Oh my goodness, System Shock 2.
(Here there will be spoilers for it and Bioshock.)
Immediately after finishing finals and before graduating, I took up Bioshock again, because someone had told me about being immersed in the game so deeply after the big twist that they had played through all night to the end. I had found it disappointing the first time, but the second (well, really third) time around was better, and I started to get drawn in by the atmospherics, the great writing, and the gameplay opportunities, which never quite gelled but started to seem much less forced as I went on.
I think the tipping point for me was when I was listening to a genetically engineered monster lament her lost beauty, distracting her with bees while I shocked a gun turret in a room to stun it, then hacking the turret and letting it finish her off. A close second would be when I watched a ghost before meeting my first teleporting Houdini Splicer, who flitted from room to room so quickly that I became convinced that there was a ghost attacking me and there was nothing I could do about it, as witnessed to my coblogger:
Me: Oh shoot shoot shoot I’m getting burned to death by a ghost!
Him: Kill it!
Me: I can’t! My weapons won’t work on ghosts!
And then I wrenched it to death. But anyways, despite the loveliness of Bioshock, it continues to disappoint me by taking awesome ideas and then forgetting about them partway through. I was really enamored of the Objectivist Freedom Ship Dreamland, but disappointed when the idea fizzled out after the first or so level because I’d been envisioning a world where everything cost money, where selfishness and individuality were taken to their logical ends, where might made right, and where everyone was trying to cheat everyone else, and was given that in part, but not in whole. I was promised something as dense and intelligent as the incomparable Deus Ex (which feeds your paranoia with chapters from G.K. Chesterton’s The Man Who Was Thursday) and given a console-ready game that you could play as a functional illiterate. I was promised Objectivism, and given an Objectivist protagonist whose big evil act is nationalizing business. I was promised innovative environmental usage, and given random oilslicks on the floor.
But Bioshock has, in turn, been the gateway drug to System Shock 2, and for that I thank it. System Shock 2 is the source of ninety percent of Bioshock’s gameplay and eighty percent of its plot (including the wrench-based gameplay, the characters–stand-ins for Atlas, Tenenbaum, Jack, and the Splicers, among others–and the big twist), and it does the gameplay significantly better. SS2 is true survival horror, in that your weapons break, your health is limited, and virtually everything, including hacking or reviving, costs money. You’re constantly in fear for your life, and, no matter how healthy, just one psionic monkey away from dying.
In Bioshock, you literally can’t die, because you’ll respawn in a “Vita-Chamber” about thirty feet away, with most of your health and mana returned. SS2 has the equivalent regeneration chambers, but there’s only one per level, they return you with only a third of your health, and they cost ten “nanites” (read: dollars) to use. This isn’t a huge barrier, but it’s enough to make you think twice before attacking a gun turret with a wrench.
Plot- and idea-wise, it’s a more interesting showdown. Bioshock comes out on top in voice acting, since most everyone in SS2 except SHODAN sounds like a 23-year-old with a script in front of them. Dialog goes to Bioshock too: The best of the writing in Bioshock (by which I mostly mean the opening lines and Atlas’ stuff) is nothing short of amazing, and the worst would still be about average for SS2. What really makes Bioshock is the attention to characterization. The Splicers, standard-issue mooks, shout their stories to no one as they wander levels; the relationship between Andrew Ryan and his son is genuinely touching, and Dr. Tenenbaum’s origin–she was a Jewish camp prisoner who became a Nazi scientist–is a bit of a cheap shot, but actually does stay with you.
The individual characters in SS2, meanwhile, don’t get a lot of definition, and the protagonist is your basic FPS nobody space marine. Its opening premise is scarcely different to Doom, especially compared to the idea of Bioshock‘s underground wonderland, with its Grecian gardens and massive human circuses. But this is really where the differences between Bioshock and System Shock 2 begin to emerge.
Bioshock is a game with a highbrow pedigree and a lot of potential theory. It’s the kind of game you don’t have to feel bad about telling your philosophy-student friends about–Whatcha playin’? Oh, nothing, just an exploration of selfishness and virtue set in an undersea metaphor for unbridled capitalism. The names are classy, the style is classy, and steampunk always had a sort of self-aware charm that made it more acceptable than cyberpunk among non-SF fans. When you scratch the surface of Bioshock, though, there’s not a lot that sets its characters or world apart from the average FPS. Fight a crazy person, fight a guy in a robot suit, decide whether to be angelically good or baby-eating bad. So on, so on. Its characters have fantastic potential, but after a while even they all start to seem the same, and little is done to explore the real notion of what it means to be self-awarely selfish or unprepared for reality.
Even the thing Bioshock was supposed to do best–make you aware of your own lack of free will–gets fumbled. When you finally find Andrew Ryan, the first villain in Bioshock, you discover that he is actually your father, and that you are little more than a psychically-controlled puppet, bound to the words “Would you kindly…?” Ryan, choosing to die rather than be betrayed by his own son, orders you to kill him…and you do.
But, the thing is, you don’t. Instead, you see a first-person cutscene of yourself killing your father.
Now, here’s something that happened to me in Grand Theft Auto. I had taken a mission from a crooked cop to steal some incriminating documents from a philanthropist lawyer. The entire time, I had been told how good this guy was, and he was nothing but nice to me up until the point where I drew a gun and stood.
And then, he gave me the files. “Here they are, just don’t hurt me!” he said. And I tried, I really tried. But the game wouldn’t let me leave the room until I gunned down this poor guy. I waited, I turned…and I did it. I felt like a terrible person, but I really had no choice.
I promise you that I would have felt like an even worse person if I had had to actually bring the wrench down on Andrew Ryan in Bioshock, and it would have exponentially deepened what the game was trying to say. But instead of following through on its promises, Bioshock merely leaves them in the air, hanging.
System Shock 2, meanwhile, makes no such pretensions. You’re on a spaceship. The spaceship is full of things that try to kill you. By virtue of its unprepossessingness, however, the game starts to become something else. The enemy you fight, the Many, is a sort of Borg-like hivemind: The people who attack you do so while moaning “Are you one of us? No…I’m sorry. Run…run!” The ship’s HAL-like security computer addresses you coldly as “Intruder,” and tries to logically convince you of your own inferiority. The few characters that the game does create–the Many, SHODAN–come across far more strongly than anyone in Bioshock, and the ideas they live by seem truly real. They affect the way you play, the things you do, even the way you see, as the game begins to thrust you into hallucinations brought by the Many.
Even the lowbrow outer-space atmosphere, in the end, becomes much more symbolic and beautiful than the undersea Rapture. System Shock 2 is a maze of corridors and tunnels, but every so often, you look out a dirty window and catch yourself staring off into the endless nothingness of space, realizing just how precarious your position on this floating spaceship is. It’s a really true sense of alienation that you never get in Bioshock.
Bioshock and System Shock 2 are both art, in their own way. But Bioshock is high-A Art. It takes a big concept–Objectivism–and a big budget, gorgeous effects, and fantastic acting. But it doesn’t go beyond that. SS2 is arts & crafts. It does what it’s supposed to do, and works with what it knows–outer space, parasites, hackers, space marines–to turn the nuts and bolts of science fiction and gaming into a truly transcendent experience. And it makes me like it so much more.