Uh oh. I'd gotten Gil and the little skinny guy hiding in the Subway glass cage guy mixed up, My bad.Azahul said:Hmmmm... the first time I played through Bioshock 2, there wasn't a huge difference. The new character design for the Little Sisters made me lean in favour of rescuing them over harvesting, and so I did that the first time through. On subsequent play throughs, the knowledge that I Eleanor looking over my shoulder and learning from my every action curtailed any attempt to be evil. I'd get to the first Little Sister, having resolved to finally harvest her, only to find myself unable to hit the button. The first game, by contrast, never really managed to get me to care about the Little Sisters all that much. I mean, sure, they were still little girls, but the first game didn't have the whole emotional tie that was actively stopping me from making evil actions in the second. The reasoning behind it ties directly into why I think the sequel was the better game.Tdc2182 said:Disclaimer. I understand this is all your opinion.First problem here. Why? I thought that Bioshock 1 did an infinitely better job at giving you a reason to give one god damn about the Little sisters.Azahul said:Now, when I first got my hands on Bioshock, I played it twice. Once through harvesting the Little Sisters as I went, the second time rescuing them. In both cases, I didn?t really care for them one way or another. I was just trying to experience both endings. When Bioshock 2 came out, I decided before I even sat down to play it that on my first play through I would rescue the Little Sisters, and then harvest them on the second. At the time of writing I?m on about my third attempt, and I am yet to harvest a single Little Sister. This is a seriously big deal for me, as I?ve never had an issue separating myself from a game emotionally. In fact, in most games with a moral choice system, I tend towards the evil options on my first file.
I was thinking less about vengeance and more that he'd begged you to kill him while he was still sane. It taps dangerously close to the issue of assisted suicide and euthanasia, an issue that I feel pretty strongly about (but I won't go into it here). It's like someone wanting to die before they lose their capacity to think clearly, so they can die still knowing who they are. Admittedly, you're a bit too late in the game, and its possible to think of insane Gil as a whole new person. But that's exactly what makes it such a brilliant moral dilemma, there are many different ways of looking at and it's entirely up to interpretation.Tdc2182 said:I'll give you that one, though the black and white moral choice system is, to put it simply, kind of dumb. It's never really giving you a choice, just double checking which ending you want.When it comes to the other moral choices in the game, whether to kill or spare the Grace, Stanley, and Gil, I have to admit that I was impressed. Since my first play through was intended to be the good one, I spared Grace and Stanley as they were the obviously ?good? things to do. However, when it came to Gil I was completely thrown. I honestly could not tell which was the right action to take. Eventually, I let him live, pretty much solely because he promised to go outside and because I liked the mental image of letting a giant, deformed squish-thing loose in the ocean. Still, the fact that the game presented me with a situation where no clear course of action was the right one impressed me. That was something that the first Bioshock most definitely lacked.
And I think that no matter what, killing Gil would have been a dark choice. Yeah, he was much more of a dick about everything than anyone else, but that never really made any difference on which was the "good" and "bad" choice. Vengeance is never considered morally good by anyone
May I ask what you found tacky? Having Eleanor basically act according to the way she'd seen her father behave came across as a pretty accurate example of how parents help shape our moral compass, in my mind.Tdc2182 said:I'll also almost give you that one, but the way they executed that was so damn tacky and simple that it contrastively drew me out of the story.However, it is the last few levels from when you find Eleanor onwards that truly changed the game for me. Until then, I was beginning to become rather bored with the story. Then, all of a sudden, the game changed. I realised that the actions I?d been taking up until this point hadn?t just been for my own sake. They?d been guiding the development of Eleanor. The moral choices weren?t just me arbitrarily deciding to be good or evil, they were also serving as lessons for my character?s daughter.
It's certainly an interesting design decision. Delta, despite being faceless and mute, became a character that I actually cared about. But yes, without a doubt Eleanor is the most important character in the story.Tdc2182 said:I'm gonna stop right here and make it clear why I appreciated games like this and Call of Duty (minus Black Ops). The decision to play a faceless mute character is a kind of confusing one, but in doing so it redirects attention to the actual important characters and makes it much easier to tell their stories. This is an area where Cinema very rarely touches uponI?ve cared for characters in games before, usually because that had quirky personalities or were funny or badass or because some aspect about them appealed to me. Despite this, when it was called for (say, if I?d made the decision to do an evil play through), I?d always still be able to kill them off, safe in the knowledge that they?re nothing more than a bunch of files on a computer that will still be there in my next run. Eleanor in Bioshock 2 was different, and I?m not sure I can make it clear why.
Although, thinking about it, it was an odd decision to make in the first game. Andrew Ryan is certainly a big character that you wouldn't want to take away from, but following his death there wasn't really a character to take his place. Jack is still mute and faceless, Fontaine isn't a hugely interesting character, Tenenbaum acts as more of an instructor. The latter part of Bioshock does suffer in my view as a result, where Bioshock 2 conversely strengthens towards the end of the story as Eleanor's presence increases.
And it probably helps that I wasn't too annoyed by the "Defend the Little Sister" segments. In fact, I often found them rather fun. Setting up traps to see if I could get through one without firing a shot or being hurt in turn was certainly a good little diversion.
Just for the record, Sophia Lamb is not a communist. She's promoting an extremely hardline form of utilitarianism where the good of the collective must always be enforced no matter the losses on a personal level. You can find parts of utilitarianismm in communism, but the two are not the same. For example, you don't see a "flat" society in Lamb's rapture and she still practices some form of psuedoreligion (this is a big no-no for any communist since religion is a tool of oppression according to Marx).Azahul said:Rapture got beaten up a bit in the first game, but I was under the impression that the self-destruct machine was turned off. Certainly though, the place is a good deal more run down in the sequel.
In the second, the only place that is destroyed is Persephone (and the occasional room that gets flooded).
Anyway, I actually found the human element of Bioshock 2 a lot more prevalent. The Communist (and strictly speaking, we're talking Communism taken to an even greater extreme) ideas are there, but Sophia Lamb and her subordinates (Grace Holloway, for example), are a good deal more than just the sum of their ideas. Personally, I found plenty of human dramas around the place (even in the Multiplayer, which I thoroughly enjoyed in large part for the story elements that popped up during the loading screens).
Communism is a handy catch-phrase in this caseGethsemani said:Just for the record, Sophia Lamb is not a communist. She's promoting an extremely hardline form of utilitarianism where the good of the collective must always be enforced no matter the losses on a personal level. You can find parts of utilitarianismm in communism, but the two are not the same. For example, you don't see a "flat" society in Lamb's rapture and she still practices some form of psuedoreligion (this is a big no-no for any communist since religion is a tool of oppression according to Marx).Azahul said:Rapture got beaten up a bit in the first game, but I was under the impression that the self-destruct machine was turned off. Certainly though, the place is a good deal more run down in the sequel.
In the second, the only place that is destroyed is Persephone (and the occasional room that gets flooded).
Anyway, I actually found the human element of Bioshock 2 a lot more prevalent. The Communist (and strictly speaking, we're talking Communism taken to an even greater extreme) ideas are there, but Sophia Lamb and her subordinates (Grace Holloway, for example), are a good deal more than just the sum of their ideas. Personally, I found plenty of human dramas around the place (even in the Multiplayer, which I thoroughly enjoyed in large part for the story elements that popped up during the loading screens).
Sophia Lamb's idea is that the self must cease to exist for the good of the collective (compare to the Utilitarian device: "Maximum possible benefit for the most people") whereas Communism inherently promotes the idea that the individual (worker) will prosper in communism since the individual gets more political power, more freedom (economically and politically) and a higher personal value by being a part of a greater collective then by being at the mercy of the forces of capitalism.
I'm betting she was Borg...Gethsemani said:Sophia Lamb's idea is that the self must cease to exist for the good of the collective
I'm a bit puzzled as to what exactly it is about this mechanic that people find so annoying. It's not hard or frustrating, it's not like the splicers can kill the Little Sister, and it provides an alternative form of gameplay that deviates from the "walk down corridors and shoot enemies" that makes up most of the gameplay in both the first and second games. You get to make good use of all the defensive weapons and plasmids, and can even make some rather ridiculously over the top traps if you want (bouncing splicers through multiple Cyclone traps to stack effects like fire, lightning, bees, etc. for example). I actually found them fun as a result, and can't see why people seem to loathe it so much. Can anyone explain?Flailing Escapist said:But the part of 2 that really killed it for me was those annoying times you had to protect the Little Sisters while they harvest dead bodies.
The only problem I have its that it happens SO many times in Bioshock 2. There are like 21 sisters, and 2 harvests each is just TOO MUCH. I get so bored with this part of the game. Its pretty much the same 5 minutes of the game 42 times.Azahul said:I'm a bit puzzled as to what exactly it is about this mechanic that people find so annoying. It's not hard or frustrating, it's not like the splicers can kill the Little Sister, and it provides an alternative form of gameplay that deviates from the "walk down corridors and shoot enemies" that makes up most of the gameplay in both the first and second games. You get to make good use of all the defensive weapons and plasmids, and can even make some rather ridiculously over the top traps if you want (bouncing splicers through multiple Cyclone traps to stack effects like fire, lightning, bees, etc. for example). I actually found them fun as a result, and can't see why people seem to loathe it so much. Can anyone explain?Flailing Escapist said:But the part of 2 that really killed it for me was those annoying times you had to protect the Little Sisters while they harvest dead bodies.
I'm talking about Lamb here, and I'm aware as well that she's not actually a Communist, more a Collectivist/Utilitarian.Ultratwinkie said:Objectivist ideals, not Communist. Don't get ideals mixed up, or you could start a flame war.Azahul said:@Netrigan
Really? It was the same city, sure, but the settings were still (mostly) new. The first game took place in the high and mighty parts of the city, the scientific districts, the places of art and business, while the second one took place in the slums of the city. It really fitted the communist philosophies being tossed around the place, as it all took place in a much more working class environment. In fact, I have to say that I loved that about the second game. With such an emphasis on the survival of the fittest, the first Bioshock never really delved into the fate of those in Rapture who failed, the ones who didn't manage to climb the ladder to success. The sequel showed another side, the lower class. I actually found it a very different environment as a result, with its own character.
And yes, while the first game didn't leave much room for a sequel, Bioshock 2 managed to generally avoid tredding on the toes of its predecessor. It made its own room.
No, BioShock 2 focused mainly on Lamb's Collectivist/Communist ideals, that's what he's referring to.Ultratwinkie said:Objectivist ideals, not Communist. Don't get ideals mixed up, or you could start a flame war.Azahul said:@Netrigan
Really? It was the same city, sure, but the settings were still (mostly) new. The first game took place in the high and mighty parts of the city, the scientific districts, the places of art and business, while the second one took place in the slums of the city. It really fitted the communist philosophies being tossed around the place, as it all took place in a much more working class environment. In fact, I have to say that I loved that about the second game. With such an emphasis on the survival of the fittest, the first Bioshock never really delved into the fate of those in Rapture who failed, the ones who didn't manage to climb the ladder to success. The sequel showed another side, the lower class. I actually found it a very different environment as a result, with its own character.
And yes, while the first game didn't leave much room for a sequel, Bioshock 2 managed to generally avoid tredding on the toes of its predecessor. It made its own room.
EDIT: Whoops. :CUltratwinkie said:Ah, I see. Got confused when Rapture was mostly an Objectivist society. Fault on my part there.wouldyoukindly99 said:No, BioShock 2 focused mainly on Lamb's Collectivist/Communist ideals, that's what he's referring to.Ultratwinkie said:Objectivist ideals, not Communist. Don't get ideals mixed up, or you could start a flame war.Azahul said:@Netrigan
Really? It was the same city, sure, but the settings were still (mostly) new. The first game took place in the high and mighty parts of the city, the scientific districts, the places of art and business, while the second one took place in the slums of the city. It really fitted the communist philosophies being tossed around the place, as it all took place in a much more working class environment. In fact, I have to say that I loved that about the second game. With such an emphasis on the survival of the fittest, the first Bioshock never really delved into the fate of those in Rapture who failed, the ones who didn't manage to climb the ladder to success. The sequel showed another side, the lower class. I actually found it a very different environment as a result, with its own character.
And yes, while the first game didn't leave much room for a sequel, Bioshock 2 managed to generally avoid tredding on the toes of its predecessor. It made its own room.
I'm going to agree with the few posters before me: BioShock 2 had superior gameplay, BioShock had the better story. BioShock 2's story wasn't bad it just felt very "Fanfictiony" to me, like it was just an unnecessary extension on a plot that had already reached it's conclusion.
Each one happens in a different room, with different settings and terrain to use to your advantage, and usually against a different combination of enemies as the game progresses. And while that may not be much, it's the exact same thing that differentiates every single non-Sister babysitting fight that takes place in both Bioshock 1 and 2 (and most shooters in general). While I think it would have been better to only have to defend each Sister once (although, if you want, I'm fairly sure you can take the Sister to the grates and rescue her after only the first harvest), I just see the fights as a different form of all the other encounters throughout the game.Flailing Escapist said:The only problem I have its that it happens SO many times in Bioshock 2. There are like 21 sisters, and 2 harvests each is just TOO MUCH. I get so bored with this part of the game. Its pretty much the same 5 minutes of the game 42 times.
I have to disagree on that,if you remember one certain audio message from Gil himself stated that he wanted himself to die if that were to become that abomination. I killed Gil in a "put him out of his misery" kind of way,seeing as he was this horrible,mutated,accident,I though killing him would help him in the long run...because he would be free from that body,he would be his old self again...at least I hoped.Tdc2182 said:And I think that no matter what, killing Gil would have been a dark choice. Yeah, he was much more of a dick about everything than anyone else, but that never really made any difference on which was the "good" and "bad" choice. Vengeance is never considered morally good by anyone
Until you upgrade Enrage to it's max,then it's just sitting down watching the splicers kill each other while the little sister does it's buisness...it got tedious after a whileAzahul said:Each one happens in a different room, with different settings and terrain to use to your advantage, and usually against a different combination of enemies as the game progresses. And while that may not be much, it's the exact same thing that differentiates every single non-Sister babysitting fight that takes place in both Bioshock 1 and 2 (and most shooters in general). While I think it would have been better to only have to defend each Sister once (although, if you want, I'm fairly sure you can take the Sister to the grates and rescue her after only the first harvest), I just see the fights as a different form of all the other encounters throughout the game.Flailing Escapist said:The only problem I have its that it happens SO many times in Bioshock 2. There are like 21 sisters, and 2 harvests each is just TOO MUCH. I get so bored with this part of the game. Its pretty much the same 5 minutes of the game 42 times.