It
has been awhile, has it not? I apologize for taking so long to write
up a new piece. College has a way of keeping me busy. Now that I am
back, it will be a delight to get back to what I do best: Talking
about things most people simply do not care about. Over the interim
since my last post, I was able to take some time and play Bioshock:
Infinite, the Minerva's Den DLC from Bioshock 2, and System Shock 2,
which is available now on both Steam and Good Old Games. My recent
playthroughs of these games, along with my memory of the original
Bioshock and its direct sequel, gave me enough material to analyze
how game design has evolved over the years in the context of this
series. This will be similar to my
article comparing Fallout 3 and Fallout: New Vegas,
except that the only real difference in this case will be time and
technology available. These games were all directed by the same
person, Ken Levine, and with similar design sensibilities, yet are
all distinct in their own way. I feel this kind of analysis will be
interesting, so without further ado:
Released in August 1999, System Shock 2 is, for better and worse, a
product of its time. Taking place in the far future, where humanity
has greatly advanced technologically to the point where we can
replicate matter using nanomachines and travel at faster than light
speeds, this game was unique for what it did. Although far from the
first, System Shock 2 was one of the earliest noteable examples of
genre blending, as it combined aspects from first-person shooters,
survival horror games, and RPGs all in one package. The player was a
simple soldier assigned to work on the starships Von Braun and
Rickenbacker. One day, they wake up to find that the ships are under
attack by some force that has assimilated many of the ship's crew.
Together with Dr. Janice Polito, who provides support through remote
guidance, the Soldier needs to survive and stop the madness before it
can escape the two ships.
While the game controls like a typical shooter might, it also had
much more than that. The Soldier had the ability to use Cybernetic
Modules to upgrade his capabilities through the implants installed on
his body. This functioned as a Western-style RPG might, giving
players the choice between a number of stats and skills to upgrade
and improve. However, just because the game lets players improve
themselves did not mean that the Soldier would become overpowered as
the game went on. Quite the opposite in fact: At any given moment in
the game, unless the player was very conservative both in their
methods of exploring the Von Braun and in the way they used their
resources, a single bad encounter could bring a fully-healed and
prepared character to critically damaged.
This is where the game's resource management comes in. Players have
a finite amount of inventory space to carry items, so choosing what
weapons and supplies to bring. Making sure that there was enough ammo
in the inventory to use those weapons was a major factor separating
success from failure. While it was fairly plentiful in some spaces,
it could be used up just as quickly if players often failed to
connect. Being left with a rusty old wrench, several broken weapons
and not a lot of ammo is a very likely scenario. As a direct result
of this, the gameplay was geared towards anticipation. A skilled
player would need to learn how to read the environment and how to
prepare for encounters so that when they happen, resource use is kept
to an absolute minimum. Unlike a typical run-and-gun shooter, a high
degree of planning was involved in keeping resources stocked,
sneaking around enemies and striking them before being detected, and
deciphering the level design so that chance battles are no longer
surprising. Unless these actions were taken, players will find
themselves wasting a lot of money at the resurrection stations
scattered throughout the Von Braun. The atmosphere was tense and
culminated in an game beloved and admired by the many for the way it
blended genres together.
While this was all pretty good, it was far from perfect and many of
the game's most noticeable flaws come from its heavily stat and
numbers driven nature. The biggest of these issue is that there are
many skills and stats that either prove to be practically useless or
completely redundant. As an example of the former, one of the four
primary weapon skills is energy weapons. These weapons take charge
instead of ammo to use, however they are only effective against
mechanical enemies. As a direct result of this, they become vastly
outmatched by standard weaponry, which has access to both
Anti-Personnel and Armor-Piercing ammo. This advantage gives standard
weaponry the edge in the general case.
Examples of redundant skills are just as easy to point out. In a
hypothetical scenario where the player wishes to specialize in
hacking, the player would need to invest in both the Hacking skill
and a stat called “Cyber-Affinity” while scouring the Von Braun
for hacking software. In order to keep weapons in working order
(because ranged weapons degrade as they are used), it is necessary to
invest in Maintenance to keep them functioning, Repair in the event
that they break and there are no replacements, and Modify if the
player wishes to upgrade them and make them more effective. Even
worse than having all these redundant skills for weapon handling,
they are all also effected by the “Cyber-Affinity” stat, so
players need to invest in that as well.
People who want to use “Psionics”, the games magic equivalent,
have a similar problem. They not only need to place points in the
“Psi” skill, but they also need to invest points to unlock each
tier of Psionic abilities and invest further in each Psionic skill
they want to unlock. To top it off, all the stats and skills I have
described up to this point are all taken from the exact same pool of
Cybernetic Modules. I am not against painful choices between what
skills a given character should invest in. In fact, I think those
kinds of choices are a boon to gaming. However, the sheer degree of
redundancy of these skills is just baffling and can be extremely
overwhelming to new players. Other problems in the game are,
relatively speaking, minor. They include an entirely stat driven
hacking game that is highly luck-based with no real skill on the
player's part required (which is the same minigame used for repairing
and modifying weapons) and a control interface that comes from a
period where PC gaming was just beginning to adopt the standard WASD
keyboard and mouse set-up. As a whole System Shock 2 took what would
later go on to be Irrational Games in the right direction, even if it
was far from perfect.
Unfortunately, releasing a spiritual successor to System Shock 2
took a shockingly long time. Fortunately, it arrived at just the
right time to quickly become a critical and commercial darling in
August 2007, 8 years later. As most of you are aware, Bioshock took
many of the design sensibilities from System Shock 2 and modernized
them in a way that kept the core design while making it more
palatable to the average player. For the purpose of this article, I
will ignore Bioshock 2 and its DLC (though Minerva's Den is worth
checking out if you get the chance) because Ken Levine, the director
of all the other games, was not at all involved in those projects.
With that said, the original Bioshock moved the setting from the
futuristic world of the Von Braun to another location in space/time.
It took players to the 1940s, below the water's surface in an
undersea city of Rapture. This city was touted as the ultimate
paradise based (from what I have been told, extremely loosely,
depending entirely upon your interpretation) on Ayn Randian
Objectivism where all one needs to worry about is doing what they
find to be the most profitable. The city of Rapture grew to become a
massive hit with those who played the game as it gave off a constant
feeling of oppression of both its overall layout and the sea
submerging it from all sides.
Moving on to the gameplay side of things, Bioshock retained the
element of choice that was present in System Shock 2, but played
around with it a bit. The RPG-like system of stats and skills was
replaced by Plasmids and Gene Tonics, which gave the protagonist
special powers or passive bonuses respectively. This helped players
define their own distinct playstyle separate from others by giving
them a ton of different possible combinations of powers. As the game
progressed, players could spend ADAM, the material that allows for
all of the genetic modification that is running rampant in the
undersea city, to purchase upgrades to Health and EVE (Mana), new
slots to equip Plasmids and Gene Tonics, upgrades to already acquired
Plasmids and Gene Tonics, and even brand new ones. The simplified
customization scheme had the added bonus of eliminating all of the
many redundancies and useless skills that plagued the RPG mechanics
of System Shock 2. Instead of choosing between putting points into
Hacking or Cyber-Affinity, players can now decide between making
hacking easier by either slowing down the rate at which the hacking
minigame (which is basically Pipe Dream) plays out ,reducing the
number of bad spaces present in a given hack, improve the effects of
hacked machines, or something else entirely. The seem can also be
said of powers and weapons.
Speaking of weapons, skills like standard or energy weapons were
also taken out in favor of a system in which the player is allowed to
carry all of the game's different weapons at the same time and a
finite amount of each type of ammo at every given time. Furthermore,
weapons no longer break and can be upgraded at “Power to the
People” station, removing the need to have the Modify, Maintenance
and Repair skills. One of the things they kept for System Shock 2 was
that every weapon has several various ammo types it can use, which
adds to the strategy of the game. While the game certainly feels more
like a shooter and less like an RPG than its spiritual predecessor,
the resource management from the first game makes a return as ammo is
still fairly hard to keep in stock and players need to keep track of
the number of health kits and EVE hypos on their person, else they
could end up in a very precarious situation. Because of this, the
anticipatory gameplay of System Shock 2 is pretty much preserved in
Bioshock and exploring any given area requires preparation and
planning. A skilled player will be able to read the environment and
begin to set up traps for encounters before they even happen while
other players will find themselves dying often, being revived at the
nearest Vita-Chamber with only a small amount of health and EVE.
While revival is free, unlike in System Shock 2, it leaves the player
at such a disadvantage that it is a state best left avoided if
possible. Consequently, efficient usage of resources like health kits
and money are still important.
As a whole, the game captured the overall feeling of System Shock 2
well while simplifying a lot of the more frivolous elements of the
previous games, but there were still some major issues. One of the
bigger issues involves the actual story of the game. Up until the
point of the major plot twist of the game, the story was extremely
good. However, passed that point, it seems to lose steam. A lot of
what happens after that stops making sense and it appears that the
plot is being artificially lengthened in order to conform to the
standards we have for the length of a typical first-person shooter is
supposed to be. Needless to say that seeing all the dramatic tension
fall apart in the last third of the game is an incredible
disappointment.
This feeds into the game's other issue, it's moral choice system. In
the world of Rapture, there exist girls called Little Sisters, who
are possessed by a sea slug and made to harvest ADAM from the corpses
lying about the city. These girls are guarded by Big Daddies,
genetically engineered and mutated humans encased in armored diving
suits and made extraordinarily tough. While the battles with Big
Daddies prove to be some of the best moments of the game, where
planning and preparation become more important than ever, the
resulting choice players get after the battle seem really dumb. After
defeating one of the hulking monstrosities, the protagonist has the
choice to either rescue the Little Sister from her fate by
neutralizing the slug and taking a small amount of ADAM, or
extracting the sea slugs, killing her and getting a larger portion of
ADAM.
In
theory, this means that the player needs to choose to either partake
in the twisted economy of Rapture or reject it in favor of doing what
is morally right. In practice, saving the girls is an objectively
superior option because they give the protagonist favors like ADAM
(which when added up, means the amount of ADAM obtained through
rescuing the girls exceeds that gained through harvesting them) and
unique Plasmids such as “Hypnotize Big Daddies” that are
otherwise impossible to get. Even worse is that the ending changes
entirely depending on whether or not players harvest even one
Little Sister. What the player has done up to that point means
nothing if even a single Little Sister gets harvested. This whole
thing combines to result in a muddled and convoluted moral message
that does not quite succeed. Despite this, Bioshock is a great
example of how to bring old design sensibilities to new audiences
will maintaining the core of what made them great.
Which
brings us to more recent gaming history. In March 2013, almost 6
years after the release of the original Bioshock, Irrational Games
released another brand new game that was, and is, a radical departure
from previous games in their portfolio. Rather than return to the
undersea “paradise” of Rapture, Irrational decided to turn back
the clock to the 1920s and take it to the skies in the aerial city of
Columbia. Founded on values of American exceptionalism combined with
a quasi-religious worshiping of the founding fathers, Columbia is the
vision of the ideal America as seen through the lens of the age it
was built in, complete with the racism and the whole Captains of
Industry vs Robber Barons debate present in the age. In this new
rendition of Bioshock, the story clearly takes center stage. Without
spoiling anything, the game takes this city and uses it as a backdrop
for a more personal story that explores the Many-Worlds
Interpretation
in philosophy. In order to tell this tale, protagonist Booker DeWitt
now has the distinction of being one of the only two protagonists in
the series (the other one being the lead in Minerva's Den) to be a
fully fleshed out character with a distinct personality. It is a
story that begs players to think back on the events on the game and
reflect upon the meaning of them. I have discussed this topic before
in the
podcast with Javy Gwaltney and Marc Price,
so to speak further on that front would be redundant. Needless to
say, it was excellent.
Gameplay-wise, it is strangely held back by the expectations set
forth by previous games while paradoxically tossing aside many of the
elements that are core to the series. One of the biggest examples of
this are the Vigors, drinks Booker can consume in order to gain magic
powers, function almost exactly like Plasmids did in previous games,
except that there are only 8 of them and DeWitt can have all of them
available at once. And instead of Gene Tonics, players were treated
to the “Gear” system, which enables them to equip a hat, shirt,
pants, and boots that all confer passive bonuses. Altogether, these
elements result in the removal of much of the customization in the
game because now Booker has access to all of the Vigors and does not
have to choose which ones he will equip. Furthermore, the reduction
to only 4 pieces of gear means that players will not be too distinct
from each other, since only 4 choices are being made as opposed to
many different painful choices. The decisions to make are still
there, but no where near as noticeable as they used to be. At the
same time, the Vigors and Gear feel far too fantastical to belong in
Columbia. It seems like the Vigors do not serve much of purpose
beyond giving Booker powers, as few of the denizens of Columbia
actually use them at all. The same can also be said of the gear, as
there is no real rational explanation for a shirt that causes an
enemy to combust when hit by a melee attack.
The weaponry also dramatically changed. Instead of being able to
hold all of the weapons at once or as many as the player can fit in
an inventory, the game imposed a restriction of two weapons at any
given time. This would theoretically force players to make choices as
to which weapons they will bring with them. In actuality, the result
was that players used whatever weapons they could find in a given
combat zone and no others. The frustration this causes is compounded
by the upgrade system, where players can choose to spend money to
upgrade all versions of a given weapon they ever acquire. If the
combat zone a player is fighting in does not have a copy of any of
the weapons he/she has chosen to upgrade, they are out of luck as
those upgrades will no longer be able to help them in the battle.
And speaking of money, the resource management that has so far been
a staple was toned down significantly. The only resources the player
can gather are money, ammo, and lockpicks, which co-protagonist
Elizabeth can use to pick various locks across the city. Players no
longer store health and salt kits. Instead they are consumed upon
collection, and cannot be picked up when their respective gauges are
full. Money is used to buy supplies like health, salt, and ammo,
along with upgrades to both weapons and Vigors. Booker will never
have enough money to pay for every single upgrade, so the choice
comes back, slightly, in the form of which upgrades will players
take. As for lockpicks, players will find more than enough lockpicks
to pick every single lock in the game with 20-25 left over. It would
have been interesting to be forced into choosing if and when to
unlock containers, but sadly the game does not do that. When combined
with the new addition of regenerating shields, this means that there
is little to no incentive to scour the field for items beyond
purchasing upgrades.
And this leads well into the biggest issue people have with the
game, the anticipatory nature of the combat of previous games has
been replaced with combat that is more reactionary. Instead of
silently exploring, taking the time and prepare and plan their
approach, players will often find themselves running into combat
zones full of enemies ready and willing to shoot DeWitt on sight. The
aforementioned regenerating shields, like those in Halo or
Borderlands, are a huge change to reflect this new paradigm. The
other one is the co-protagonist Elizabeth, who will regularly toss
Booker items during combat such as health, salts, ammo, and money.
This combines to form a much more aggressive game than ever before.
The absence of resource management and tough choice, together with
the generally more aggressive style of play transformed this latest
entry, for better or worse, into more of a shooter than the franchise
has ever been before.
And so ends my analysis of the “Shock Series”. The purpose of
this article was merely to outline the way it has changed over the
course of its lifetime. I have no desire to persuade you into
thinking that any one of these games is better than the others.
Although I personally like the original Bioshock the most, (System
Shock 2 felt too convoluted and Infinite was far too simple) there
are clear merits to all of the games that Ken Levine has led
development on. I leave the final decision as to which one is best up
to all of you. I have given you all my analysis on it, and doubtless
you have your own. Feel free to tell me what you think of the series
and the way its changed over time. I look forward to further
discussions on it because, if anything, these games are great for
starting a good conversation. Take care guys, it is good to be back!
:)
6 comments:
I can accept that System Shock had a number of psionic powers that were effectively redundant given you could acquire them though the technical or weapon skills trees. There were some that were unique however - like the healing skill (which was surprisingly useful given that the number of activation keys for surgery tables was limited), psikinesis (useful for finding hidden loot) and the psionic barriers for protecting against damage. The other point that you should probably have mentioned is that System Shock (unlike a lot of games of its ilk) allowed you to produce a hybrid character that could mix all three classes of skills. There were also the unique upgrade stations that allowed you to add four unique perks to your character which I rather liked.
System Shock I (which you didn't cover) did give an unerring sense that the game was playing a game with you. A case in point was a certain area on Level 6 (Exec level) where if you did one particular action, SHODAN would send you an email telling you she'd predicted your action and thwarted you. So you'd reload, and trying something else, only to get another email telling you that she'd predicted your cowardice and was going to send some of her minions to deal with you for running away. So you'd try again and decide to stay put..only for an email to pop up with SHODAN telling you she'd got fed up of waiting and was going to kill you anyway. It did make it seem that you were playing against a living opponent as opposed to some clever scripting, but I was really impressed at the time :)
System Shock II didn't have this as much, but there are a couple of places in the game where it predicts your attempt to avoid the place you're supposed to be going. One of these is if you try to visit Deck 5 before meeting up with Polito on Deck 4. You get a rather interesting email. There's also a choice about how you cover decks 4 and 5, and also an email you are sent if you fail to reverse the gravity in POD 2 on the Rickenbacker.
Bioshock seems to largely avoid this (apart from perhaps how you search for Lot 192) probably to avoid the various combination of events they'd have to cover. Bioshock II and Infinite seem to have now gone for a linear narrative experience.
Another thing that I wish you'd mentioned is that both System Shock I and II allow you to explore the entire levels without forcing you down an linear track like Bioshock I and II which gave you the impression you had the full run of the game. The size of the game is a lot smaller in Bioshock and even more so in Bioshock Infinite. I don't know whether this is to do with the increasing cost of content, but it does feel like a much less indepth experience when your levels are much smaller and encountered in a linear fashion.
Although you don't mention Bioshock II in detail, they did change the pipe dreams hacking game to a much simpler "stop the needle" game which allowed you to hack within battle. I think this was an improvement over the original. They also added dual wield of weapons/plasmids and stackable traps which did improve the mechanics of the game when collecting Adam through the Little Sister. The story with its moral choices was a improvement as well given the impact it had on the final level and the ending.
On the downside, they lost the crafting system (something I liked from Bioshock I) and the linear levels were pretty annoying as certain research items could not be achieved if you did not do them there and then, unlike the original.
Infinite for me felt like they'd looked at Halo and decided that a Broshooter was the way to go. You'd lost the strategy of hacking cameras and turrets, research and crafting were gone and the promised abilities from Elizabeth with combining tears, vigours and weapons to form new gameplay elements didn't materialise. Even the number of audio diaries was half what it was in Bioshock II, so the background story of the people of Columbia didn't seem as in depth. I don't know what happened with Bioshock Infinite, but it seems that they went for the Call of Duty market whilst claiming that this was a Bioshock game. Unfortunately I think it did the former and largely ignored the latter.
I think that the games have changed with some elements improving, but most of the mechanics being stripped off to appeal to the teenage/college student market. And I think that really sad when games like Bioshock, Fallout NV and Dishonored should be leading the story-driven in-depth hybrid survival horror adventure experience into the next gen.. :\
My point was more that in order to be skilled at Psionics, you need to invest in the Psi stat, AND the unlocking the Tier of a given Psionic skill, AND the further points on the actual skill itself. It seems unnecessary to have all that investment just to use Fireball. (Full confession, in my playthrough I was a tech/weapon specialist, so I never actually use Psionics.)
It was my hope the possibility for hybrid characters was implied. While they are still possible, the amount of Cyber Modules you'd need to invest in each skill seems to make that a bad idea. It would make more sense to specialize.
Perhaps this is just my perspective, but as I was playing through System Shock, it didn't feel any more or less linear than the original Bioshock. After all, you go through every level in the same order in SS2 as well. You'll always start on Deck 2, then advance to Deck 1, then move onto Deck 3, then 4 etc.. As for the level design, Bioshock was fairly open at many points as well, such as Sander Cohen's level and the level where you obtain all the parts of a Big Daddy suit you need for an admittedly stupid reason.
The initial level of Bioshock was linear, but each level after that was a hub with other rooms coming off each of those. In System Shock, the first level was a hub level, but the Rickenbacker was a single linear level that led from the tether between the two ships to the bridge. So I guess they had roughly equal amount of linearity.
I did feel that Infinite might have been improved by a Fallout:NV faction system with the Founders and Vox Populi competing for your support, so you could push the current reality to a single outcome with one side winning over the other, and then getting to Comstock House to rescue Elizabeth and deal with Comstock. It would have given you the impression that you were fighting to achieve something rather than the fake opposition that was put up to help along the story.
There were a LOT of things Bioshock: Infinite could have done to be better. A faction system in only one of those things.
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