Lusitanum wrote...
Wait, you started playing the game and five minutes later you knew you were a artificially created baby who had the DNA of Andrew Ryan, sent there to kill him and were being ordered around every time someone said "Would you kindly"?
Man, I don't recall the game giving nearly enough hints to figure it out so soon.
Here come some big, fat BioShock spoilers:
That's why I was trying to figure out which twist everyone was talking about specifically. I would say that the "Would You Kindly" revelation and the Atlas thing are separate but related twists. I was trying to avoid saying anything too specific, but since we've already done that now... it's the Atlas thing that I guessed five minutes in. Not specifically who he was, but that he was a villain using me to help him realize some nefarious scheme. Ever since Metal Gear Solid, the guy ordering you around is always the first one I suspect now.
Obviously, there's no way I could have guessed the other stuff exactly, but I did guess that the main guy had some connection with Rapture and role to play, because his crash landing there was too coincidental and it seemed suspicious that everyone needed his help, and that you spend pretty much the whole game doing what some guy you don't even know tells you, even when it starts to seem like a pretty roundabout way of finding your way out of the city. I thought it might have just been a necessary game design contrivance, but I had also wondered if they might not have a story explanation for it all.
Although the "Would You Kindly" twist wasn't in itself predictable, it didn't have much impact for me either, because it is centered around (essentially) a non-character. Silent protagonists are one thing, but the hero of BioShock is basically a floating pair of magical arms. I realize that his lack of free will is a story device, and I'm aware of the difficulties in developing a main character in an FPS, but when a plot twist concerns some aspect of a story in which I have no interest whatsoever, I just don't care, no matter how clever it is. This particular twist, for me, has all the emotional impact of learning through a dramatic series of flashbacks that a pair of pliers is a tool made to be used.
To give a contrasting example: KOTOR also has a twist that revolves around "you," but in this case "you" is an actual character. You get to control your interactions with other characters, basically decide (within limits) what type of person your character is. And the revelation of "your" actual identity is interesting because there is considerable discussion and buildup throughout the game regarding that character (which also made it easily predicted by some, though I still think it's an infinitely more effective twist).
Deus Ex 2 and, to a somewhat lesser degree, Deus Ex 1 had some revelations regarding their main characters that are not terribly unlike that twist in BioShock, but, to my mind, were also more effective because those games have main characters that have faces, voices, histories, interpersonal relationships, and at least some measure of personality. (And I think they do a better job making you, the player, feel like you're making your own choices throughout.)
Modifié par Noilly Prat, 15 mars 2010 - 04:29 .




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