
Every once in a while, a work of fiction comes along at precisely the right moment to change your life. Initially it might not be fully apparent just how thoroughly the changes have been wrought, but as months melt into years, and years coalesce into decades, time provides us with the perspective to spot the fulcrum moments in our lives, and we’re able to see exactly where the levers of choice or chance either bunted us ever-so-gently down the third-base line, or swatted us clear out of the park.
The first of two bases-clearing events occurred for me in May of 1988 when I read the novel Watchers, by Dean Koontz. The fact that the story held my adolescent attention long into several nights, along with altering the very long-term course of my life, is a testament not only to the book itself, but to Koontz’s overarching philosophy that people – specifically our people, those closest to us – matter more than anything. The unification of the fractured, the sanctity of the home and of family and friends, and the refusal to countenance any evil which would threaten these things are, to this day, constant themes throughout his work, and it was these worthwhile Romantic ideals put forth in fiction that shaped much of who I am.
The second of these life-altering events was playing BioShock.
Released on the 360 and the PC in August of last year, BioShock garnered much-deserved critical and commercial acclaim, selling well enough across both platforms to earn an upcoming sequel and a port to the PS3. It also rocketed to the nebulous top of my personal Best Games in the Universe list, taking up company with other gems like System Shock 2, Deus Ex, Dark Cloud 2, Jedi Knight, and Morrowind. Now, with the PS3 port, I’ve had a chance to revisit the city of Rapture, and I’ve discovered that it’s as captivating as ever.
If you haven’t played BioShock, and can do so on either the PS3 or the 360, consider that the 360 version looks marginally better, and that PS3 users will be forced to endure the traditional fifteen-minute install time in exchange for the privilege of waiting fourteen months for muddier graphics. On the other hand, the PS3 version seems devoid of the texture filling problems that mildly afflicted the 360 version, so it’s probably a wash; neither game looks bad by any stretch, and the controls and audio are tight in each.
Where BioShock soars is not only with its action, but in the scope of its story. While most games courageously attempt to spin large, must-save-the-world tales that are designed to raise the stakes and thereby render the player’s actions much more meaningful, BioShock keeps the scope narrow, focusing instead on the player’s survival and the choices he makes along the way. This, coupled with the close underwater setting, gives the game a sense of compelling, urgent intimacy that’s conspicuously absent from ninety-nine percent of everything else on the shelves.

No, but I did stay at a Holiday Inn Express last night.
It is ultimately BioShock’s demand for moral choice that raises its stakes high enough to compliment its narrow scope; it takes the very real, concrete concept of individual survival and attaches an abstraction of morality (save the Little Sisters, harvest them, or leave them alone) in order to determine the means by which you survive, yet most games accomplish the inverse – they take the abstract concept of saving the entire world (generically high stakes), and attach the concrete concept of the end always justifying the means, resulting in a hollow, ultimately meaningless experience: In these games it is not your philosophy or values being reflected and reinforced as you play, but the developer’s. Who wants to sit through forty hours of someone else’s values being foisted upon them, especially when said values consist solely of relativistic sermonizing on the evils of capital punishment?
Look around for a few years and you’ll eventually come to the conclusion that most people suffer from a chronic case of cause-and-effect cranialrectalitis; that is, they have their heads firmly up their asses when it comes to determining which came first, the monkfish or the bouillabaisse. There seems to be an especially maddening trend these days to so closely equate any sort of personal sacrifice with “good” that the line of cause and effect has been blurred beyond legibility, to the point that most meatheads assume an immutable relationship between the two. It is now largely assumed that the most “good” can be accomplished by greater and greater sacrifice, indeed that any brand of virtue demands sacrifice. Teach a man to fish, and you’re just another industrialist with an agenda, but give him your fish, and by golly your halo’s in the mail, motherfucker.
The same principle is evident when it comes to the determination of morality in games like BioShock and, more recently, Fallout 3. BioShock’s system of morality never makes the demand for self-sacrifice, while Fallout 3 stridently assumes player sacrifice as if by right, simply in order to become what is considered “good” within the context of the game. I can forgive Fallout this shortcoming (and it is a shortcoming, possibly out of only two or three), because of its cataclysmic awesomeness, but by the end of the main quest I’d grown a bit tired of its altruistic tendencies. BioShock, like its conceptual forefather System Shock 2, never inverts the causal relationship between sacrifice and virtue, never assumes that the former is not merely sometimes an effect of the latter, but that it is the cause itself. And this is, as those dandy juvenile intraspecies gastronomists said, a Good Thing.
The extent to which BioShock laid the foundation for change in my life goes beyond the game itself, in that it prompted me to investigate other things which have had nothing less than terrain-altering effects on the way that I see the world, and the way that I navigate it. I’ll not go into detail, because the specifics are not for anyone else to accept, reject, or even consider; I’ll simply offer that BioShock need not become a catalyst for change in your own life in order for you to bask in its abject righteousness. If killer style, heady action, and a creamy dollop of corneal confection are what you look for in a game, than look no further than 2K’s brilliant sub-oceanic shooter.

