"Challenge Room" DLC Doesn't Follow BioShock's Strengths
Kotaku took a look at the "Challenge Room" downloadable content for the PS3 version of BioShock. They came to the conclusion that while the combat is entertaining, it doesn't have the same focus on the story that made BioShock such a good game. Quoting:
"What's really bothering me is the lack of fiction. I'm not asking for a new ending or a tacked-on chapter that somehow changes the fantastic story of BioShock — why fix something that isn't broken, right? It's just that what made BioShock special was the story. Oh, sure, the graphics were spiffy, the art style was cool and the game really does play well (not too glitchy or difficult to manage). But to me, BioShock without its story is like a Twinkie without its filling — still somewhat tasty, but hollow and far less satisfying."
Go to the source of their story.
I recently gave in and finally gave Bioshock a go. To give me some gaming cred, my favourite games include, amongst others, Quake III, Civilization 2, Oblivion, Deus Ex, STALKER, XCOM, Half Life (1, not 2), Goldeneye, Grand Prix 2, Total Annihilation and Indiana Jones and the Fate of Atlantis. In other words, if the game is good I don't care if it's a shooter, strategy game, adventure game, whatever.
I had heard that this was "the best game of all time", "revolutionary", etc etc ad nauseum, so I had high expectations. Those expectations were not met. Not even close. This is not the best game of all time. In fact, it's not even the best game of the year it was released.
Graphics - generally good, sometimes, a bit clunky looking (full detail, running smoothly at 1280x1024), occasionally amazing (some of the water effects, in particular).
Story - interesting for a while, but pretty one-dimensional. Man tries to build perfect civilization. Man fails. Yes, I know there are twists.
Style - unquestionably incredible. I am a big fan of art deco and art nouveau, and I thought the actual art design in the game was stunning. The creepy 1920s-30s music, the architecture, the weird statues and sculptures, this stuff is all amazing.
So what's wrong with it? The gameplay stinks. Really, really, really stinks. Splicers are all virtually identical. Big Daddies are all identical. The game is utterly linear, and plays like a glorified version of Wolf3D in the sense that it's all about "go here to get this key to open this door to get this key to open that door" and so on. As amazing as the art design is, the level design and gameplay are uninspired.
But all of that would be forgivable if the actual combat was any good. Instead, it is pathetically dismal. The weapons feel clunky and are difficult to aim and use. The enemies basically either run straight at you or straight away from you. Fighting Big Daddies is a ridiculous grind of run... zap... shoot... run... The actual magic... er, sorry, nano-... sorry, "plasmid" powers are boring and generic, and the 'customization' adds nothing of note.
It's not scary. It's not clever. It's amazing looking, stylish, boring, so imprecise it feels like it's on rails, and repetitive. COD4 had similarly stunning graphics, but at least it's gameplay was addictively, compellingly fun. It is also clearly not a 'spiritual successor' to System Shock 2 - the closest to that has to be Deus Ex 1. It obviously had a great marketing campaign, but I'd be happy to never hear about it again.
End rant. I just love PC gaming, and I hate for this to be held out as a great PC game. If you believe this to be true, for god's sake go and play a patched up version of STALKER to see the kind of thing you're missing.
Read Pynchon.
Basically this guy does not want to solve puzzles... The press needs to remind themeselves that they are not the average game player, hell no one is, for every person that hates this DLC I bet 4 love the challenges.
Or PS3 players do not like puzzles..
---In a time of Chimpanzees I was a Monkey.
Comment removed based on user account deletion
Most certainly. I just don't understand why don't the same is true of bioshock. Look at what you have:
It's not often a game leaves me feeling genuinely angry at in-game characters, but Bioshock managed it twice there. Once with Point Promethius, and earlier when I realised how Sander Cohen was making his statues. But that's beside the point. The point is that the tone of the levels is different from SS2, certainty, but I wouldn't have said it was in any way inferior.
Yeah. Like when I returned to the Medical Pavilion to make some safe case and stock up on first aid kits after running dry in Arcadia. Later I returned to Arcadia to get components for anti-personnel pistol rounds and electric gel, becuase it was safer there. I've also returned to Neptune's Bounty to take photo's of Rosies, and Arciadia to research Houdini Splicers.
I'm beginning to think you never game this game a proper chance.
Pfft. Yes, there was a high initial cost to open a line of skills. That stopped you from developing all of them on any one run through. Certainly, I'd have welcomed something similar in Bioshock, but I can't say its absence ruined the game for me. As for places to go - how many places in SS2 where they that presented you with an either/or choice? As far as I can recall, you could roam the entire ship, as far as you'd unlocked up, up until just before the end in the Body of the Many.
Maybe you're remembering SS2 as better than it was?
I think bioshock did pretty well for characterisation of the enemies. It jsut didn't weld the personalities on to attack types like SS2 did. So you get the society harridans "I\m better than you, you worthless parasite!"; you get the street tough types "You think I'm dumb, is that it? Su-u-u-re, why not? You keep thinking that"; you get the unwilling, working class conscripts: "Don't you judge me! I do what I'm told. If I don't find you, they'll kill me. Why not make it easier for both of us?"
I'm not denying the creepiness of the midwives in SS2, but some of the splicers made my blood run just as cold.
As a rule of thumb, if you find a corpse carrying a message tape, it's because they taped the message, but died before they could leave it anywhere. It's most obvious with the shoe designer lady impaled ou
Don't let THEM immanentize the Eschaton!
For what it's worth, I dug out my copy of SS2 the other day. I'm currently about halfway through the hydroponics deck, and I can see you point a lot more clearly. There's a lot more detail to the simulation; Bioshock seems a bit simplistic in comparison.
That said, from some of the articles I'd read about Bioshock, I was expecting some level of dumbing down, so I was really quite relieved to find they'd made a reasonable attempt at an SS2 play-alike.
Although, on balance, I think I'm glad I didn't run through SS2 first to get in mood
Don't let THEM immanentize the Eschaton!