NOTE: Eagle-eyed readers may have caught the mistake I made earlier today: For about ten minutes I did accidentally post episode 13 instead of episode 12 here. My bad. In my defense, I was in another window, writing you a post about something unrelated to BioShock. So you kind of win either way.
At any rate, here are my original comments for this post as they appeared way back in 2010:
The Big Daddy transformation was a cavalcade of lazy plotting, supported by a layer of contrivances, and glued together with a few pounds of sloppy videogame logic. I think it actually undermines the earlier themes about free will. Now that you’re no longer a slave and you’re free to think for yourself, the game requires you to do something dumber and more illogical than anything that you did while you were supposedly under control of others.
This section of the game very nearly wins the title of “Most Obnoxious Plot Door”, a title which currently belongs to Neverwinter Nights 2. But BioShock gets off the hook because this plot door only takes about thirty minutes, not five hours.
It’s a shame we had to cut this sequence in the middle. We point out the rest of the flaws with the Big Daddy Quest in the next episode. Then there’s one more mini-episode after that one where we wrap this series up. We’ve already selected our next game, so your pleas are futile.
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Silent Hill Origins
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Skyrim Thieves Guild
The Thieves Guild quest in Skyrim is a vortex of disjointed plot-holes, contrivances, and nonsense.
Crash Dot Com
Back in 1999, I rode the dot-com bubble. Got rich. Worked hard. Went crazy. Turned poor. It was fun.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.