Necessary Evils 2

Bioshock and Moral Narrative in Games (Part 2 of 2)

Leap forward a year or more after my brief encounter with Bioshock. I can’t remember exactly how much time passed, but by this point Bioshock 2 had been released as a free download on the PS3 for people with a Playstation “Plus” account. It had been long enough since I’d finished the original Bioshock demo that I didn’t remember whatever spoilers I might’ve read in the meantime. What I did remember was a constant, panicky “help! help!” sensation. I remembered loving the environment and wanting very much to experience the whole story, but I also remembered resenting the fact that I’d have to slog through hours of pointless, carbon-copy shoot-’em-ups to do so.

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Necessary Evils 1

Bioshock and Moral Narrative in Games (Part 1 of 2)

Bioshock and Bioshock 2 are great games, but for me they were just the right games at the right time. Nothing I’ve played or read or watched in the past decade has prompted a deeper, more personal examination of games, story, creativity, and craft. I decided I wouldn’t let this moment of intense self-reflection pass me by. Before I allowed myself to play the much-anticipated sequel, Bioshock Infinite, I would have to write at least one blog post on the subject. Not only would this allow me to voice something I found personally significant, it would force me to finish a written piece, something I’ve found deucedly difficult for many years.

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