It begins by giving me exactly what I wanted, though, and so lavishly that I cannot complain about the 'value' of this add-on. Sadly, Burial At Sea's long-awaited demonstration of Rapture at its opulent peak pulls the same trick whether it's one of technological necessity or deliberate design I of course do not know. Where is everyone going to? How can the people in this part of the city be so content and unworried when two minutes away there are crazy bastards and open conflict everywhere 2? Infinite's approach was to simply clear the stage of non-violent life whenever weapons were wielded - a clean switch for sure, and some have defended it as an open admission that the place was consciously a theme park rather than a community, but for me it meant great dissonance. And a sort of vaguely malevolent magic sea slug, but I don't think anyone's entirely comfortable talking about that any more.īut as with Columbia, the problem is the attempt to have the monsters co-exist with the men and women of a supposedly functioning city. No gods, no kings, no prophets, no birds allegorical or otherwise, no robot George Washingtons 1. Rapture! Jazz and Rockwell, cigarettes and masques, hedonism and art. Rapture! Home of Big Daddies, Little Sisters, Andrew Ryan and Sander Cohen. Rapture! A place we admire even despite its inevitable fall to civil war, genetic perversion and violent self-interest. Rapture! An Other Place this generation of game-players will likely remember forever. ![]() Game logic, eh?īack beneath the waves, BioShock can offer me its greatest triumph and its greatest failing. And when it comes to foes, its are drug and gene mod-raddled madmen rather than murderous policemen or indiscriminate guerillas less life-like perhaps, but any inhuman action or unthinking aggression they might perform is that much easier to shrug off as the result of the monstrosity resulting from their unchecked Adam addiction. I've always maintained that Rapture is a more compelling, more convincing place than its airborne alternate, Columbia - equally as absurd, but its self-contained, bubble-like nature, its secrecy and its intelligentsia arrogance somehow make more sense than a flying battlestation filled with religious zealots. Better still, we can experience it before it turned to ruin and decay. We return to a Rapture now more striking than ever, thanks to its being apparently rebuilt rather than recycled in BioShock Infinite's fancier variant of the Unreal engine. This first of a two-part DLC storyline expansion shifts Infinite's two lead characters, without immediately stating whether they are the same pair or dimensional alternates, from the skies of 1912 to the seas of 1958, and thus we can return to Andrew Ryan's intended paradise/refuge for the world's brightest minds. It is wonderful to be back beyond the sea, but things are different now. "The problem with utopia is it's still full of people." A fair sentiment indeed, but is it truly spoken by a dispossessed citizen of the fast-failing undersea brains trust that is Rapture, or is it a BioShock Infinite developer lamenting that they need to somehow insert humanity into their singularly lavish shooty-bang game? ![]() ![]() Please note that while this piece contains no overt plot spoilers for any BioShock game, it does feature some allusions to their major events and does presume at least some familiarity with them.
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