Boss Rush: Did Bioshock Deserve Its “Worst Boss” Reputation?
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Frequently, at the end of a videogame level, there’s a big dude who really wants to kill you. Boss Rush is a column about the most memorable examples of these, whether they challenged us with tough-as-nails attack patterns, introduced visually unforgettable sequences, or because they delivered monologues that left a mark. Sometimes, we’ll even discuss more abstract examples, like a rhetorical throwdown or a tricky final puzzle or all those damn guitar solos in “Green Grass and High Tides.”
When it comes to the legacy of Ken Levine and Irrational’s Bioshock, two things can be true at once: It remains one of the most memorable and cherished experiences of my life as a videogame enthusiast, and it tends to feel progressively more dated each time I return to it.
The latter should probably be no surprise: Bioshock is 17 years old, and significantly more time has now passed since its original release than had passed since the release of System Shock (1994) when Bioshock first rolled onto the scene in 2007. It’s somehow already been more than a decade, in fact, since our last dip into Rapture during the Bioshock Infinite expansion Burial at Sea. Through all that time, Levine has remained largely out of sight, tinkering away at the long-delayed release of sci-fi immersive sim Judas, while his reputation has been harmed by accusations of a toxic workplace and his most famous creation slowly accrues barnacles in our collective memories.
Of course, there are aspects of Bioshock, or crystalized moments in the gaming experience, that will always remain unimpeachable. The initial plane crash, descent into the lighthouse and bathysphere, and the grand reveal of the underwater city of Rapture will forever stand as one of gaming’s most bewitching moments–an incredible smorgasbord of artistic inspiration and implied gameplay being laid out in front of the player to tantalize you in the opening moments of your journey, hinting at where the experience will take you. As Randian city founder Andrew Ryan sonorously intones his ideals of individual human exceptionalism, and marine life threads itself eerily through the tubes and towers of the neon-lit, underwater Art Deco cityscape, Rapture looms as a vast, undiscovered playground for the user’s imagination. In those moments, you can imagine being able to freely explore every nook and cranny of an impossibly wide, unknowable urban metropolis unlike any the world has seen before. The possibilities feel endless.
This will forever be one of the unforgettable moments in immersive sim history.
The reality, of course, is that the bevy of choices implied by Bioshock’s opening are not quite as varied and consequential as they initially seem–a theme that reverberates through both the game’s intentional narrative and also the less intended limitations of its gameplay decisions. No, you can’t actually carouse and explore through every one of the grand structures you see during your initial descent, as progression through the city is eventually gamified in a fairly linear way to serve the narrative. And no, you can’t actually exploit the genetic blank sheet promised by the gene-altering substance ADAM to recreate yourself from the ground up–those genetic augmentations largely serve as weapons to simply add another layer to the game’s combat system rather than radically altering how you interact with the world around you. At the end of the day, Bioshock is still a first person shooter just as much as it is an immersive sim, complete with all the elements expected of an FPS. And that includes boss fights, culminating in a battle that has for years routinely been regarded as one of the least satisfying final boss fights in gaming history.
But is that reputation really deserved? I think most fans of the series would agree that at the very least, Bioshock does not want for memorable antagonists on a narrative level, whether it’s the despotic or deluded kingpins of various neighborhoods like Dr. Steinman or that wonderful peacock Sander Cohen, or the overarching presence of Ryan as the monolithic creator of an entire culture. So too does Bioshock pull off its big twist with aplomb, revealing that the player character is himself a lab-grown genetic assassin, crafted by mobster Frank Fontaine (in the guise of your guide, Atlas) to assassinate Ryan at an opportune moment. That moment, the revelation of the carefully coded phrase “would you kindly?”, stands as one of the great immersive sim story beats of its generation, thrusting the player into unavoidable self-reflection over their own complicity in following orders presented to you by the game itself, in order to seek the all-important stimuli of progression. Bioshock had been marketed as a celebration of player choice; the reveal questions whether such a thing actually exists. Or in other words: Perhaps “because a nice Irish man said to” was not an acceptable motive for murder after all.