Bioshock desperately wants to be clever; wants to say something about the artificiality of videogame choice, but says little beyond pointing out it exists.

It wants to have it both ways though. To point out this lack of agency in any game, yet still care for its exploited little sisters.

So much is incredibly evocative. The world is beautiful yet hostile: architectural representation of the failure of Andrew Ryan’s ideology. The few good people of rapture are long dead and you pick through the scraps to survive.

It’s a shame it has less to say than it thinks it does.

Originally posted July 20th 2020