​ Bioshock Franchise


 

The “Bioshock” franchise is revolutionary in the world of video game storytelling. I will be discussing specifically “Bioshock” and “Bioshock Infinite” as “Bioshock 2” lacks the philosophy that truly makes 1 and Infinite stand out. Something that “Bioshock” did for the first time was to use the principles of video gaming to thoroughly immerse the player and as a basis for the plot. The concept of false choices is in both 1 and infinite and is extremely well done. When first playing “Bioshock” the constant use of “would you kindly” is only picked up on after the conspiracy board is seen; the revelation that you as a player are being controlled is one that I wish I could wipe from my memory so that I could relive it over and over again.

 

When gaming you are often left to choose the direction you wish to go that directly correlates with the ending you wish to get; in “Bioshock” this choice is between harvesting or saving little sisters. Once you enter Andrew Ryan’ s office this sense of choice is taken away from the player and Jack by the simple phrase “would you kindly” as Ryan questions you on what separates a man from a slave. This aspect of the game is what what makes it so strong as a video game rather than any other form of media such as a movie. If one was simply watching and not immersed the revelation that Jack (the player) has been being controlled and has no true free will (with the exception of the little sisters)  would have been enjoyable, but not personal and not as powerful. In addition, one of the biggest complaints about “Bioshock Infinite” is that the choice between bird or cage does not matter and that there is only one ending. Without going into too much detail, this is something I find brilliant about the game and that goes back to the theme of false choices. In “Bioshock Infinite” the Lutece “twins” repeat the phrase “constants and variables”. When truly thinking of bird or cage in the context of the game they are one in the same, though they appear different. The constant being entrapment; Elizabeth is trapped in the monument island, the island being the cage, but what is keeping her there? The bird, Songbird is what watches over Elizabeth and keeps her trapped. There are more examples to how they are similar like how c-a-g-e is  the set of notes that give Elizabeth control over songbird, etc. The variable in this instance is the symbol of her entrapment, better known as bird or cage. Constants and variables are some of the things that make this game so phenomenal. The recurring idea of  false choice is only fully impactful in the video game platform and something the “Bioshock” franchise has done immensely well.

Along side of the philosophy aspect of the games is the incredible plots and plot twists, breathtaking environments, memorable characters, and engaging gameplay. Did I even mention the incredibly entertaining plasmids, vigors, and skyhook? Or what about the Burial at sea DLC that connected the games beautifully? I could write a book discussing all of the things that I love about these games as there are so many interesting aspects, characters, and revelations to the stories, but I think I will leave it here. Overall the “Bioshock” franchise is one that has immensely impacted  the world of gaming and one that will be enjoyed for generations to come.

 

 

 


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