Bioshock: A Defence

Written by Kieron Gillen on December 6, 2007 at 12:43 pm.

This is a metaphor.

Now, I was planning on doing this at some point in our Advent games, but Tom over at EG and I were talking about the backlash against Bioshock. He wondered if I had anything to say, and waved some of that fat EG dollar. And lo - I did. 4000 words worth. I may keep my sanity by not reading the EG comments thread - as I noted in the piece…

You see, I was surprised to find BioShock’s not my favourite game of the year. I’m also aware that perhaps the intensity of discourse around the game had something to do with it. When I think of BioShock, I have to wipe away pages of forum nit-picking and genuinely bitter pub-based rows before I can even start thinking about, at its best, how clever and elegant it is and how on its own grounds it makes everything else released in this incredible year for videogames distinctly second-rate. For most of this year, I’ve been too tired to actually do this. But when the response to a patch with free new content is just a shrug and a bunch of whining over free stuff, I can’t help but think we - as a community - need a good slapping and a reminder that we should be a little bit grateful.

Something to annoy virtually everyone herein, I suspect. But, as my old mate Rorschach once said, we don’t do things because we choose to. We do them because we’re compelled.

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Gravatar fluffy bunny says:

I thought it was a very good read. And no, you shouldn’t even look at the comments thread at EG. It’s insane.

December 6th, 2007 at 12:51 pm

Gravatar Feet says:

Well it’s certainly a provocative article… :P

Also, don’t read the EG comments thread, you’ll only die inside. Again.

December 6th, 2007 at 12:51 pm

Gravatar Alec Meer says:

I’m too stupid to understand.

December 6th, 2007 at 12:54 pm

Gravatar Pidesco says:

I sent you a short e-mail on Bioshock’s meta theme. I hope I don’t come off as an insane Bioshock hating monkey.

December 6th, 2007 at 1:07 pm

Gravatar Kieron Gillen says:

You don’t, Pidesco. I mail back.

KG

December 6th, 2007 at 1:08 pm

Gravatar cullnean says:

woot need more watchmen quotes

December 6th, 2007 at 1:14 pm

Gravatar Dracko says:

No-one cares about the patch, even as its free, because hey, a game shouldn’t have to be fixed, for one, and the new Plasmids are underwhelming. Just because it’s free doesn’t mean we should give a damn.

Of course, this is a fault in BioShock. But it’s not a fault which you will necessarily hit, and it’s a fault that’s far more easy to avoid than the equivalent unbalancing in Oblivion. Just don’t go crazy with the camera.

Don’t go crazy with an implemented game mechanic? Don’t use the resources given to you? Ignore a fault (it isn’t one, but fuck it’s embarrassing to be able to kill Big Daddies so easily with a wrench when you’ve researched them) by ignoring a method of game interaction? That’s a pretty bad defence there. Maybe if they’d bothered to make sure the research would assist the player without completely undermining the game’s difficulty, and therefore sense of personal vulnerability, there wouldn’t be a problem which requires you to say “Hey guys, don’t use the camera so much!”. The fault is entirely theirs.

Because most players would rather be efficient than have fun. This is just the way many of us are wired, it seems.

Yeah, lousy players, wanting to have as smooth an experience as possible. I don’t see how you can say this without coming off as a pretentiously defensive cunt.

Your defence of the last third of the game is just utterly pretentious and trying too hard. Like reading The Escapist. Same with the moral issue: Both endings were dull, uninspired and refused to tackle any of the themes the game brought up at any point. When there is no moral choice (and there isn’t), there isn’t any personal investment. That the game beats you over the head with this even to the point where it rewards you for taking the good guy option in spite of what it claimed (And that’s forcing the player’s hand, incidentally. When I realised this, I only helped them because it benefited me. I couldn’t give a fuck less about little plastic bug-eyed critters that barely look like girls even once you’ve saved them). I mean, why would I want to help these things again? They’re vicious and all too ready to kill people off. Stabbing Fontaine to death in the same kind of vindictive pay-off as many, many Hollywood films do is NOT by any extent pushing the medium.

BioShock believes in videogames and what videogames can be, and - if you go along with it - it’ll take you to places we’ve never really been before.

I agree with the former. What it does however is nothing new. Frankly, all you’ve managed to show me with your article is that fans are indeed an annoying lot, especially those of sub-par games who feel the need to write defences then claim being alienated vindicates them somehow. Get off your fucking cross.

Also, don’t give us the cutscene bullshit. Loading screens between transits are just as bad and remove from the sense of place. And you’re “rewarded” with dubious ones by the end anyway.

December 6th, 2007 at 1:29 pm

Gravatar Jae Armstrong says:

Super Mario Galaxy had cutscenes?

*goes to boot up Wii. Plays. Comes back*

Okay, apparently it does have cutscenes. This makes me slightly confused in that ten minutes ago I would have sworn blind that there wasn’t ten seconds of hands off storytelling in the entire game.

On the other hand my kneejerk response to that little paragraph (despite the fact that intellectually I know it follow Half Life in its incredibly self satified “look ma, no cutscenes!” approach) was that the number of times I was standing around doing nothing in Bioshock while people talked at me was… uncountably large.

I think this is probably a psychological thing, down to the fact that Bioshock’s narrative is far more forward in the game than SMG’s. Obv.

Moving swiftly on, I did make the mistake of reading the comments thread. Thankfully I sold my soul years ago, so I didn’t have anything to lose.

December 6th, 2007 at 1:30 pm

Gravatar Kieron Gillen says:

I love Super Mario Galaxy, I stress. Just “Pure” is one of those words which always raise my hackles. It’s a bit Ein Reich, Ein Volk, Ein Mario.

KG

December 6th, 2007 at 1:37 pm

Gravatar Kieron Gillen says:

(And you’ll probably guess that I’m not going to much defending of the piece. Its’ 4000 words. I’ll almost certainly just be repeating myself)

KG

December 6th, 2007 at 1:42 pm

Gravatar Muscrat says:

It was one of my most anticipated titles this year, and was set to be my favourite - which it now isnt - and it was a little bit of a let down - but still exellent. However the backlash is a bit unjust. It is a great game.

Methikns the big difference between Bioshock and Shock 2 imo, was that Shock 2 felt alot more like a survival horror, and Bioshock a (uh) - shooter.

December 6th, 2007 at 1:44 pm

Gravatar Theory says:

For example, pre-patch PC fans were angry there was no option to walk on the PC. But - y’know - walking is about allowing you to move quietly. You can move quietly through the crouch, signifying creeping. In terms of the tactics allowed by your player, you can do the same.

Tactically maybe, but not thematically. I’ve played the game with a controller and with a keyboard and the difference analogue movement makes is profound. When you aren’t forced to choose between running around like a nob and perambulating gently the game’s spaces become marvellously immersive. Creeping around nervously and making quick dashes is as natural as moving your thumb. It gives the design more meaning when you’re interacting with it in a more organic way.

December 6th, 2007 at 1:45 pm

Gravatar Kieron Gillen says:

Theory: You note, your argument has nothing to do with whether BShock is “Dumbed down”. It’s an immersiveness argument. I don’t disagree.

KG

December 6th, 2007 at 1:48 pm

Gravatar Andrew says:

One thing regarding the moral issue - I’ve no real problem with a binary ending, as such, in that even one Little Sister death is enough to doom you, but the problem is that it doesn’t apply to player redemption. I read things from quite a few players saying that they’d harvested one Sister then been shocked by it and rescued every single one of the others. But they still got the ‘Oh my you’re Darth Rapture’ ending, because the game doesn’t keep track of that.

Same with people who stopped harvesting once they’d reached Tenenbaum’s sanctuary and seen the Little Sisters up close, away from the Big Daddies. While the first ‘redemption’ is somewhat nebulous, you’d have thought the game would be able to tell if you’d harvested Little Sisters post-Tenenbaum or not. That would have been a fairly easy thing to register, I think.

That brings me to another criticism of the narrative - actually being brought to Tenenbaum’s in the first place if you’ve been harvesting every Little Sister you come across. I first thought the Sisters had rescued me because I was such a good guy and had rescued them - like for like, so to speak. But then I found out that this wasn’t the case and I was very disappointed.

Meh.

Bioshock is a good game. But it could have been better. A lot better. It’d be that film getting the Cinematography and Make-Up Oscars but none of the really big ones, essentially.

December 6th, 2007 at 1:53 pm

Gravatar Mr Pink says:

Enjoyed the article Kieron. I think it was something which needed to be written- but I guess such a backlash was inevitable considering the hype the game received.

SPOILERS FOLLOW

While I’m firmly in the pro-Bioshock camp, I must admit that I didn’t really enjoy the game nearly as much after the big reveal. My biggest complaint of all involves the sequence where you “become” a big daddy. During this time you are constantly told of the consequences of your actions. You are told this is an irreversable procedure. You are becoming a monster. I found this idea very interesting, and the mechanics (the bubble on the display when you put the helmet on, the “clump” of the boots) reinforced the horror at what I was becoming. But the game betrays itself. As soon as you arrive at Fontaine, the big daddy helmet disappears, and the boots stop stomping. And in the final movie, you are human again. What the hell? Where are my consequences?

I hope this doesn’t come off as hugely negative, as I really loved Bioshock, but I thought this was indicative of a “lack of polish” in the story post “twist”.

December 6th, 2007 at 2:00 pm

Gravatar Andrew says:

Oh, also - System Shock 2 had weapons upgrades.

And the Invention system never felt right to me in Bioshock, because it didn’t seem real that you could make a first aid kit out of rubber hose and a bit of pipe. The ingredients didn’t match the end product except for the shotgun shell casings.

December 6th, 2007 at 2:00 pm

Gravatar Thelps says:

In defence of KG’s article (not that he needs my assistance) he himself is writing ‘A Defence’ of Bioshock. It’s been my perception, and a lot of people’s, that the game has been treated unduly harshly for what is, in my opinion, one of the strongest narrative experiences any game has managed to execute. When I say this, I mean, on every single level. The game itself, the mechanics of combat, the need to scavenge weapons and armor, the art style, the characters, all complement the story-arc itself in a way that so few games manage to marry together. That Bioshock has little replay value is a testament to this in itself: the game is telling a story in a massively refined, balanced manner. Any variation on that story for the benefit of replayability weakens the quality of the storytelling itself. This is what leads me to sympathise with Ken Levine’s resistance to multiple endings, as, again in my opinion, it would strengthen the story itself to have a more open ended, ambiguous ending that makes less direct conclusions for the player, but rather invites them to think about what has happened for themselves.

I absolutely agree with you Dracko, in that BioShock DOES cop out in a number of ways, in that it doesn’t always encourage you to try the full range of your options, and rewards you sufficiently for sticking to what you know, but, again, I believe that if it was more forceful about making you test your options then the game experienced would be narrowed as a result. As it stands, you pick how you want to play the game, and are free to vary your style as you go. If the game pressured you into making FULL use of every option available to you then surely you would find yourself forced into picking specific solutions much more often, as the developers tried to show off every little game mechanic they came up with, in fear of you not noticing them yourself. For example, because there are certain plasmids some people never use is, to me, a strength, since the game is clearly stating that they’re there if you want them, but it’s your choice to employ them, not merely the requirement of a contrived scenario so you can marvel at all the pretty little animations associated with each of them.

I could go on but basically, I believe BioShock is an excellent game, one showing a hugely coherent narrative that bleeds into the gameplay much more than the vast majority of narrative-based games. I believe it’s more a good game than a bad game, and that definition is predicated on how it uses the narrative as its utter focus, even so far as into the sense of choice of HOW you play the game (mirrored by the narrative’s binary choice of how to deal with the Little Sisters, and the clear political motivations and choices of the city of Rapture as a whole, and of the characters you encounter via the recorded logs). I totally see Dracko’s point, but I chose to overlook his criticisms as they appear within the game (though the ones I don’t refute I consider completely valid).

I didn’t get much sleep last night, and my argument has holes, most of which I’m confident I can fill, with a little more coffee, but I think BioShock DESERVES the benefit of the doubt because, to me, its a sub-genre of game that isn’t attempted often, and that has chosen a rather unique path which could do great things, if followed by more developers.

December 6th, 2007 at 2:01 pm

Gravatar Piratepete says:

I am struggling to put my finger on why, for the first few hours I was “Wow” with Bioshock, the setting, the music, the beautifully constructed non-cutscene set pieces (The pram shadow for example), and yet felt so unsatisfied at the end of it.

I think its easy to blame the game, but is it that I as a gamer suffer from a kind of FPS ADD, where after the initial wow you end up wanting to find the end of the story, and in the urge to get to the end you don’t appreciate the journey at all. I mean I thought I was pretty thorough about investigating each area but was I? Obviously not due to not seeing the Pavlovian electric shock thingy John mentioned.

Having recently just finished it I am coming to the conclusion that I am going to play it again (a rare thing for me), and this time be the good guy.

In essence I suppose I feel that it was perhaps too easy towards the middle and the end, and I (certainly one evening where I was tired and a bit ratty) did ‘rort’ through certain sections missing perhaps key things and using vita chamber like they were going out of fashion. I completely missed why the Vita Chambers aren’t used by the Splicers. However I also missed some of the narrative through pure practicality, such as a sleeping baby next door that i needed to be able to hear but not wake up with the screams of splicers being eviscerated.

If you played Bioshock can you truly say that you gave it the full attention that it perhaps deserved? Is it that it was so rich in detail that we collectively missed key elements that made it all hang together?

I fully agree with Johns point, personally I am now a pipemania expert after hacking everything in site, was that just lazy because it was easiest for me to do? Should I have deliberately challenged myself to be inventive or should the game have challenged my inventiveness?

Is it really the Developers fault if we are too lazy to appreciate or see the effort that has gone in to make it a coherent plot, or rich and detailed world setting? Does the average gamer need to be lead more by the hand in this age of high def graphics where it is no longer the case where a door can be found by looking at the change in texture on its surface? Do we need to have ‘plot item glint’ as well as loot glint?

Or shall we just blame it all on being dumbed down for the 360?

I haven’t got the answers but I think I am going to play it again in the near future with the headphones on and give it my full concentration, and with the vita chambers off.

December 6th, 2007 at 2:02 pm

Gravatar Andrew says:

On the other hand, things I liked about Bioshock:
1. The masterful opening.
2. The weighty combat.
3. Some of the plasmids.
4. The setting.
5. The ghosts - better than SS2’s, though the logs definitely weren’t.
6. The big twist.

Definitely a game people need to play. But I like picking holes in things, and Bioshock can have many holes picked in it. And there were bits that genuinely disappointed me, as mentioned above.

December 6th, 2007 at 2:07 pm

Gravatar Matthew Gallant says:

Wow, what part of the game is that screenshot from (the “Smuggler” one)? I don’t remember seeing it, which is strange because it looks like it would be really memorable.

December 6th, 2007 at 2:07 pm

Gravatar Andrew says:

It’s from the very beginning of the docks area that you enter, very early in the game. After your first bathysphere journey, I think.

December 6th, 2007 at 2:09 pm

Gravatar drunkymonkey says:

“Your defence of the last third of the game is just utterly pretentious and trying too hard. Like reading The Escapist.”

Jesus fucking Christ, you really hate The Escapist, don’t you?

As far as the article itself goes…it’s funny, because as someone who would deem Bioshock a very good game rather than, say, an excellent one, I do agree that the narrative is brilliant, and the morals presented to you are probably the most complex ever in a videogame. One of the strange things I picked up on - and I do wonder if anyone else did - is that when Atlas tells you “would you kindly pick up a crowbar or something” even though you do indeed pick up “something”, it isn’t a crowbar. Lo and behold, a lot of the people who will play Bioshock will be fans of Half Life, and so they might find it disappointing, or at least unexpected, that they’ve picked up a wrench instead of a crowbar. I’m probably looking too much into this, but I presume that the designers were trying to give the player the same sense of disappointment that the protagonist would feel by not fully carrying out Atlas’s orders. But then this is more than likely complete dribble.

My main point is thus: Internet fanboys are a rabid lot, and I do find it annoying that I can hardly go to any sites without people bickering and insulting both their opponents and their dislikes because of what they feel is right, and the best. Bioshock was a typical example of this. In the EG comments thread, you have people purposely mis-quoting Kieron to make it sound as if he thinks Bioshock is the best game this year. The insanity, intolerance, and spitefulness is really dispiriting to see, and to be honest makes me lose a bit of hope for games as a medium. If fans could only debate about these things logically and politely, then that would be great, and I think gaming itself would lose the negative image of itself. But when you have people on supposed mature gaming comments boards, such as The Escapist, GamePolitics and even this one calling other people “pretentious cunts”, claiming if they ever saw Jack Thomspon they’d go right up to him and kill him to prove that gaming doesn’t effect anyone, and the other malarkey that goes on, I can’t see progress in that field being made.

December 6th, 2007 at 2:09 pm

Gravatar Piratepete says:

Oh and I fully agree with Andrew about the little sisters, if you are going to have multiple endings then I would have thought a redemption ending would have made more sense than the black and white version we got.

December 6th, 2007 at 2:10 pm

Gravatar Piratepete says:

Matthew Gallants comment is interesting, he didn’t see the hung smuggler, but I did, yet I still don’t know why the splicers don’t use the chambers.

People missing out on different parts of the narrative maybe?

*rubs chin*

December 6th, 2007 at 2:13 pm

Gravatar Steve says:

I just thought the general combat mechanics were a bit weak, and I don’t know how a first-person shooter can get 10/10 without great shooting.

Maybe I need to evolve.

December 6th, 2007 at 2:15 pm

Gravatar Matthew Gallant says:

I probably saw him at the time, he just dropped out of my memory like my math skills after a final.

December 6th, 2007 at 2:17 pm

Gravatar Steve says:

Piratepete, they’re tuned to Ryan’s (and therefore your) genetic code. That is pretty clearly explained in game, so if you didn’t know that, it really does validate Kieron’s point about people not paying attention.

December 6th, 2007 at 2:17 pm

Gravatar Mr Wonderstuff says:

Yea the EG forums are a bit of a sesspit at the best of times. Not sure why Kieron was ‘compelled’ to write this as I, personally, saw no reason to defend it. Fab game…not the greatest, but very enjoyable and a good addition to my ever-expanding collection of 360 games.

December 6th, 2007 at 2:21 pm

Gravatar I_still_love_Okami says:

Just because Bioshock failed to live up to all the things people were expecting it to do (i.e. be something that transcends gaming and leads humanity to a bright future where everybody lives happily forever and has sex with beautifull women all the time.) doesn’t make it anything less than a great game.

It could be argued that it failed in many respects. But it only failed relative to what it was trying to do, compared to other games it excelled in most departments.

December 6th, 2007 at 2:22 pm

Gravatar Dot says:

There is one single flaw in all of that: you can’t have a spiritual sequel to a FPS/RPG without actual RPG elements, as far as I am concerned. I did play through the game and I did enjoy it somewhat, but it staggers me that regardless of all the technical innovation, it plays far worse than SS2 did, and unlike SS2 which I replayed a total of five times, I’ll probably never touch Bioshock again.

December 6th, 2007 at 2:24 pm

Gravatar Bonus says:

I loved the article.

As a developer at a small company who knows how much time and effort goes into even what would be considered “small” and not particularly stellar scoring games it’s encouraging to see people sticking up for truely great games.

I can see where the time and effort must have been spent getting things in and it’s always a push to get something out the door in the end but these guy’s must be commended on making a game worthy of a debate and not just another title to be thrown away and forgotten about a couple of months later.

December 6th, 2007 at 2:25 pm

Gravatar Jachap says:

I loved Bioshock and I largely agree with your article, Kieron.

The repetition issue is a tough one. Bioshock is really no more repetitive than any other game. The trouble is, it has the balls to give you the full range of options pretty much right from the start instead of rationing out the abilities level by level, in the old Command and Conquer “Have the really good tank now” sort of way.

This means that by the second level, you’re electrocuting people in water, igniting them when they’re standing on oil etc. And you can repeat those actions as much as you like until the end.

The reason people pick up on the repetitive nature of doing so is because… there’s all these other plasmids. You’re led to think that - given how Adam has corrupted a whole city and how totally awesome it must be - that by the last level, you’ll have even more options for manipulating the environment to your will. In reality, you’re still setting people alight/electrocuting puddles.

I harvested Little Sisters because that’s what Atlas told me to do (and I was doing everything else Atlas said so…) and I wanted to become fucking Superman.

The fact was, I didn’t ever become Superman and if I have a real criticism of Bioshock its that. I felt like the Plasmids were an extension of my arsenal. I used them and my guns though, really, I had hoped that, by the end, they would have superseded my “conventional” weaponry all together and I could just deck the halls with Splicer blood at the click of a finger.

Anyway, whilst failing to become Superman, I found out about Atlas and visited the nursery and thought, “What a horrible murdering fool I’ve been.” Everything about that section spoke to me directly, in the reverse way it spoke to Andrew, I thought the Sisters had rescued me because I was their only hope and it the only way to show me what an ogre I was being.

That’s proof, if anything, that the narrative is a powerful one. It played on the role I had taken and the role Andrew had taken - despite the fact we chose different options.

So I changed my ways. As an enemy of Atlas, I was, by extension, a friend of the Little Sisters. That was just part of the U-Turn incurred by Atlas’ revelation.

The idea that you can continue to play and still Harvest Little Sisters, despite the fact you are obligated to protect them, just baffles me slightly. I mean, if you do that, you really are a cunt and the ending should have been the Little Sisters killing Fontaine and then swamping/killing you, too. That’s got a sort of poetry to it.

December 6th, 2007 at 2:26 pm

Gravatar Tellurian says:

I guess it’s just my personal thing to find the combat mostly annoying, and thus through the endless repetition provided by the rampant respawning pretty much wrecking the game for me for the most part.
I played through it, enjoyed some parts, like it even overall, yet due to me totally buying into the hype can’t shake of the feeling of diappointment.
I wanted to love it, hug it and hold it forever, but… This is no relationship material. One night stand okay, but I’d rather be gone when morning comes, so I can just stick with the memories and not face the painful truth.
(Tellurian just gained +3 on his geek score)
And that’s hopefully the last thing I’ll have to say about Bioshock online.

December 6th, 2007 at 2:28 pm

Gravatar Andrew says:

Jachap, that’s a great idea about the ending. It would have made so much more sense than the ‘muahahahahaha now take over the world’ bollocks.

As Kieron says in the article, even Bioshock’s lowest ebb (the final battle) has good points. Or at least one good point. Which is the way the Little Sisters deal with him. That was brilliant. The rest of that section… nah. Not brilliant.

December 6th, 2007 at 2:32 pm

Gravatar Dracko says:

Thelps: I agree with you with the options. What annoys me in the defence is then hearing that somehow being an efficient player is a bad thing.

What pissed me off the most about BioShock in the end was that for all the claims of environment, there wasn’t one: You get this brilliant set-up at the beginning and a brilliant mid-game moment (Hephaestus should have been the end point, honestly) and then what does it do? Make you face off superzombies, a tank and screaming little girls in some exceedingly restrictive corridors. With loading screens between them. Whatever happened to the idea of the player having to genuinely use a living, breathing environment? All you have are maniacs rushing at you with lead pipes and the like. They seldom bother to do what we were told they would do: Search for Adam, wander around, get in fights (Instead, they just want you all dead). This isn’t a world, it’s a bloody shooting gallery. I can think of far older games that at least made your enemies come off as, you know, characters, by virtue of context alone.

drunkymonkey: The Escapist is pandering elitist nonsense and one of the many reasons gaming will have yet to be considered seriously for a long while going. It puts in evidence a frustrating symptom of games not wanting to tackle themselves on their own grounds or even merits. And I don’t intend to kill Jack Thompson, like you’re so quick to assume (Which doesn’t make you any better than any other rabid fanboy, incidentally), I just think Kieron here is being a nonce, and an insulting one at that. You can’t write an article calling people idiots for not liking your precious game and then claim you’re a martyr for the Internet Hate Machine. The notion that he was “compelled” to do so further proves that BioShock fans really aren’t secure with the way the medium is going. It’s a footnote game in that regard.

The most unfortunate thing here is, and I’m sure many will agree, there were the makings of something great here.

Somehow when Yahtzee says it, people laugh and laugh and roll on their backs. Funny that.

December 6th, 2007 at 2:38 pm

Gravatar Dracko says:

Oh, and Dot, the last thing FPS games need are RPG mechanics. Talk about a lack of self-assurance in game design.

December 6th, 2007 at 2:40 pm

Gravatar drunkymonkey says:

“And I don’t intend to kill Jack Thompson, like you’re so quick to assume (Which doesn’t make you any better than any other rabid fanboy, incidentally),”

And I don’t assume you intend to kill Jack Thompson, as you’re so quick to assume. I was making a statement about the Internet gaming community a whole.

And you’re also quick to assume that Kieron is calling people idiots. I don’t know where you got that idea from, but it’s one without merit.

And as far as The Escapist goes, it’s pretty much irrelevant to this topic, but what I will ask is: where else do you think we can forward games journalism? Gamespot, perhaps? Jostiq? 1up? The Escapist, much like Edge, is a publication that treats games seriously, and while a few articles are sub-par, the majority is thoughtful intellect.

December 6th, 2007 at 3:04 pm

Gravatar Lorka says:

Games leave themselves open to missed subtlety more than any media. I had to grit my teeth in a pleasant smile as a friend stumbled blindly through the exquisite world of HL2, blind to all but the most glaring spectacles.

Thinking about it, I took the same approach to Bioshock after a while. The combat mechanics weren’t perfectly fluid, and I felt like the Rand references were bloodily on the nose. Quite soon, I was powering through sighing at conventional set piece design and pedestrian weaponry.

Now Kieron, I feel like I may have missed out.

December 6th, 2007 at 3:16 pm

Gravatar Kieron Gillen says:

To be honest, Dracko, I stopped reading when you used the word “Pretentious”. It’s one of my off switches.

KG

December 6th, 2007 at 3:31 pm

Gravatar kwyjibo says:

The most serious criticism of BioShock is that it’s combat does not match the lofty heights set by Halo, Half-Life et al. That in trying to revolutionise everything, it forgot what was most important.

December 6th, 2007 at 3:36 pm

Gravatar Dracko says:

Kieron: No surprises here.

And you’re also quick to assume that Kieron is calling people idiots. I don’t know where you got that idea from, but it’s one without merit.

We were reading the same article, yes?

The Escapist takes games anything but seriously.

December 6th, 2007 at 3:47 pm

Gravatar Kieron Gillen says:

Really, no offence, Dracko. It’s just one of the things which make me sigh when said in an actual perjorative fashion. I’ll come back later and read everything properly, I’m sure.

The only actual thing I consider an actual insult in the piece is the stuff about people’s ignorance of history influencing their views. I couldn’t work out a way to say people lacked some knowledge without making it one.

KG

December 6th, 2007 at 3:56 pm

Gravatar hazylium says:

The most serious criticism of Bioshock was what Dracko mentioned earlier: contrary to the pre-release hype, Rapture didn’t actually feel like an environment populated by creatures that felt like they actually lived in the place, rather than simply being bog-standard videogame enemies, as they turned out to be.

Given that this was one of the primary reasons a lot of us were interested in the game in the first place, you can hardly begrudge us for feeling disappointed.

December 6th, 2007 at 3:57 pm

Gravatar drunkymonkey says:

Kw: I actually thought the combat in Bioshock was quite good. While I haven’t played Condemned for its blunt weapon goodness so couldn’t compare, the first time I used the wrench in Bioshock felt very kinetic, and very satisfying. The later weapons, like the tommy gun, were less impressive.

Unless of course you mean the AI of the enemies. In which case, yeah, they’re not as challenging as the ones in Half Life, with their intelligent cover-seeking AI, but methinks they weren’t supposed to be. They were meant to be crazed, and not at all bothered about tactics.

But overall, I agree. The combat certainly did not match the cinematics of those shown in the trailers, and it was that kind of mis-leading hype that Irrational really should have avoided. Aside from the physics plasmid, the game kept reminded me that I was firmly rooted to the limits of my arsenal, and the environment around me, and my body, could not be exploited as they seemed to be in the CGI.

When you look at it though, very few games, if at all, allow you to properly do this, aside from dreaded ATEs and scripted moments. No one really capitalised on the ideas put forward by Red Faction, and Dice’s Mirror Edge is a long way off. Sure, it could have tried to innovate, but it had its hands full enough with crafting an original world and the most morally driven narrative in gaming.

December 6th, 2007 at 3:59 pm

Gravatar Alistair says:

You know how in Being John Malkovich the character who takes Malkovic over is a puppeteer? He wants to create great art & drama in his chosen medium… and everyone thinks he’s a twat because they’re just puppets. I see Bioshock as limited in the same way. As Ken said, it’s a shooter. You can refine the genre all you like, and create whatever kind of setting or backstory you like, but when the only thing I can actually do is… shoot, you ain’t never going to achieve nothing. You can say - No! There are no choices! That’s what’s so great! Personally, I would fire up say, Oblivion and choose to do or not do a bunch of things. Problem solved, by games that have, you know, choices.

Bioshock does a lot of great things, but like all shooters, it’s a Quake TC.

December 6th, 2007 at 4:06 pm

Gravatar Butler says:

I read several reviews. I played through BioShock on the 360 (crime?) I rarely stray away from game related banter, but this really is an exception.

I honestly have no fucking clue what all the fuss is about.

It’s a very accomplished game (95%).

Fin?

December 6th, 2007 at 4:07 pm

Gravatar Jim Rossignol says:

Dracko: your problem with “RPG mechanics” is presumably levelling, D&D stats etc, rather than the idea of a more open environment with more interactive possibilities than shooting?

I normally take the idea of FPSs “learning” from RPGs to mean that FPS could be wider, with scope for talking to the monsters, etc.

My problem with Bioshock was largely one of structure. I love almost everything about it - even the combat. But I nevertheless knew, and was annoyed by, the fact that it was just a linear shooter. It never opened up, never really used a hub structure, never returned me through previous areas as in System Shock. I wonder whether if Bioshock had been structured a little more like, say, Stalker whether we’d have had half these criticisms.

As for all this hoo-ha generally, I think Bioshock was just a very big target. The fact that the people who might have been rabid about have actually been disappointed, and therefore fairly quiet, has led to a mass slaying of it. Exactly the opposite to how, say, Halo games are received. No one has leaped to the defense of Bioshock - except for Kieron - which means it’s all too easy to kick it to death.

Finally, can folks please not call anyone a c***, under any circumstances. It’s unacceptable. Thanks!

December 6th, 2007 at 4:08 pm

Gravatar Piratepete says:

“Piratepete, they’re tuned to Ryan’s (and therefore your) genetic code. That is pretty clearly explained in game, so if you didn’t know that, it really does validate Kieron’s point about people not paying attention.”

Its not clearly explained if the only time you can play is while baby is asleep in the next room and you have turned the sound down, as i explained above that is my fault and not the games designers, hence my commitment to play it again with more attention.

(But thanks for explaining it, kinda makes sense)

December 6th, 2007 at 4:09 pm

Gravatar Chris says:

Good article, and I agree with a lot of it.

The only real problem I had with Bioshock was that the speed of the game remained constant for 99% of it: slow. Sure, creeping through corridors while spooky things are going on is great fun, but it does tend to wear on you after a while.

To point out one of the magnificent things about Half-Life 2: the game changes speed constantly. You have your corridor creeping, in spades, but you also have pedal-to-the-metal airboat and buggy sequences. Sometimes you’re being hounded by choppers, sometimes you’re hunting them down. Striders make you run for cover and stay hidden, urban combat lets you cautiously proceed or rush around, guns blazing.

Switching gears helps differentiate the areas of the game, too… I don’t know about you, but other than the Little Sisters training ground and maybe the theater, Bioshock, in my memory, is just a blur of dark, cluttered corridors, whereas a number of completely different levels and areas in HL2 leap to mind. Not to say Bioshock isn’t beautifully designed, and I certainly remember a lot of the art, but I couldn’t really tell you which level was which, or what happened in what level.

Bioshock has a few sequences where you’re rushed by a mob, and they’re thrilling, but for the most part, it’s creeping around slowly, picking off baddies a couple at a time. Again, it was fun, and I truly enjoyed the game, but I think it needed a few more changes of pace. Still, fantastic game overall.

December 6th, 2007 at 4:11 pm

Gravatar Pidesco says:

See Kieron, Jim here agrees with me about bioshock’s linearity.

It means I must be right!!!11!!”!!!

December 6th, 2007 at 4:12 pm

Gravatar Jim Rossignol says:

That’s not say I have a problem with linearity. Portal and CoD4 were both excellent. It’s just that Bioshock would have been better with some reasons to return to different areas across the city. I think one of the reasons the System Shock folk are up in arms is that System Shock *felt like a space station*, if that’s possible. Bioshock seldom feels like an underwater city.

December 6th, 2007 at 4:15 pm

Gravatar Pidesco says:

Of course not. Linearity can work.

The problem with Bioshock (for me) is that the game seems to be saying that linearity and lack of options is bad, but in terms of gameplay all it gives us is linearity and no options.

December 6th, 2007 at 4:18 pm

Gravatar Bonus says:

Are people missing the point with the game’s linearity?

I don’t understand the arguement with it, surely that was the point the game was making and is very well done.

I always felt that people complain more about the last third of the game when you don’t have as many set objectives as a bit odd. That’s when the ties have been broken so you’re made to feel less forward motion in the game.

But isn’t that the point?

December 6th, 2007 at 4:21 pm

Gravatar Piratepete says:

I think, Bonus, they are saying that becuase the objectives where removed it became a bit more of a ‘corridor shooter’, it may have been done to keep the player focussed. As a way to compensate for the lack of objective tasks.

Nope I have firmly decided I am undecided and will have to play it again.

December 6th, 2007 at 4:25 pm

Gravatar Darius K. says:

Kieron, did you see Jon Blow’s Montreal International Game Summit keynote, particularly the part where he was critiquing BioShock? I think it was pretty well-reasoned. Here’s the slides and the audio for the talk, if you’re interested.

December 6th, 2007 at 4:26 pm

Gravatar drunkymonkey says:

Good point, Jim. Aside from the introductory sequence, when Rapture was first introduced, I can’t say I got the impression that Rapture was much like a city at all. Even the poisoned park segment felt cramped. If there were more long streets completed with neon-lit buildings, and if the game let us get to surface level to fight between buildings…that could have been really good, and if done right superbly atmospheric too.

Bioshock was always pushing you forward, and never letting you track back to previous areas (not entirely true of course, you had to backtrack for objectives a lot, but that’s not the kind of free-roaming structure I’m getting at). And the difference between this and City 17 is that with Half Life 2 you expected it to be linear, because in that game you didn’t have narrative choice in the slightest, and there were absolutely no RPG elements to it, and this had been the same of the original as well. Bioshock, on the other hand, was taking inspiration from System Shock 2, which did provide free-roaming, and along with the choices presented to you regarding whether or not you were a mean little bastard killing the Little Sisters, you sort of got the idea that the game would have benefited from being more free-roaming.

December 6th, 2007 at 4:27 pm

Gravatar Pidesco says:

I’m saying that the problem is that the game remained linear and optionless during the last third.

December 6th, 2007 at 4:29 pm

Gravatar Jim Rossignol says:

Bonus says:

Are people missing the point with the game’s linearity?

Absolutely, and intentionally. It’s a superb reveal, one of the best any game has managed. But the amount of criticism the game has received means that the joke wasn’t funny enough. Remove that and re-tell System Shock in an underwater city and you lose one of gaming’s finest conceits, but would you have a got a game we all felt happier about?

December 6th, 2007 at 4:36 pm

Gravatar Theory says:

You note, your argument has nothing to do with whether BShock is “Dumbed down”.

Dumbing down includes removing thematic choices in my book. But if you’re coming at it strictly from a gameplay perspective then yeah, no difference.

December 6th, 2007 at 4:40 pm

Gravatar Jim Rossignol says:

Also, an argument I’d use in defence of Bioshock would be that to allow it to be thoroughly assassinated means we’re less likely to get games of any kind (linear shooters or otherwise) set in an Art Deco underwater city, or any equally esoteric equivalent thereof.

Bioshock is a brilliant piece of architectural and environmental design, and it diminishes the efforts of almost any other game in that regard. In terms of interesting visual design it laughs almost any other game in the past decade into the next room - not to mention the astounding delivery of certain areas, such as Fort Frolic. We need More Of This Sort Of Thing, leaving Bioshock under attack means people will be less inclined to try to move boundaries.

December 6th, 2007 at 4:43 pm

Gravatar gaijin says:

isn’t part of the problem with the latter part of the game that, after the reveal, the objectives DO remain in place? I mean, it’s quite understandable from a gameplay point of view that they do - it would be a lot of work for dev and player to suddenly switch to a sandbox mentality at that point. But if part of the message is “look, this is how we play games, mindlessly following objectives and commiting acts of violence without questioning the moral implications, like we’ve been brainwashed - but guess what, in this case you really HAVE been brainwashed!” then after that - if you extend that logic - you should now be free to resolve the situation as you like. Instead you have another set of externally imposed objectives - ok, needed to break the mind control, so fair enough. But even once you’re ‘free’, you can’t bugger off to the surface letting rapture go to the dogs (sharks), you have to go through another 3 go find the x to do y steps, an escort mission and a boss fight… That’s where the linearity thing began to be a bind from my p.o.v…

December 6th, 2007 at 4:44 pm

Gravatar Andrew says:

The linearity of the game as a design choice to reinforce the message doesn’t hold water for me. You can, at any point in the game, choose to return to areas you’ve already visited in Rapture and ignore what Atlas is telling you, using the bathyspheres. There’s just no reason whatsoever to do so because once you’ve been through each section once there’s nothing in it to do ever again.

The linearity isn’t a problem. It’s the feeling of the world being there but undeveloped. I’d have preferred true linearity to the halfway house we got in the final product.

Because linearity is awesome.

December 6th, 2007 at 4:45 pm

Gravatar Piratepete says:

I have to say that the Ryan reveal is one of the best moments in gaming, if the final level had worked with the panache and style of that sequence a lot more of the critics would have been silenced I feel. It was a hell of a lot to live up to tho, the way it meshed with the game mechanics, the bloody wall in the room before, brilliant. The fact I stood and looked at that wall for a good amount of time with something ticking away in my brain, going “eh?” my feeble, wine addled mind, grasping at the relevance, before the reveal happened made it all the better. Maybe the moment was too good and the rest of the game couldn’t live up to it?

Did anyone else spot the Patrick and Moira poster well before the Fontaine reveal? I stood and pondered that for a bit as well.

December 6th, 2007 at 4:46 pm

Gravatar Pidesco says:

But Bioshock didn’t move forward where it really mattered, and the great artistic design just makes the lackluster gameplay stand out like a sore thumb.

December 6th, 2007 at 4:47 pm

Gravatar Alec Meer says:

Bioshock’s easily one of my favourite games of the year. But that’s tempered by finding the near-uniform defence of its flaws and concessions, which honestly trouble a lot of perfectly intelligent people, just as objectionable as its stauncher advocates find the excessive criticism.

While it’s safer for all concerned that I never discuss particular parts of Kieron’s argument with him, I most certainly agree in as much as I’d feel more fondly about the game if all this binary shouting hadn’t gone on over these longs months. That EG thread (and some of the stuff said here, IN OUR VERY HOME) makes me want to burn every copy of Bioshock in existence, so neither crazily absolute camp can ever discuss it again.

December 6th, 2007 at 5:06 pm

Gravatar Jim Rossignol says:

Man, I *love* those new Sam & Max episodes.

December 6th, 2007 at 5:08 pm

Gravatar gaijin says:

seriously though, was there not just the *teensiest* bit of troll-baiting in the EG article, in the subhead at very least?

December 6th, 2007 at 5:17 pm

Gravatar Nick says:

5. The ghosts - better than SS2’s

Never! They barely came close to the excellence of “what happened in the mess hall” and the lone man shooting himself.

Bioshock was decent, but the combat got very boring for me and I found it was nowhere near as good as people were harping on about. Especially after playing SS and SS2 both of which are seriously superior games despite their age.

December 6th, 2007 at 5:27 pm

Gravatar etho says:

I agree almost ocmpletely with the article. In fact I might even agree with it entirely. I adore Bioshock and think it is one of the greatest games of the year. I think it serves as a signpost pointing us towards what games need to become.

But it’s not perfect. I think the last third of the game is slightly less interesting than the first two thirds, and I also wonder if it was wise to just make the player start taking orders from another mysterious character. The message of the game is quite powerful, but it is diminished slightly with that particular storytelling turn. On the other hand, I can’t really think of a way to make it go any smoother, so I can accept it as being necessary. I still like the last third, it just became a little less emotionally involving.

But my biggest problem wth the game was something else. Basically it needed another ending. Not the third ending most people imagine, where you’ve killed some girls and saved others. Those two endings work just fine, and I absolutely agree that killing just one girl is plenty nasty enough to net you the bad ending. No, I think there should have been a potential ending just after you killed Ryan and Rapture is set to self destruct. It would have fit brilliantly with the cutscene preceding it, it would have allowed you to prove yourself to be a man rather than a slave. Of course you would still have the option to follow Fontaines orders and continue the game normally. Given instructions that basically consist of “to continue the game, do the following,” I suspect most gamers would not even consider that there could be another option. I wouldn’t have if there hadn’t just been a long cutscene about choice and free will. As the game is now, there is no other option, but I think it would be greatly improved if there had been.

December 6th, 2007 at 5:30 pm

Gravatar dhex says:

one of the things that creeped me out about the reaction to bioshock* was the reaction of some folk that seemed to boil down to “man this moral choice was crap - why can’t i kill little girls?” this may be the racism talking but holy fucking shit put down the anime and burn your local barnes and noble cause damn man the pedo monster done crawled up from japan and ate your fucking brain.

the moral choice was shit but it’s like with assassin’s creed not handling the ismaelis like one might want them to (were they a religion nerd like me). it ignores the more salient question of “who wants to get timothy van gogh’d over a fucking video game?” fuck that noise!

*i liked it but i didn’t have high expectations so i had a really good time playing it until the very last boss battle; i also cheered at the beginning with the NO IT BELONGS TO THE POOR speech and the story about burning down the forest rather than hand it over to the government, so keep this in mind. it is not very often that i hear anything in a game that isn’t either hyperactive homoerotic militarism (nothing wrong with that) or mystical egalitarian eco-sludge (some stuff wrong with that) so anything even remotely minarchist in nature gives me a fucking intelli-boner, even if uttered by walt disney’s egoist cousin.

December 6th, 2007 at 5:37 pm

Gravatar Xagarath says:

Bioshock is worse than System Shock 2 because, unlike SS2, it will not run on my computer.
Hah.

December 6th, 2007 at 5:40 pm

Gravatar drunkymonkey says:

dhex: the whole “holy shit, why would you want to do that?” argument only really works if you also say that about killing hordes of enemies in any other game though. Games allow you to do things in real life, and this applies to things that you wouldn’t exactly be comfortable with, even in a videogame.

December 6th, 2007 at 5:45 pm

Gravatar JP says:

I suspect I’ve managed to alienate everyone, even the people who clicked the link thinking that BioShock was the game of the year.

Well, I worked on it and you didn’t alienate me.

Few games have been blessed with the depth and breadth of criticism Bioshock has had. Seriously, we are among the harshest critics of the game - we have to be - and all the substantive points, even the ones from some folks with a heavily trollish tone, are incredibly valuable. Thank you for such an incisive and heartfelt defense Kieron, and thank you dissenters for continuing to hold everyone to the highest possible standard. This is exactly how our medium improves over the years.

December 6th, 2007 at 5:46 pm

Gravatar Monkfish says:

So, first there was the backlash against Bioshock. Today we have Kieron’s backlash against the backlash. And now, we have a backlash against the backlash against the original backlash.

I’m so confused.

Anyway, BioShock was the last game that had me shouting at my monitor in despair - but only when I read through threads about it on gaming forums.

I think the original backlash kicked off very early indeed, even after sidestepping all the vitriol regarding the DRM, and I was finding myself getting wound up with people complaining about “Consolisation”, “dumbing down”, “linearity” and general “Meh-ness”. I admit that I didn’t jump to BioShock’s defense - I felt that any attempt would have fallen on deaf ears at the time. I just stopped visiting said forums for a while - at least until I’d finished BioShock. It just irked me that so many people didn’t see it in the same light as myself. Of course, it was silly to let other people’s personal opinions get to me - I mean, I’m enjoying the game, at least.

ConsoleVania’s review (in their “Black Episode”, if you can find it) probably explains BioShock’s qualities best. It mocked the rabid, panting, “it’s the second coming” sentiment that so many reviews had already spun, and quite rightly. Alarmingly, the review starts negatively when the reviewer said how halfway through the game they were “bored out of their nut”. But then they turn the whole thing around and went on to hit on exactly what made BioShock so great for me: if you play it creatively and with a bit of imagination, you escape the boredom and repetition and gain so much more enjoyment out of it.

December 6th, 2007 at 5:47 pm

Gravatar Nick says:

I’d also like to add that the level with the creepy paper mache guys was one of my favourite levels of any game I have ever played.

December 6th, 2007 at 5:49 pm

Gravatar dhex says:

dhex: the whole “holy shit, why would you want to do that?” argument only really works if you also say that about killing hordes of enemies in any other game though. Games allow you to do things in real life, and this applies to things that you wouldn’t exactly be comfortable with, even in a videogame.

this is a completely reasonable point. however, killing children is a step above killing adults, to be sure. the culture believes it, i would think most of us believe it (in some way) and for good reason (it’s part of the monkey). it is probably not perfectly fair, but such is life.

all of gaming is part fantasy, to be sure, but…my weighting takes into consideration the influence (some might call it a rotting sewer of filth) that the japanese misogyny/pedo/virulently virginal sexual violence/dating sim current/cohort/sign of the apocalypse influences have had on games and the folks who play them. so seeing this same memeplex basically express anger over not being able to murder children - female children no less - and the overtones of frustrated (strangulated?) sexual violence are not hard to see (imagine?)

December 6th, 2007 at 5:59 pm

Gravatar Pidesco says:

Well, I worked on it and you didn’t alienate me.

Few games have been blessed with the depth and breadth of criticism Bioshock has had. Seriously, we are among the harshest critics of the game - we have to be - and all the substantive points, even the ones from some folks with a heavily trollish tone, are incredibly valuable. Thank you for such an incisive and heartfelt defense Kieron, and thank you dissenters for continuing to hold everyone to the highest possible standard. This is exactly how our medium improves over the years.

It’s always good to know we’re being listened to.

I just checked Bioshock’s credits for any JPs, and I was wondering: Are you Justin Pappas?

December 6th, 2007 at 6:05 pm

Gravatar JP says:

Nope. I’m a designer.

December 6th, 2007 at 6:06 pm

Gravatar Pidesco says:

Aha!

I missed you the first time. You are the one with the French name.

December 6th, 2007 at 6:11 pm

Gravatar I_still_love_Okami says:

I think the biggest beef I’ve got with Bioshock is that saving Little Sisters is actually more benefitical to you in gameplay terms, than harvesting them. Aside from that: One of the best games I’ve played in years. Thanks JP and the rest of Irrational for making such a great game and thanks to Kieron for rising to it’s defense without resorting to fanboyism.

December 6th, 2007 at 6:14 pm

Gravatar Theory says:

I’d also like to add that the level with the creepy paper mache guys was one of my favourite levels of any game I have ever played.

They weren’t paper mache…

December 6th, 2007 at 6:30 pm

Gravatar CrashT says:

I really enjoyed BioShock (I’ve enjoyed every game Irrational Games ever made), but I get equally irritated listening to it’s rabid fans as I do it’s detractors.

I’m pretty much with Alec Meer on this one.

December 6th, 2007 at 6:32 pm

Gravatar simonkaye says:

At comment number 81, I’d like to say that all I really want to do right now is dive back in. Bioshocl was immersive, it was intelligent, and it was, unequivocally, art. God bless Mr. Gillen for standing up for it.

December 6th, 2007 at 6:58 pm

Gravatar Andrew says:

Never! They barely came close to the excellence of “what happened in the mess hall” and the lone man shooting himself.

I should have clarified that. The visuals for the ghost sequences were better than in SS2. Somewhat unsurprisingly, but it really stood out. On replaying System Shock 2 (and mostly being astounded by just how much of a carbon copy Bioshock’s story was), one of the few elements that didn’t work for me as well as it did in Bioshock was the ghost-visions. Yeah, they’ve got more story-basis (your character’s got latent psi powers) but the blocky Dark Engine graphics stripped them of their power for me. Same with the organic Many that’s glimpsed throughout the game (not at the end, but while on the Von Braun and having flashes to it). It just looks faintly laughable by today’s standards. The rest of the game worked fine graphically, though.

December 6th, 2007 at 7:03 pm

Gravatar etho says:

Man, now I really want to play SS2, but I’ve never been able to find a copy and get it to work on my computer. *sad*

December 6th, 2007 at 7:16 pm

Gravatar Jachap says:

“Finally, can folks please not call anyone a c***, under any circumstances. It’s unacceptable. Thanks!”

Erk. Sorry. That was me, wasn’t it? I didn’t mean it at all personally to anyone who did that. Having harvested my own wodge of children, I’d be damning myself.

I sort of meant, in the context of the game, to continue harvesting after the nursery, you really were the unpleasant bastard Tenebaum had feared and she would have had as much reason to set her kindergarten cops on you as Fontaine.

December 6th, 2007 at 7:18 pm

Gravatar Andrew says:

As an addendum - the ghosts in Thief 2 worked fine for me on replay. Must be the lighting conditions, and the Von Braun being generally brighter than darkened clockpunk libraries.

December 6th, 2007 at 7:21 pm