Bioshock 2 And The Big Daddy Experience

I still feel bad about having to kill the Big Daddies in Bioshock 2. They never do anything to deserve it, but nobody cares…

Bioshock 2 is an unusual game in many ways. I like it a lot. I liked it when playing. But unlike most games, I like it much more after giving it a while to sink in – to really appreciate what it does, rather than necessarily what I wanted it to be when I sat down to finish it last week. That experience was tinged with disappointment, mostly brought on by just how familiar it all seemed. Gorgeous as the level design is – and by god, it’s beautiful – it couldn’t possibly have the same oomph as the first trip through Rapture, and while the shooting is much improved over the first game, only smashing people with the drill really stood out as a solid Being A Big Daddy experience.

That was while playing it. I had fun, but I was underwhelmed. Having given it time to simmer in my head however, I’m much more impressed. The obvious complaint is that it’s just more of the same, and on one level, yes it is. It’s still a shooter, improved but still very similar, and suffers from a number of the basic mechanical problems as the first game. I wish it was Deus Ex instead.

As a story and a narrative experience though, it’s very much it’s own thing – a game that seems built not on continuing the previous game’s themes, as it initially appears, but on inverting and subverting them at every step. On the grand level, there’s the obvious altruism vs. objectivism fight between Sofia Lamb and Andrew Ryan, which doesn’t quite work, mostly because of Lamb not being a very good character (Ryan was a hypocrite, but Lamb never successfully embodies her philosophy at all), but still sets the tone. After that, you get the more metaphysical concept of the first game’s search for identity transformed into a game about actually forging one, just as the levels themselves present a reversal of fortune – not simply showing us the seedy side of Rapture rather than its ivory towers, but presenting a world where civilisation still clings on, however tenuously, if only because its residents didn’t have anything like as far to fall.

The list goes on, and the longer it does, the more interesting a sequel Bioshock 2 feels. It’s not at the same level as Thief and System Shock 2, but it is definitely in the same spirit. At its simplest, Bioshock was fundamentally about the past – dealing with what happened. Bioshock 2 is about the future. Same setting, same basic style, but seen through a very different lens.

Thinking about it like that, I liked it a lot more. For what initially seems like a slightly uninspired continuation, and one that I won’t deny I’d have preferred to see strike out in a more ambitious new direction, Bioshock 2 turns out to be a very smart game. It’s also one with plenty to talk about, so for this post, I’m just going to be focusing on the bit that jumped out the most for me – how it handled the morality of playing as a Big Daddy, and what the role comes to mean by the end.

In case it’s not obvious: SPOILERS BEGIN HERE. SPOILERS BEGIN HERE. SPOILERS BEGIN HERE. HERE BE SPOILERS. SPOILERS! SPOILERS! SPOILERS! AFTER THIS, SPOILERS! GOT IT?

A Kill To Build A Dream On

Yes, and she’s not the only one…

A good father’s job revolves around two things: protection and upbringing. This is the heart of Bioshock 2’s morality. Plenty of games offer straight-up good vs evil, and there are others that offer more granularity and shades of grey. Bioshock was a very binary game. Either you harvested Little Sisters and were Evil, or you saved them and were Good. That’s still the case in Bioshock 2. What’s new is its embracing of two extra, much lesser used extremes: mercy and vengeance.

Vengeance is nothing new. Almost every game focuses on it – executing traitors, taking out the dark overlord for whatever horrible crime, or whatnot, with mercy as an afterthought. Bioshock 2 is in the rare camp of games that prioritise and reinforce the concept. It gives you the option for vengeance, and even the justification, but it’s the merciful option it usually holds up first.

That’s interesting on its own. The real twist though is that where Bioshock made a bad attempt at guessing your motivations, Bioshock 2 creates a situation where it doesn’t actually matter. It’s not your opinion of your actions that count, or even the computer keeping score (at least, not within the fiction), but how your decisions appear to an initially neutral third party.

To clarify, in case you haven’t played the game. Throughout the game (technically, at three key points, but let’s maintain the fiction), your every move is being watched by Eleanor, the Little Sister that your character is bonded with. She makes it clear from the start that she considers you her actual father, but it’s only near the end of the game that you realise she’s also learning from your example. If you teach her that the ends justify the means, that revenge is a dish best served with a side-order of mwah-ha-ha, that’s how she turns out. Show mercy and compassion, she learns from that instead. The ending completes the paternal metaphor, as your daughter goes out into the world without you (at least, not physically) to be whatever you’ve brought her up to be.

My Heartlessness Belongs To Daddy

“Well, it’s okay, but it’s no Sander Cohen…

Now, I will say that while I love this concept, the execution isn’t subtle. The main problem is that of the three characters to offer the kill-or-spare mechanic, none of them actually do much to you. For the first, Grace, it’s very obvious that she doesn’t understand what’s going on, and never truly gets in your way, while the second is an odious man who nevertheless has only really wronged you in the backstory, and most players are likely to kill just because he smells of future back-stabbery. The third is a mercy killing, which I did without any lingering animosity.

Thematically, there’s a good reason for all this, but as actual moral quandaries, it would definitely have worked better if characters in question had been more actively in your face. Vengeance without animosity is just pulling the wings off flies – it’s easy to be merciful when you have no real reason not to be. I’m surprised that there wasn’t another choice involving one of the main characters, for instance Sinclair playing both sides for a while, or something involving Meltzer, the father who came to Rapture to find his daughter transformed into a Little Sister, if only to offer a situation where the player had to balance sympathy and anger more directly. As it is, you know you’re actively being ‘evil’, and while the consequences are well handled, there’s never any doubt that there’s a moment of finger-wagging in your imminent future.

(Unrelated: Sinclair not in fact turning out to be a traitor, but rather a more honourable Fontaine, was one of my favourite small moments in the game. Yet again, he’s a massive inversion – not just of the fact that absolutely everyone expected him to be a baddie, but of the usual Rapture mindset. Most people in Bioshock end up damning themselves by taking their personal philosophies too far. Sinclair is one of the few willing to back down from them in the name of what’s right. Even if it isn’t enough to save him, at least he dies with his humanity intact.)

What stuck out the most for me is how this fatherhood element doesn’t simply add a theme to the game, but completely changes its tone. Subtle as a brick it may be, but in pushing you towards the good path, Bioshock 2 ends up with arguably its most dramatic inversion – replacing its predecessor’s cynicism with optimism. For this Big Daddy at least, what really matters has nothing to do with how awesome using the drill is, and everything to do with stepping up to the plate and actually deserving your twice-adopted daughter’s brainwashed love. That’s a kind of sentiment you don’t normally see in FPS games, and a fine example of the Bioshock series continuing to be something more interesting than just drilling zombies through the face.

Although the drill really is pretty awesome.

Maybe next time, it’ll even work against doors.

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To Be Continued…

What?! There are spoilers after the first part!!!

Gonna look at this after I played it. From what I read about Bioshock 2 so far I’m going to like this more than the first part, at least gameplay wise.

Posted by Rain on February 18, 2010

The combat is a massive improvement. Same concepts, but much better handled (if very short on ammo). Cyclone Traps are particularly awesome fun.

Posted by Richard on February 18, 2010

I got the cyclone plasmid after I freed all the Little Sisters. Doh. That would’ve been useful much earlier. It even made me think how perhaps you should be given the first cyclone plasmid, like you are given the first electric one.

The thing that always impressed me about the first BioShock is the clean and simple commentary it gave on your role as a player – most of the time blindly doing things in games because you’re told to (and because you’re playing a game, ofcourse). You can only make such a point once and you have to have such a grand point to make in the first place, but that’s why the first BioShock will always tower over BioShock 2 for me. (I acknowledge this is rather unfair – like I said, I never expected BS2 to have a bit of meta-commentary in it, then again, I never saw BioShock as a franchise.)

The one real thing I have against BS2 is that the storytelling is awfully muddled and downright clumsy, at times. It generally feels like a game thought up by someone completely enamored of the first game, breathlessly trying to emulate it but without having the real skills to hit the same depths.

Posted by qrter on February 18, 2010

I agree on the meta-commentary element, disagree on the creators not having the skills. They played it too safe in a number of ways, but they had a pretty hellish project on their hands. Ideally, Bioshock would have been another equally fantastic location. Whether they decided to stick with Rapture or were ordered to make another game there, I don’t know, but with the first game so comprehensive about its fall and its big moment so famous, I’m not surprised they hung close and steered clear respectively.

With the exception of Lamb, who I just found smug and annoying, I think the basic structure holds together reasonably well. The first game was much, much more fractured – the business with the sub near the start, the unconvincing way that Fontaine brings Jack to the city in the first place, the completely sealed off mini-storylines in places like Fort Frolic… it relied on the atmosphere to hold it together, but when you looked back on it, it was a bit of a mess. A brilliant idea, a glorious setting, I love Bioshock to pieces, but ultimately pretty incoherent. Even the mind control element is pretty comprehensively broken by the way that the game doesn’t change even slightly once you’re freed of it, and even then, Fontaine never really uses it. I did a video shortly after it came out, showing the scene where Atlas demands you give him control of Rapture, which is just Jack standing there for centuries, followed by a shot of a gravestone reading “Died Telling Ken Levine To Suck It”. (Not subtle, but I know from my server logs that some folks at Irrational liked it)

Bioshock 2 clearly shares the ‘design poured onto an awesome location’ design style, but its vignettes connect up far better, it doesn’t rely as much on gimmicks to sell its plot points, and it does a much better job at selling most of its locations as places that could actually have worked. In the first game for instance, there’s no way that Arcadia could actually have been the Centre Parcs of Rapture – it’s far too small. Bioshock 2 makes much better use of its space – even if it’s still cramped, areas like Pauper’s Drop and Siren Alley convey the illusion of civilisation. Likewise, in the chaotic world of Bioshock 1, there’s no way the Splicer society could have survived, which gets dealt with by adding the Family, and scenes like the church or the talk with Grace that show that there is some semblence of culture down here when everyone’s not trying to rip out the interloper’s throat.

It does have problems. A lot of them. It’s very confused over exactly who is part of the Family and who are just regular Splicers, or if there’s even any difference. Tenenbaum just vanishing after her cameo appearance is really stupid. Sofia Lamb is a cretin. But overall, while it’s both less arty and less inspiring as a story than Bioshock’s initial tale of how Rapture fell and the factions that tore it up, I’d say it actually holds together much better as a plot. It definitely helps though if you can think of Eleanor as the main character rather than Subject Delta – at heart, it’s her story, not yours, in much the same way as the first game was about Rapture and its collapse much more than Jack’s brainwashed adventures in the ruins.

Posted by Richard on February 18, 2010

The whole ‘father figure’ tone was kind of damaged for me, by the fact that I was playing as Bomberman.

Damn that un-unseeable image.

Posted by Chicknstu on February 21, 2010

Bomberman or obese, dead wrestler? Hell of a call.

Posted by Richard on February 21, 2010

Incidentally, the Bioshock 2 soundtrack is up on Spotify. For some reason they’ve called it Music From And Inspired By The Game, even though it’s all classic jazz and blues. From this, I think we have to assume that Bioshock 2 is so visionary, so influential, its very essence travelled back in time and hit Noel Coward, Fred Astaire, Billie Holiday and more in the back of the next with a magic drill.

And what other games can say that?

Answer: Only American McGee’s Bad Day LA.

Posted by Richard on February 21, 2010

I thought it was a magic bag of vomit that Bad Day LA used.

Learn something every day.

Posted by Bret on February 22, 2010

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