BioShock 2′s Shocking System Flaw

Loved Bioshock. Enjoy­ing Bioshock 2, a few hours in. Con­grat­u­la­tions to friends up at 2K Marin, for the suc­cess­ful launch. May the sound of cash reg­is­ters ring out for them.So why am I writ­ing here? One design ele­ment I’ve found in my first few hours war­rants questioning.

Remem­ber the respawn sys­tem of Bioshock?

Death in the Bioshock series is just a tele­port. You respawn with the same pack­age of weapons and ammo you had at the moment of your death, plus a min­i­mum amount of health and mana (“Eve”). The world state is preserved.

As play­ers soon observed, in the orig­i­nal Bioshock this allowed you to progress by bash­ing through con­tent repeat­edly with­out any attempt at skill or self-preservation. Do some dam­age, die, respawn, repeat. Boss ene­mies fell down through this method like every­thing else. This seems silly, and the cre­ative direc­tor of Bioshock 2 took steps:

But the main crit­i­cism that we derived from the first game was the Vita-thrashing exploit, which was — because there were ammo-less weapons in the game and because there were con­sen­sual boss fights in the game — the idea of just using an ammo-less weapon and play­ing Lem­mings over and over again until the cliff just dis­ap­pears. [It was] was degen­er­ate in many many ways… It was fun for no one. So now the Lit­tle Sis­ters will heal the Big Dad­dies a per­cent­age of their health if you don’t take them out. So you do have to invest in their demise.

Prob­lem to solu­tion, right? If only things were so simple.

Here’s the thing: Bioshock 2 has hard con­tent locks — blood gates — that require defeat­ing a cer­tain enemy or waves of ene­mies. It’s impos­si­ble to progress in the game with­out killing these ene­mies. And as the cre­ative direc­tor said, if the Big Daddy kills you on the first try (or you die defend­ing the Lit­tle Sis­ter as she’s har­vest­ing Adam, etc.), you’re going to have to have to start the fight all over again. The Bid Daddy heals, and the progress bar on defend­ing your Lit­tle Sis­ter is reset.

See the prob­lem?  With a rel­a­tively stingy ammo drop rate from ene­mies  in the game (why is that by the way? this game is a shooter, and ammo should be plen­ti­ful), after you die, you re-start an encounter with fewer health packs, fewer eve packs, and less ammo. And you failed the first time, so good luck! It seems likely you’ll fail again. Really, the game should make things a lit­tle eas­ier the sec­ond time, not harder. In the worst case,the player may re-start a major fight with no ammo at all. Then what? Con­grat­u­la­tions, we’ve arrived at a degen­er­ate state: it is well nigh impos­si­ble for the player to progress. I hope the last autosave wasn’t that far back…

The pre­scrip­tion? In the next game, dump the vita cham­bers. Use check­points that save your full char­ac­ter state, and let the player try again with a start­ing pack­age at least as good as the one he just failed with. For this game, a patch that forces autosaves before every con­tent gate — and big­ger ammo drops from ran­dom respawned splicers — wouldn’t seem to be a bad step.

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