One core difference this optional mechanic presents as opposed to Jack is that Delta can adopt a Little Sister before exercising them and dropping them off at the pipelines in the walls, or at least if they are inclined not to harvest them. The Little Sister will adorably ride on Delta’s shoulder like a little girl would do with an adult parental figure, and it’s adorable. Still, I wish they would refer to me as “Mr. B” like all the other Big Daddys instead of “Daddy” because of the eerily kinky implications. Porn has done a number on my brain, I tell ya. More so than a prop or trophy, carrying around a Little Sister gives Delta the opportunity to gather more ADAM from a select number of corpses strewn across the map. The process mirrors that of the climactic point of the first game when Jack posed as a Big Daddy, with Splicers ambushing the poor girl and killing her on sight. However, this is much more manageable because the player can prepare before setting the Little sister down to go to work on the body. I consider this voluntary excursion to be another quality-of-life improvement because the game doesn’t punish me for my moral decision to save the Little Sisters, and the much-needed high quantity of ADAM for tonics and plasmids can be supplemented through this action.

The types of Splicers, along with the weapons, have been somewhat reduced. Apparently, this district of Rapture encompasses the territory of the Leadhead and Houdini Splicers, with the new addition of the hulked-out Brute Splicer to charge at Delta and throw debris at him. Alpha Series Big Daddys will appear later in the game as hostile enemy types without the accompaniment of a Little Sister, and they’re much less resilient than the advanced models we are used to fighting. Each of these enemies still invades the dank halls of Rapture’s remnants, but the variation is a little lacking. The one standout new enemy type that strikes fear in the hearts of the player as the Big Daddies do is the Big Sisters: the gender-swapped, lankier version of the Big Daddy. One of these deep-sea ladies kidnaps the Little Sister that resurrected Delta at the beginning, and confronting her is not a facile duel. In fact, I’d say that the Big Sisters are much more formidable foes than their male counterparts due to their lightning-fast agility along with hitting Delta like a Mack truck. After the first encounter with one, they’ll keep appearing after Delta saves every Little Sister in an area, signaled by a shriek so shrill that it blurs the screen. I don’t understand why the Big Sisters insist on attacking me after I liberate the Little Sisters from their possessed state of being, considering that they are adult versions of Little Sisters themselves. I never chose to harvest a single Little Sister in my playthrough, so perhaps they attack Delta whether or not he exhibits strong moral fiber. Maybe the Big Sister can’t help but be hysterical (that’s the game being sexist, not me).

Speaking of adult Little Sisters, the game’s plot really begins to unfold as soon as Eleanor makes her first contact with Delta after their ten-year-long hiatus. We learn of Delta’s origin as he was forced to become a Big Daddy when Andrew Ryan intercepted the suspicion that he was a spy from the surface world. The tip-off came from a Rapture lothario named Stanley Poole, who the player has the choice of killing or sparing out of forgiveness upon learning this revelation. It’s important to keep choices like these in mind because they directly affect the outcome of the six possible endings. Once Delta finally makes his way to Eleanor’s chamber, Sofia Lamb severs their bond by smothering Eleanor with a pillow, thus rendering Delta unconscious as a result. Eleanor sends another Little Sister to Delta’s rescue once again and after he regains consciousness. The duo reunites with Eleanor now donning the age-appropriate Big Sister outfit, and Delta can sic her on Splicers and the Alpha series Daddies with one of the only new plasmids that the game offers. Sinclair, the man who has been directing Delta towards the course of freedom, is transformed into a Big Daddy by Sofia Lamb and must be disposed of to stop Delta and Eleanor from using his escape pod. A tenacious Sofia Lamb floods the area and leaves Delta mortally wounded as a result. This final resolution in the narrative can ignite a myriad of different possibilities. As mentioned before, not only will saving the Little Sisters coincide with how the game resolves, but there are also three notable figures involved. Naturally, the bad ending in which a spurned Eleanor leaves with your powers out of spite occurs when you do nothing but harvest the Little Sisters. The good ending involves Eleanor preserving Delta’s consciousness for a lifelong bond between them, and the neutral ending is a more complicated mix of leaving Delta behind as he dies. The choices to spare the lives of Grace, Stanley, and Gil factor in whether or not Eleanor kills a drowning Sofia. The multitude of different outcomes depending on the player’s actions are far more intricate than the narrow few offered in the first game, so the stodgy critics no longer have to worry about dying of ludonarrative dysentery.

Ultimately, the substance of the plot in a BioShock game stands on pointing out the hypocrisy of the Rapture’s current leader as a scathing critique of a real-world philosophy. Sofia Lamb’s ideologies may not be as insane as Ryan’s, but she’s anything but benevolent. Her stern, schoolmarm iciness makes Nurse Ratched seem like a barrel of laughs. It’s the way that she conducts her means of utilitarianism that makes her a hypocrite. Actually, her views fall under the umbrella of a more severe ideology known as collectivism. Her whole prerogative for severing the ties between Eleanor and Delta was so she could keep Eleanor in close reach to use her as a machine for something referred to as “Utopia.” She finds nothing wrong with torturing Gil Alexander or Sinclair, or potentially killing her own daughter under the guise of her actions being for the good of the general population. It’s incredibly transparent that all she’s doing is for herself. Giving the Little Sisters their freedom as Delta infuriates her, for it exceeds her comprehension of a Big Daddy having his own free will to choose and allow the girls to escape the ADAM-driven hive mind that she desperately wishes to control. Even the antithesis of Ryan’s laissez-faire approach is shown to be the opposite side of the same coin, with one individual dominating over everyone else.

BioShock did not need a sequel, or at least it didn't from an artistic standpoint. BioShock 2 still sold like hotcakes because that is what the developers set out to do with their hot FPS trailblazer. I should lambaste BioShock 2 for merely existing as a product of capitalist opportunity, but I can’t criticize a game too harshly for its intentions. After all, every sequel is an inherent means to reap the benefits of popularity while they still can. BioShock 2’s problem is that the developers did an insultingly little amount to discern it from the first game. I’ve seen identical twins with more genetic variation than in BioShock 1 and 2. One could make the argument that Bioshock 2 is a better game from a mechanical standpoint, and I might be inclined to agree based on the number of admirable quality-of-life improvements. Still, I also can’t commend BioShock 2 for including these as its point of substance, for it’s all minuscule in the grand scheme of things. BioShock 2 couldn’t surpass the aesthetic and atmosphere, nor the gripping story of the first game, and that’s what made its predecessor a gigantic hit. Unfortunately, BioShock 2 cannot blossom under the shadow of the first BioShock, but it seems like it always wanted to be shadowed by it in the first place.

Friday, September 16, 2022

BioShock Review

 (Originally published to Glitchwave on 7/30/2022)















[Image from glitchwave.com]


BioShock

Developer: 2K Boston/2K Australia

Publisher: 2K Games

Genre(s): First-person Shooter, Action Horror

Platforms: PC, Xbox 360, PS3

Release Date: August 21, 2007


2007 was and still is the most important year for gaming. At this point, the medium had progressed from the vestigial, black and white bleeps and bloops of Pong and the crude pixels of Atari, and 3D graphics had filed off the blocky textures to a point of realistic refinement. Paving on uncharted territory in terms of gaming’s technological potential seemed to have reached a point of a confident resolution. However, 2007 remains the fulcrum point in the medium’s history. The impact made in this landmark 365-day period in the late 2000s has resonated strongly enough to the point where we still feel the effects of it fifteen years later. It was the year when video games reached a point of mainstream ubiquity and acceptance. Video games became as prevalent in the artistic and commercial realm as films instead of a niche hobby with a slight social stigma attached to them. Erasing this stigma can be credited to many games that emerged during this year that thoroughly convinced every separate faction of gaming skeptics. Wii Sports may have accompanied the Wii’s launch in 2006, but the ripple effect of making everyone’s grandparents stop faulting video games for all of the world’s foibles was felt the following year. Rock Band expanded the potential that Guitar Hero established by including three more instruments into the fray, blossoming the rhythm game craze into an accessible party experience. The appeal of playing games online on a console hit a breaking point with both Halo 3 and Call of Duty 4: Modern Warfare, expanding the margin of young non-gamers who I suppose needed a more proper gateway genre. There was still one group that stuck their noses up at video games. This was the stodgy art critic crowd who saw the medium as nothing but sophomoric tripe for people suffering from serious cases of arrested development. This group was arguably the hardest to persuade, but the one seminal title from 2007 that made some heavy leeway in convincing them to reevaluate their views was BioShock.

To make things clear, I’m not saying that BioShock was the first “artistic” video game, nor am I stating that BioShock was the cutting edge of video game narrative or subversive mechanics compared to all other narratively and mechanically ambitious games that came before it. Gamers even felt more confident in cajoling renowned film critic Roger Ebert of gaming’s artistic merits with the slightly older Shadow of the Colossus. One also can’t forget that BioShock is a spinoff of the System Shock games, two immersive sim games that only mechanically-savvy PC gamers could proudly flaunt in the 1990s. BioShock was not the visionary revelation that some credited it for being, for its source material stems from another IP with a substantial following, and many artistically-driven games predate it. However, these points of contention do not diminish BioShock’s impact. BioShock had a Resident Evil 4-like explosion of popularity and praise upon its release, prematurely taking its stand on the highest podium alongside classics that shaped the medium. Many of the games mentioned above released the same year were exceptional in their own right, but BioShock took home the gold. People were profoundly awestruck after playing BioShock, including many of those who had never given the medium of gaming an honest chance. The seventh generation of gaming signaled a time when immersive sim games could be produced accessibly on consoles, and Bioshock was the game that brought mainstream attention to the niche genre.

The immersive sim genre is difficult to define. They exist somewhere on the spectrum between the FPS and RPG genres but are more subtly paced than the average FPS game and lack the character customizability of an RPG. Stealth and horror elements are also sprinkled into the mix even more deftly. Obviously, one of the core characteristics of the genre is immersion, but a game that is defined as immersive tends to be a subjective, case-by-case factor depending on the tastes and sensibilities of the player. Immersive sims are no compromises on the FPS and RPG genres, for they amplify the weight of every aspect present, making for a meatier experience than any typical game in either genre. BioShock isn’t considered a proper immersive sim compared to its System Shock predecessors, but it upholds the specific elements of the genre in principle.

Something common across all immersive sims is a striking setting that crushes the player with the monumental scope of its breadth and lore building. Given that BioShock was released after the golden age of the immersive sim game, it’s a wonder how the developers of these games hadn’t thought of something like Rapture when the genre was in its prime. After the catalyst moment of the plane crash, Jack, the sole survivor, swims over to a nearby lighthouse, the only source of solid land to hoist him up over the perilous, dark, open waters below. Jack’s curiosity leads him to a submarine that entertains him with an introduction slideshow accompanied by narration. Once the slideshow ends, the blinds of the submarine’s portholes open to reveal Rapture, a city submerged in the deep waters of an unknown ocean, created from Andrew Ryan’s untethered ambition. Revealing Rapture to the player through the dynamic opening narration is one of the most effective introductions to a video game that I’ve experienced. Not since Fritz Lang’s 1927 silent masterpiece Metropolis has there been a shot introducing a cityscape that was so breathtaking. Rapture’s sublime magnificence from this opening shot is mesmerizing enough to captivate the player for the entirety of the game, and its effectiveness never diminishes upon subsequent playthroughs.

Upon entering Rapture, the player soon learns that the interior isn’t as immaculate as the exterior. Rapture is in a state of decade-long detritus due to Ryan’s fanatical ideas being too unstable to be practical for those who have joined him on his underwater venture. ADAM, a genetic-altering substance extracted from sea slugs, has corroded the intramural walls of the city like a flesh-eating bacteria, both in a literal and figurative sense. The Rapture the player sees is the purgatory fallout period of Ryan’s once-great utopia, signifying that Andrew Ryan failed. The extent of Rapture’s decline is not detailed in the narrative, as it probably would’ve bloated the experience and bored the player through bloviating exposition. Events surrounding what caused the downfall of Rapture are detailed in numerous video diaries. This immersive sim trope is an optional method of elucidating BioShock’s lore if the player feels inclined. Video diaries are a fine source of information about Rapture’s past and the notable people responsible for its downfall, but BioShock tells Rapture’s story more effectively. The atmosphere is BioShock’s strongest element, and it’s also the most engaging means of giving the player insight into the sunken city. We assume that Rapture was once a flourishing beacon of radical progress that greatly expedited the information age before it even began, judging by its location and scope. The bedraggled insides not only give the impression that Rapture failed, but that failure stems from a sordid history of horrific events. Rapture’s upkeep is in a state of ruin, with hazardously sparking neon light fixtures being the only source of illumination and ocean water seeping through cracks in the fractured foundation. Blood of unknown origin smears the dimly lit vestibules of what used to be divinely bohemian architecture, and hundreds of corpses litter the grounds. The old-world quaintness exuded by the vending machines and vocal jazz music should be charming, but these relics of the past only serve as reminders of how long it’s been since Rapture was prosperous. Rapture’s sorry state is as melancholic as it is chilling, a haunting depiction of monumental atrophy like an abandoned amusement park or gothic mansion. All the while, the sub-sea level setting crushes the player with inescapable claustrophobia. Yet, the sheer magnitude of Rapture is too grand to make the player feel uncomfortable enough to want to leave it.

As vast and monolithic as Rapture is, the player cannot excavate every corner of the city at their leisure. Open-world exploration is not a trait of the immersive sim genre; rather, the game separates the world into levels that act as their own smaller, non-linear sandboxes. While Rapture seems engrossing enough to make the player yearn to liberally frolic through its walls, the restraint set by an immersive sim’s design benefits BioShock. Each level makes up a unique district of Rapture that details a specific faction of Rapture’s enterprises, such as science, medicine, agriculture, art, mechanical engineering, etc. Dividing Rapture like this themes each section of the city concisely, and the player gets to explore the area's past events and how they caused its calamitous present. Usually, a level will revolve around one notable figure of Rapture’s past and their specific machinations relating to their vocation, like Dr. Steinman, the plastic surgeon in the Medical Pavilion, or Sander Cohen the artist in Fort Frolic. Whether or not the figure is deceased or is still roaming the grounds, the player must either use that person’s research to aid them in traversal or become aware of how they operate to not become another victim of their madness. Each district of Rapture also has its own distinct layout while maintaining that drowned, ruinous aesthetic. The map may be difficult to follow because the branching paths are illustrated with arrows, but the areas are compact enough that the player will never get too lost. Unfortunately, BioShock’s levels conflict with the immersive sim's core design philosophy. The districts of Rapture are designed like sandboxes composed of connected subareas, but Bioshock does not offer the same level of explorative freedom compared to the levels of System Shock. It also doesn’t help that exploration in BioShock is cultivated through a lot of tedious fetch quests instead of organic, puzzle-intensive traversal.

Another means of expressing the loose parameters of an immersive sim that BioShock executes accurately is Jack’s arsenal. Every immersive sim offers a staggeringly large and varied arsenal that rivals the weaponry found in Ted Nugent’s garage. Jack will start modestly by whacking the player with a wrench that does middling damage to enemies but gradually increases the firepower to firearms such as a pistol and shotgun to explosive rounds and even a crossbow. Each weapon has its own type of special ammunition like armor-piercing rounds for the machine gun and shotgun shells with alternating fire and electrical damage. Every weapon persists throughout the game, so BioShock offers the player a weapon radial so they won’t have to juggle through their inventory trying to remember the chronological order they obtained each weapon. BioShock strides to make the abundant arsenal convenient in lieu of console owners not having a mouse and keyboard to select weapons in a typical immersive sim game on a PC, and a console bumpkin like me felt nicely accommodated. It, however, does not help the inconvenience that comes from having to reload every time the player wishes to change the ammunition for their gun, as it makes the player unnecessarily vulnerable. Alternate ammo isn’t any more sparse than the regular ammo for any given weapon. Hence, their “special” status that might come with their additional properties has no reason to be conserved. Reloading while trying to find a suitable weapon for a given scenario was the cause of so many unwarranted deaths in BioShock.

BioShock does offer alternative means of offense, and this isn’t to supplement the faulty weapon loading system. The secondary tools Jack uses to defend himself from the horrors of Rapture are plasmids, placed alternately on the left trigger opposite from the firearms on the right. Plasmids are serums made from ADAM that genetically modify those who inject the serum into their bloodstream, granting them superhuman abilities depending on the nature of a specific serum. Plasmids are also a highly addictive substance, and their excessive use of them is one of the core factors that contributed to the decline of Rapture. Even with the evident fallout surrounding him that these plasmids caused, Jack quickly gives into peer pressure and starts imbuing a syringe-like apparatus into his left wrist, plunging down the path of a plasmid junkie. Jack was already stacked on his dominant right hand, but the various plasmids assigned to his left were the piece de resistance of Jack’s arsenal. There are just as many different types of plasmids as firearms, and they also cover a wide range of uses. A group of plasmids runs the gamut of elemental powers such as electricity, fire, ice, and wind, and these are mainly used in specific situations regarding both combat and traversal. Other plasmids have properties used to manipulate physical matter, like the sonic boom and telekinesis, while others manipulate the enemies' minds. My favorite plasmid is the insect swarm, unleashing a plague of buzzing bees to distract enemies while stinging them to slowly dwindle their health. Plasmids are the expansive touch to BioShock’s combat that broadens it to the degree worthy of an immersive sim game. The range of firearms is already extensive, but only offering standard FPS weapons with a steampunk-flavored tinge would’ve made combat slightly stale. That being said, the player shouldn’t expect to use the plasmids as secondary weapons. Even when fully upgraded, most of the plasmids will not be powerful enough to dispose of enemies besides certain circumstances like frying enemies in water with the electroshock plasmid. Plasmids that are strong enough, like the upgraded sonic boom, quickly deplete Jack’s EVE, the “magic” stat below his health bar can be recharged with another injection only a finite amount of times before Jack has either buy or find more of them. The smart way to use plasmids is like debuffs that make combat scenarios more manageable.

BioShock makes for a more FPS-intensive game than the average immersive sim with the copious amount of splicers that stalk every corner of Rapture. These lanky figures are the commoners of Rapture, prime examples of ADAM’s negative effects, and the most unfortunate victims of Rapture’s cataclysmic civil war. Splicers are condemned to fester in the dank pits of the lost city with their minds as marred by ADAM as their bodies. Think of the Splicers like deranged crackheads one might spot down a dim inner city alleyway, but if that dark, narrow passage was the entire city. Usually, the game will prepare the player for a Splicer encounter with an audio cue of the incoming Splicer shouting something incoherent around the corner. Hence, the player has an opportunity to reload their weapons or refuel on plasmids. While Splicers are the generic enemy type in BioShock, they are anything but formulaic. Some Splicers like the Thuggish and LeadHead breeds use melee weapons and machine guns in combat, but others like the Houdini and Spider Splicers show off the extent of their plasmid-induced genetic adulteration. Splicers are naturally more dangerous in groups, but they become irritatingly sturdy by the end of the game. Other common non-Splicer enemies often found across Rapture are machines like turrets and flying security bots armed with bullets, the furthest extent of steampunk technology present in BioShock. Overall, it’s quite impressive that BioShock supplies a varied amount of enemies with consistent encounter rates without compromising on the atmosphere. Splicers may have a high pervasiveness in Rapture, but another enemy roams around Rapture in sparse numbers has a greater impact on the collective consciousness of those who have played BioShock. They’re even front and center on the fucking box art for the game. Like the shrieks of the Splicers, the thunderous stomping of the Big Daddy’s boots will indicate their bulky presence. Unlike Splicers, the Big Daddys only attack if the player makes the first strike which should probably be a relief considering their introduction involves liquifying a Splicer with their enormous arm drills. Rosies are another type of Big Daddy that is smaller in stature and wields a rivet gun, but the Bouncers are more notorious due to their striking similarities to fighting a steampunk bull. Either or, both types of Big Daddy will easily eviscerate the player in battle.

Given that Big Daddies are generally passive, why would anyone provoke these monstrosities? Because they protect the Little Sisters: little girls that house the purest essence of ADAM found in Rapture. ADAM can be used as a sort of currency at a special vending machine called “Gatherer’s Garden,” where the player uses the ADAM from the Little Sisters to purchase upgrades like tonics and power-ups make Jack stronger. Taking down the scuba gear-wearing beasts is a daunting task, but upon defeating a Big Daddy, the player also has to make another strenuous decision. Inside every little sister, there is one sea slug, the sea creature that produces ADAM. When the Little Sister is sobbing mournfully over the body of the recently deceased Big Daddy that was accompanying her, the player is given the option of harvesting or rescuing her. The former option involves Jack processing her to nothing but the slug inside of her, and the latter sees Jack performing a borderline sensual exorcism to return her to a normal little girl as she escapes in the shafts along the walls. Several video logs detail why prepubescent girls are the ideal hosts for these slimy, opulent creatures. Still, the real reason was that the developers wanted to test the player’s conflicted morals about killing children. Reducing these little girls to nothing but the slug housed in them will reward them with more ADAM, but Brigid Tenenbaum, the “mother” of all the Little Sisters, will brand the player as an unscrupulous monster. It seems like a clever means of implementing player choice, but there is little consequence to harvesting the Little Sisters. At the same time, the more paltry amount of ADAM received simply from rescuing them will prevent the player from affording all of the upgrades from the Gatherer’s Garden machines. I’d rather endure the scrutiny of one woman over the onslaught of enemies around Rapture.

Then again, that same onslaught of Splicers and steam-powered machines isn’t really all that formidable. BioShock’s glaring flaw that has kept me from echoing the vocal sentiments of its glory is that the game is too easy. Sure, enemy fire from any given enemy, especially the Big Daddies, will tear through the player like tissue paper, but all of that is mitigated by the Vita-Chambers. Upon dying, Jack will respawn in one of these futuristic tubes with half of his health. To restore Jack’s health to its full capacity, the player must either visit a health station that costs 16 dollars or use a medkit. Besides respawning with an easily replenished half-full health bar, there is no consequence to dying in BioShock. Being subdued by an enemy is merely an inconvenience as Vita-Chambers are placed generously around each level, and Jack will retain all of his supplies. Not only that, but the enemy that killed Jack will retain the same amount of health they had upon reencountering them. A Big Daddy may be as strapping as a rhinoceros, but the challenge one would assume they present is assuaged almost entirely because the respawn system makes me feel like an impervious, vengeful spirit. There isn’t even a monetary fee for dying like in many other FPS games. It’s already easy enough to stock up on health items, EVE, and ammunition to prevent the player from dying. The fee of the health machines and the price of items in the vending machines can also be reduced significantly by playing the pipe-connecting mini-game, whose repetitive nature is enough to acclimate the player to the point of expertise by the later levels. Being facile in the gameplay department is almost enough to turn the harrowing stakes of Rapture into a joke. Dying in BioShock is without any ramifications until the final boss in which the game strips the VitaChambers as a crutch. If the player dies, they have to start from the beginning at the first phase of four. I’m delighted that the game finally presents somewhat of a challenge, but not offering it until the last moment of the game sweeps the rug out from under the player and leaves them unprepared.

Fortunately, BioShock’s story is more than enough to offset the breezy difficulty set by the gameplay. This aspect seems to be the source of BioShock’s accolades which is ironic considering its simplicity. Obviously, Jack is merely visiting Rapture and does not want the city to be his watery tomb. To escape what seems inescapable, Jack heeds in the direction of Atlas, a Rapture iconoclast who spurred the rebellion against city founder Andrew Ryan during the city’s heyday. Atlas's first task for Jack is to save his family, who have been captured by Andrew Ryan, but a bomb kills all of them in a single blast upon spotting their location. Naturally, this makes Atlas upset and extend’s Jack’s mission to kill Andrew Ryan, who is located in his office at the core of the southern district of Hephestus. Once Jack makes his way to Andrew Ryan, Rapture’s founder doesn’t seem to be threatened as he speaks to him nonchalantly while playing putt-putt. Ryan sees Jack as nothing but a pitiable pawn, diminishing the scope of the protagonist’s heroic role like every other immersive sim game. To make a point relating to Jack’s submissive position, he gives Jack the putt-putt club with the illusion of the choice to either submit to Atlases will or quit while he’s ahead. Jack then bludgeons Ryan to death with the club, and this moment is the revelatory turning point that made the player’s jaws drop to the floor back in 2007. Atlas and his family were merely ruses devised by the presumably dead Frank Fontaine, another powerful magnate in Rapture who discovered the power of ADAM and cultivated its power into a business. He was also the main opposing figure in the power struggle against Ryan that caused Rapture’s downfall. In another attempt to usurp Ryan, he used his Atlas persona to control Jack's actions, using his trademark phrase, “would you kindly?” as a sort of Pavlovian trigger to make Jack do his bidding. Jack was merely a tool used in Fontaine’s takeover, but that’s not all. Jack’s memories have also been altered as he discovers that not only was he born in Rapture, but he’s the estranged child of Andrew Ryan. The rest of the game is dedicated to Jack breaking Fontaine’s control over him and stopping him from taking over Rapture. Although I’d argue that Jack’s backstory gives him more significance than the role of a mere pawn, it’s no surprise that this plot twist hooked so many people when BioShock was released.

BioShock’s plot is well-paced and fluid, but the true intrigue of the game lies in divulging its inspiration conveyed in its linear notes. BioShock’s apparent influence as the backbone of its plot, setting, and characters is Russian-American philosopher Ayn Rand’s 1957 novel Atlas Shrugged. Besides some characters like Andrew Ryan and Atlas being obvious references, Ayn Rand’s objectivist philosophy permeates the fabric of BioShock. Objectivism, in a simplified manner, is the belief that human knowledge and values are objective. In a context that relates to practical uses, objectivism states that a man’s work should not be subjugated by any political or religious power. A man should be entitled to the benefits of his optimal potential, neglecting the morals and sensibilities of others by proxy. It’s kind of like an unbounded version of libertarianism. Andrew Ryan expresses in the introduction reel that he became fed up with the socialist governments and organized religious groups above the surface, supporting the “underserved parasites” who suckled at the teat of his labor. He founded Rapture as a way to foster his own potential without the prying eyes of big government or religion and brought along with him the sharpest minds in their respective fields to do the same. Rapture’s grievous state upon seeing it implies that Rand’s philosophy is not a practical one. By setting himself as the unfettered leader in a blank-slate establishment, Andrew Ryan is quelling the potential of those under him as much, if not more than, the establishments in the surface world. The same goes for other elite members of Rapture, with Dr. Stienman taking subjects to violently experiment on without their consent or Sander Cohen taking his artistic pursuits to morbid extremes. BioShock is an interactive depiction of exposing the hypocrisy behind Rand’s ideology while simultaneously tributing Atlas Shrugged all the same.

How did the fuddy-duddy, non-gamer critics respond to something like BioShock? With nothing but accolades for the most part, there were some dissenters in the mix. One critic, a man who most likely consumes his own farts like after-dinner mints, coined the term “ludonarrative dissonance” to criticize the narrow results the ending gave. As pretentious as the term is, he may have a point to some extent. Once Jack makes his way to Fontaine’s lair, he fights Fontaine, who has been using all of Rapture’s ADAM to transform himself into a demigod-like Dr. Manhattan being. Upon stopping Fontaine, the ending cutscene will depend on how the player interacted with the Little Sisters. Unless the player saves every Little Sister they come across, the player will receive the “bad ending” where Steinman chides the player for their “brutality,” and an ADAM-corrupted Jack returns to the surface, killing four members of the coast guard. The “good ending” involves the saved Little Sisters forming a lifelong bond with Jack that extends to Jack’s final moments on his deathbed. Those are the only two outcomes. It’s evident that the idea of “ludonarrative dissonance” was coined by someone that doesn’t play video games because it shows a lack of understanding of the medium. Teabagging the corpses of Splicers or foolishly blasting the grenade launcher at Jack’s feet is admittedly counterintuitive to his hero narrative. Still, the interactive part of gaming fundamentally separates the narrative schematics of film from gaming. A game’s plot and the player’s specific gameplay choices to traverse through that plot should not be mutually exclusive because of gaming semantics. All that does is mitigate interactivity entirely. However, I wish BioShock had more endings to perhaps convince non-gamers that narrative in games can offer satisfying resolutions.

I am still somewhat unconvinced of BioShock’s status as one of the most exemplary titles in the video game medium. Upon further research regarding BioShock’s gameplay roots in the immersive sim genre, I’ve found that the “groundbreaking” elements that people credit BioShock for pioneering are nothing but watered-down tropes that were already presented in a myriad of games that predate BioShock by more than a few gaming generations. By diluting the elements of an immersive sim game like difficulty and level design, BioShock made the genre more accessible to the general public who were unaware of System Shock or any other immersive sim game. BioShock felt more weighty compared to the FPS games the public was used to. Despite being comparatively hollow compared to its predecessors, BioShock made a powerful boom in the gaming industry that no other immersive sim before it could ever fathom creating. One could chalk it up to be released at a pivotal era for the medium, but 2007 wouldn’t have been as impactful without BioShock. Mainstream shooters needed a title whose impeccable atmosphere, varied gameplay mechanics, compelling story, and intricate world-building elevated the genre above its usual meat-and-potatoes direction. I’m sure some PC gamer snobs give BioShock a Nirvana-like reputation as the title that exposed the games of the underground to an uninitiated crowd that didn’t know any better, but that doesn’t diminish BioShock's importance.

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