

The only huge difference was the ending cut-scene. Behave one way, and you get a “happy” video played at the end of the game, assuring you that your character lived a good life behave another, and the Sisters take brutal revenge on you, tearing you apart.

If you “Harvest ” them, their life force helps power your own magic weapons if you instead heal them and send them on their merry way, you get less power, but the satisfaction of doing the right thing. In BioShock, the main moral conundrum is a simple one, and revolves around the game’s Little Sisters, young girls who walk around tormenting the citizens of the underwater city of Rapture. But, of course, video games had largely functioned on rails for the entirety of their existence: A player’s job was to rescue the princess, to get the treasure, to destroy the bad guy, and everything in the game existed to push the player in a single direction. Advanced role-playing games like BioWare’s Knights of the Old Republic, set in the Star Wars universe, would categorize the player as being on good or evil depending on how they behaved, though that only really affected the character’s appearance. The idea of multiple moral paths to a player’s story became a fad that video games are still struggling to incorporate, and BioShock: The Collection shows both the appeal, and the necessary limitations, of the ideas the original game generated.īioShock wasn’t the first of its kind to offer users an array plot outcomes, based on how they behaved while playing. Nine years after its initial release, BioShock is now available in a remastered, high-definition edition with its sequels-three games in total that proclaimed to allow players to examine their own values as they ventured through dark, fantastic worlds.

The complexity of its decision-making approach was basic to say the least the game only branched into two endings. Upon its 2007 release, BioShock felt like a revolution, or at least the start of one. BioShock is filled with these moments-life-or-death choices that seemingly add to a larger ethical experience for the user in a departure from the usually consequence-free nature of playing video games.
