Fun Stuff > CLIKC
UNDER DA SEA!!
KvP:
--- Quote from: Jeans on 09 Apr 2009, 10:26 ---Why should they be anything else? They're just people who shot up Adam as well.
--- End quote ---
Because they're fucking boring?
KvP:
Yes. There's a difference between presentation and gameplay. The Bioshock "bosses" were by and large set up perfectly, but acually fighting them introduced no real change in gameplay, they were just like every other enemy. Even lazy-ass techniques like "shoot the brightly colored weak spots on the enemy" (hello RE5) add welcome variety to gameplay. Having a boss that just moves or attacks differently is enough. The fuckers weren't even skinned differently than the other splicers. They were all stroke and no orgasm.
LTK:
--- Quote from: Jeans on 09 Apr 2009, 12:05 ---You thought Dr. Steinman was boring?
--- End quote ---
Well, yes, actually. I remember when I first encountered him as a boss fight, and thought he was kind of interestingly insane with having hallucinations of Aphrodite talking to him and stuff, and then I shot him, and he died like any other crazed splicer. That was kind of lame.
Come to think of it, the only splicer boss fight I actually found difficult was Peach Wilkins. I can't really recall whether I had played the game on Hard or not, I think I did...
ackblom12:
Honestly I found it fairly nice to have a game where the bosses really were nothing more than just another character. Completely insane, much more memorable, but just as vulnerable as anyone else.
KvP:
There was a disconnect, though. They spent all this time trying to make characters out of enemies that were by definition just like every other enemy in the game. I don't see the point in praising Irrational for half-assing the job of making their characters special. The bosses you fight aren't really the voices you hear on the radio, not really. The voices on the radio are masterful characterizations. The bosses you fight are the same shit in a different room. When you kill them the voices just happen to stop talking.
This seems to be another example of the definition issue that Bioshock elicits. There are three different ways you can see Bioshock - as a story, as a game, or as a game with a story. People who just see the story find it pretty much flawless. People who see the game find it an average (or poor) game. And people who see the game with the story find a flawless story wrapped around an average (or poor) game. I'm in the latter category, obviously. The story was great but the only thing that made the gameplay enjoyable was the art design. It's unfortunate that Bioshock has so many slavering fans because it increases the chances that the deep flaws in the game design will be corrected the second time around (see also: Morrowind -> Oblivion)
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