Close Reading: Bioshock *spoilers*
Wednesday, September 12th, 2007 - 6:09pm
You guys ever like really reading into books, poems, off-handed remarks from significant others... or video games?
There are a lot of things I want to explore this way in Bioshock. For example:
[link]
[*] "The Fall," "Adam," "Eve," etc.
[*] The "circus of values"
[*] Character names and backstories with regard, for example, to Ayn Rand and her characters
[*] Parent-child relationships
[*] _____ (There's lots more, but I'm leaving work now.)[/list]
Anyone interested in giving this any thought?
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I didn't read too much into the whole Adam/Eve thing, beyond the obvious edenic references, i mean. Rapture was a utopian society and the Garden of Eden is the best known symbol for this in western culture. The notion of a "Fall" lends itself readily as well: in Genesis mankind fell from grace due to our lust for power, and in Rapture, mankind fell from grace due to...our lust for power.
The character name that intrigued me the most was Atlas. In Rand's book, one of the characters suggested that the best thing Atlas could do for the world would be to shrug. The implication was that it was time for those who carry the world on thier shoulders through their intelligence and work ethic to stop propping up the losers. Time to shrug them off and let them collapse under their own weight. What I found interesting about this was that
My take on the whole parent/child thing was probably not as cynical as the game designer's. I actually found the Big Daddies to be somewhat admirable. They didn't know they were peretuating a corrupt system, and their selfless devotion to their little sisters had a cool samurai vibe to it. Probably the most disturbing thing in the game for me was
I'll add one of my own to the list:
Ken Levine wrote:
Fun fact: There was no character called "Atlas" in Atlas Shrugged. There were a couple characters it could have referred to, though.
As for the Eden thing, I think not only is it nice that there's the sort of obvious parallels in a lot of ways (and that the Rapture is sort of a return to paradise for the faithful in the Bible, at it is intended to be here), but I think that the "short version" of the Eden story is something like this:
Man's curiosity/desire for power leads to having to take responsibility for his own actions, and ultimately suffering for it.
Interestingly, I think I see a lot more parallels with the Babel story than with the Eden story.
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Really? That's it?
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You know i could've sworn i replied to this thread and it was 12 replys long.... Hmmm. I remember making (wanting to make?) some funny quip about the game/literature and me not having any knowledge of any sort in this field...
Sorry wordy, i seemed to have failed you(?)
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It's OK, all of Goodjestan has failed on this one.
Yeah, I feel the same way about New York.
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Not quite on the same vein of thought but not worth putting in its own thread:
Did you notice how there was a lot of thought/action about life persevering against the odds? Humans surviving adversity.
First off you have the player surviving the explosion - no idea how he did this and considering Fontaine sent him up there with the notion of doing so doesn't seem like a very good plan.
Then you've got the little sisters being able to survive - despite having their slugs inhibited or disabled or something.
Next you've got the trees, they're dying therefore Rapture is dying - no oxygen... but even though the scientist dies the trees are saved and Rapture is saved. (If the trees had died then there probably would have been enough oxygen for the player to survive and exit the city.
Then you've got Fontaine, surviving his apparent death and adapting.
Next you've got your (the player's) survival and ultimate freedom from control, your close brush with death at the hands of Fontaine's conditioning.
Finally, you and the little sisters (if you have the good ending) escape the city itself and move to a new life.... they themselves prospering and surviving even though they have the slugs and no experience of normality. The player survives his genetic code being rewritten numerous times and eventually dies of natural causes, an old man.
Not being an Enlgish lit or language man i'm not really qualified to analyse this but it seems that another message - perhaps secondary to the main one of political and industrial freedoms - about humanity's (or life in general) ability to overcome the odds and prosper.
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That is sort of neat, Duo. Consider that, with the Vita chambers, you actually can't die. There's definitely a very primeval sort of "survival of the fittest" selection going on with the denizens of Rapture, too -- though the forced "evolution" is a different twist on that. Seems like there's something fun here.
Couple that with the fact that your character has absolutely no volition. He does what he's told both within the game and in the meta-game context of what your controller says. (This is setting aside -- for now -- the fact that the player himself is played for a chump and blindly follows orders most of the game.) Is the player's character the exact opposite of what Ryan envisioned? Was not the idea that Rapture would be a society of completely independent individuals, who would sink or swim on the basis of their own abilities?
As far as I can tell, the main character (is his name Jack?) is not only a tool, but a parasite. He gets all his weapons, money, ammo, power, etc. from others -- usually others he kills himself. The moral choice isn't whether to be a parasite or not, the choice is to what degree you will embrace your parasitism.
I'm sure there's more to dig into there. I'm going to leave it for now.
A couple random thoughts:
-Is Jack a virus of sorts? Is the Big Daddy suit a vector?
-Has anyone tried leaving the Little Sisters alone? Could it be possible not to kill any Big Daddies, or not to even go through with the kill/save dialogue? (Does it force you to make the choice with the first one?)
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Really cool thoughts there wordy.
You're right about the parasite aspect of it. I mean, you can hack all the machines and vendors - just like Ryan was complaining about - but you don't have to. It makes it a lot easier to get along than if you don't though... just like in real life. Those "parasites" in the real world who live on the coattails of the genii find it easier to live by being like that, no doubt about it.
I'd argue that if Jack(?) is a virus then the big daddies and the little sisters are the antibodies and white bloodcells. The little sister is the type that attaches to and "digests" the foreign cells and the big daddies are the attacking ones. They were ultimately the lifeline of Rapture, keeping it living while those parasite viruses tried to pull it down (not intentionally of course).
[edit] Notice the comparison with the virus/bacteria parasite of the smugglers and cheaters and the symbiote parasite of the little sisters. Not all parasitism is bad for the host and as such some parasitism is actually good for life - i.e. the little sisters healing immediately.
I think it would be interesting to go through the game and not touch the little sisters - though for difficulty and not for the ending (as it wouldn't affect the outcome anyway). I believe that the first little sister decision is forced because a door doesn't open - much like using your first hypo....
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I plan on coming back to this thread once I've finished Bioshock, because I rarely get to geek-out analytically about games. But it may be 4 months, so carry on.
Rat Boy on Newlywed Ackbar wrote:
Yeah, I knew there were more of us in here somewhere. I'm surprised I played it so soon after release, myself, though. Perhaps they are related personality traits.
Duo, thanks for helping round out some of that. I'm thinking about how it might tie back into the whole Eden parallel. Maybe I'll have more after lunch.
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So very spoilery:
I also am seeing a lot of imagery about broken families in BioShock. Memorials, the funeral homes, the woman crying over her stroller. The little story thread about Masha. That one seriously affected me on my second pass through, as I found all the diaries for it.
Their daughter was taken by the government to be a Little Sister - the entire government turning into a parasite on its own people, everything that they had worked so hard to achieve and they follow the same path, in this case for the "greater good" of the marketplace.
Mystic Violet wrote:
If I remember correctly, it was almost all motherly stuff, wasn't it?
There was a lot of stuff going on about motherhood in the game. I know that for certain.
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Of course, the irony of it was that when someone came in and built themselves up (Fontaine), Ryan couldn't stomach it and tried to tear them down. Maybe that's so obvious that it doesn't need stating, but his vision of Rapture came to a halt once he found out that he wasn't as in control of it as he wanted to be.
The last bit about all the scavenging...one of the great audio diaries was from Ryan when he lamented how the general populace was just stealing things, rummaging through everything to take whatever wasn't fastened down...I heard that as I was searching some non-descript desk that clearly didn't belong to me. I had a little pang of guilt.
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This was the exact same thought I had, but I think Jack, kind of transcends the typical role of the Big Daddy and becomes something more. The Big Daddies just protect the Little Sisters from immediate threat while Jack saves them from Rapture as a whole and I guess releases them from their macabre duties. And while the game talks to you about motherhood a lot I think it speaks more about fatherhood, but you just got to look a little deeper.
The most obvious example of fatherhood in the game is the big daddies. To me, this says that with fatherhood comes an instinct to protect what you are fathering (any real dads speak up against or for me, I'm not exactly experienced in that field). And that's as far as I can see the big daddies relating to parenthood.
I didn't notice this until my second playthough (I know I'm kind of slow), but Jack, the player character, is the actual birth son of Andrew Ryan. The two ghost images and the diary in Eve's Garden show that Andrew and a fling with a showgirl and the bastard child of that relationship was given to Fontaine and in turn to Suchong who made Jack. Along with Andrew saying things like "my own flesh and blood," and also Fontaine messages you on the radio saying he needed someone with a very similar genetic code to Ryan or else Rapture's security and all that would instantly kill you.
This leaves Jack with essentially fantastic dads who obviously care about him. Ryan who calls you "his greatest disappointment" and Fontaine who uses you as he would a wrench. This begins the theme that fatherhood is a clear choice. Both Ryan and Fontaine have opportunities to take you in, but only Fontaine talks about that after he views you as a threat, clearly a selfish act, and not at all caring. But while Papa Ryan and Stepdad Frank neglect you, the player has the opportunity to become the caring father of the Little Sisters, but only by choice, and you do it selflessly for less Adam. This is foiled by Tenebaum becoming a caring mother despite her greatest efforts not to be. So thus the game says that it's natural to be a caring mother, but a very conscious choice to be a caring father.
If you're not yet tired of hearing Ken Levine talk about the game, there's another great interview on Gamespot today.
One of the things Ken doesn't reveal is the meaning of the chain tattoo on Jack's arm. I've got a couple of ideas. It's your first major clue that you are tied to Rapture somehow and possibly related to Ryan. Seeing 'The great chain lifts us all' and then seeing it on your wrist was a great moment for me. Later in the game, it's represents your enslavement to Fontaine.
As great as the various elements of Bioshock were, I get the feeling that the story and game dynamics got away for the designers.
I was particularly bothered by having to hunt and kill the big daddies, the one set of entities in the world that wasn't trying to kill me and which seemed to be playing a protective and productive role (in at least one scene, a big daddy is shown doing repairs and maintenance) in the world. That, coupled with their dying elephant noises and the little sisters' anguished responses made me feel just awful each time I took one down.
The decision to hunt and kill the big daddies may be the real moral core in the story. But, it's a false choice because if you don't do it, you probably can't survive the game and certainly don't get to see much of the game's content.
While I'm sure the designers wanted the player to have a strong emotional response to the big daddy/little sister dynamic, I just don't think the designers quite got the outcome they intended.
Also, at first, I was really bothered about killing the splicers - especially taking out the ones who hadn't yet seen me. They weren't like zombies (unreasoning vessels of hate with no sense of self) or declared enemies. They were merely innocent people who had been driven mad by their enviroment. Ultimately, this characterization did work fairly well for the game, adding to the creepiness of the environment and the player's choices in interacting with it. But it would have been so much more effective if not all the splicers were immediately or automatically hostile. It would have lent a much stronger moral dimension to the decision to try for that concealed headshot.
I'm pretty sure you can make it through the game only killing the one Big Daddy that is hostile towards the player right off the bat. The weapons are ridiculously powerful, and the important plasmids are just lying around or waiting to be researched. You might have to kill the very first Big Daddy that Atlas commands you to, not sure. If so then you have to kill two.
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Reading into Bioshock? More so than all of the in your face imagery?
Uh, ok. I got one!
*Even though the thread title says it, these are spoilers, big ones*
Before you crash in the beginning you fall asleep, then you wake up in the water. Water in dreams is commonly representative of sexual problems. You swim out of the water to the only land structure, a giant phallic lighthouse. You then enter the shaft, walk down its stairs and sit in a giant ball to get hurled back into the water.
Then, you find yourself in a world under the water, populated by characters filled with rage but so ashamed of what they've become that they hide behind masks. The city is full of red velvet and theaters. Your biggest enemy is a "Daddy" whose soul purpose is to keep you away from anything "girlie", and he does so by physically beating you.
As the game progresses you find yourself killing the owner of your watery prison with his own sports equipment, deciding that the only way to succeed is to become the "Daddy" figure you've been fighting this whole time, and using Eve to get by but really just wanting more Adam the whole time.
Oh and you fight a giant naked man, whom you have to impale repeatedly to defeat, as the final boss.
Basically this game was about a man working out his own repressed homosexuality in an elaborate dream.
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I kind of see it as representing the gamer himself enslaved to the game - you go through the whole game just doing what you are told to do. Of course most games are like this, but BioShock has these subtle digs at the meta player-as-slave idea - as when you kill Ryan, you have no real control at all (and they make that explicit by literally taking your control away) - A Slave Obeys.
Ken has in fact enslaved you and you will go through his game obeying ... the one token choice you have being the treatment of the Little Sisters.
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This is going to sound a bit left-field but I think a lot of people get stuck on the "Daddy" naming of the "Big Daddies". In my opinion the Big Daddies are the pimps of Rapture. They offer protection to the Little Sisters and smack the crap out of anyone that interferes with their "business". I can't find a correlation to the name "Rosie" but "Bouncer" definately fits a pimp ideal. And the kingpin of Rapture, Fontaine, keeps everyone in line through terror and intimidation... just like Al Capone did in the 1940s. Fontaine's smuggling operations and other rackets fueled his growth until he could launch his surprise strike much like the mafia gangsters did during Prohibition.
If you really want to make a leap, you could almost say that Bioshock is a stylized revision of the movie Taxi Driver. It featured a lonely, isolated, mentally scarred war veteran who comes home trying to rebuild his life but falling into depression due to the corruption of New York City. He flirts with political activists proposing social changes, saves prostitutes from pimps and visualizes himself as a vigilante for the people. The film ratchets up the tension as he plans an assassination attempt on the politician that the political activists were supporting but instead winds up killing the pimp of a prostitute that he feels he must rescue. He is then hailed as a hero for his actions and finds redemption for himself.
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The name Rosie is from the old "Rosie the Riveter" campaign to encourage women to help out in the factories in WW2. At least, thats what I assume since the Rosie is armed with a giant Rivet gun and rapture was built in the late 1940's.
Prederick wrote:
I think i can take credit for reviving this thread from the cusp of death... Chiggie, that is a great analysis... though i wouldn't conclude that it is about repressed homosexuality but about a sexually repressed man who suffered physically at the hands of his father - who kept him away from the love of his mother and thus spawned an oedipus complex that was based around the denial of the mother figure... rather than the presence.
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I agree with you here, Duo, except in that Jack doesn't really fully think for himself. I can certainly see that happening "behind the camera," but I'm not sure we can say for certain, given the inability to control himself.
On another level, Ryan could use the "magic words" to save his own life, but chooses not to. In fact, he hands the murder weapon to Jack. What does that say about Ryan?
Nit pick: Al Capone was a Prohibition-era mobster. He spent the 1940s in jail. I'd see Fontaine as more like Hoffa, who combined organized crime and organized labor, and who was eventually killed by his colleagues.
The Big Daddies, like Jack, aren't fully in control of themselves, if I recall correctly. I think they were brainwashed to the point where they were more like a mother grizzly protecting her young.
It is curious, though, that Rosie is used as a name, since that's such an obvious allusion to female empowerment. I remember that at least at first I thought of the Sisters as much more in control -- a feeling that returned when Jack donned the Big Daddy suit. Frankly, following the Little Sister and protecting her while she did her business reminded me of some of the resentment I had when I dated a girl who lead me on.
I, too, have issues.
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In other news, water is wet!
Fedaykin98 wrote:
wordsmythe wrote:
Yeah, i was drunk when i wrote that... my inner ego trying to escape obviously....
I don't know... what do you think that says about Ryan?
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You were in the company with some of the best literary minds, then.
Probably says he's a masochist, if we're going to stay on the "everything's sexual" path.
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I'll have a go:
My reading of it was that Ryan saw that he had lost the philosophical battle. It seemed to me that hitherto he considered Rapture to be the sweat off his own brow and therefore had the right to defend it. Ryan could clearly have killed Jack himself if he had wanted to, but chose to die and implant the ideal of free will and free choice in Jack. I think Ryan perceived how he had failed Rapture and the Randian ideals he was aspiring to, but that Jack could defeat Fontaine (maybe he had already discussed it with Tenenbaum) whilst holding on to those ideals. Choice could be seen as a simpler meta-law to the wordier "don't be a parasite on the work of the worthy". Ryan indirectly gave power to Fontaine by banning outside contact and making black-marketeering so profitable for Fontaine, and so maybe he realises that this decision led to the failure of Rapture, and so he failed in the way he thought he'd succeed: he'd lost the ethical battle.
It isn't clear to me at what point Ryan worked out the "Would You Kindly" thing, and Jack's lineage and mission, but that could also be the point at which he realises that Atlas is Fontaine, and that Fontaine has outmanoeuvred Ryan. Ryan then understands the extent of his own failure, both tactically and ethically, and passes the mantle onto his son to look after Rapture starting with the ethos of Choice, rather than Ryan's misguided ethos of Insularity.
An alternative explanation could be if you're Ryan it would be rather unpleasant to see what had happened to Rapture, so maybe he had given up the fight at that point, and craved oblivion.
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I've lost this post twice now due to IE crashes, so I'm going to try and reconstruct this as well as I can manage in a word processor.
I can see Ryan as a martyr who died in order to spread the gospel of free will. Autonomy is at the heart of his ethos, after all.
On the other hand, I can see him as a more fanatical martyr. He explicitly rejected other ideologies -- to the point of running away to a hermetically sealed, secret city under the ocean. (See his recording on the necessity of building Rapture as "impossible anywhere else," for example.) There, he strove to not only make Rapture water-tight, but to similarly seal the city off from outside thought. The weakest point for both was at the docks, where Ryan had to bow to necessity and allow a hole in the city in order to bring in food and supplies.
Not only did Fontaine and his twisted utilitarianism seep in through the docks, but so did Christianity and the entire genetic engineering nightmare that lead to twisting the minds of Rapture's inhabitants. (Side note: I find it interesting that there are so many Bibles that were stopped by customs, and wonder why so many tried to bring them in, and what else was filtered or escaped filters.) Ryan's actions throughout the game are withdrawing and retreating, even while his rhetoric soars to new heights of platitudes and hyperbole. By the time you meet Ryan, he's back against the wall, and ready to destroy everything to keep it from becoming subservient to Fontaine's competing ethos.
Before Jack comes on the scene, you can already see marks of Ryan's fanaticism. For example, in his audio diary titled "Mistakes":
"I will not question," is a fairly awkward phrase to tack on the end there. Taken separately, it is a resounding testament of Ryan's transformation from objective to fanatic. Ayn Rand herself championed the phrase "check your premises" as at the core of her ethos. When you stop questioning, you're no longer an Objectivist. (Of course there's a certain amount of dogma associated with modern Objectivists, as many will often refer back to Rand in a sort of "WWRD" way.) Chains can symbolize unity and cohesion in a greater cause, but they more often symbolize enslavement. I think there's a case that Ryan moved from one to the other. The Great Chain moved slowly, but it did move.
"Desperate Times"
Other thoughts:
Ryan suggests in an audio tape that the best way to fight Fontaine's plasmid industry is to "offer a better product." Does this mean that his ideology was a worse product than Fontaine's? Was the marketing just worse?
There's a Bioshock wiki that's a good resource for Bioshock info. I find the audio recording transcripts especially useful.
Anyone want to tackle "the Great Chain" and how much of it can be ascribed as a biography of Jack?
Has anyone else read all of Atlas Shrugged? Anyone want to talk about things like how Ryan seems to be a bit more like Reardon than Galt, or generally to try and see which characters correlate and which others don't?
Fun Fact: John Galt is actually the name of an author and Canadian colonial who is credited with first penning the term "utilitarian." "Who is John Galt?" in Atlas Shrugged gives way to "Who is Atlas?" in Bioshock.There is no "Atlas" in the book per se, but "Atlas" is taken to be the representation of all the characters like Galt in the book, who are ultimately represented by Galt. More modern covers of Atlas Shrugged have depicted a golden art deco-styled sculpture of Atlas carrying the world. The picture is not unlike Fontaine's appearance at the end. (They both look like Colsosus of X-Men fame.
) The big difference in the book being that Galt founded Galt's Gulch, which is the parallel city to Ryan's Rapture.
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