
A character render of the "Bouncer" Big Daddy from BioShock
To our everlasting shame, the Level Up blog lacks
working comments, an oversight that will be rectified with the
impending relaunch of Newsweek.com. Nevertheless, we do occasionally
get feedback from our readers. Nearly two weeks ago, we received an
email from Adam Tierney, a director at the Valencia-based handheld
developer WayForward, whose forthcoming games include the lavishly
praised DS games Looney Tunes: Duck Amuck and Contra 4. He'd read our
September 18th post "Put Your Hands Where My Eyes Can See, Or, the
Question of Whether Games Are Art, Revisited," in which we challenged
certain assertions made about the art-ness of videogames made by our
sister company's book columnist, Washington Post critic Michael Dirda,
and wanted to share his own unique experience from having played the
game. Upon reading Tierney's moving description of the relationship
that he forged with one of the Big Daddy boss characters in BioShock, we promptly secured his
permission to publish his email so that you could read it as well. Enjoy.
Like
so much of the gaming world, I fell in love with Bioshock and haven't
felt as emotionally pulled into a game since Tim Schafer's Grim
Fandango on the PC. In regard to Michael Dirda's notion that games may
approach art when they become able to depress their players, Bioshock
depressed me deeply and in a way that I think many players might not
have encountered.
As soon as I earned the Hypnotize Big Daddy
Plasmid, I got into the habit of having a Big Daddy follow me around
like a watchdog, in spite of the constant finger-numbing vibration.
Each time the Big Daddy would lose the spell I placed on him, I'd
re-Plasmid him and keep going. On one particular level, I had a Big
Daddy who followed me endlessly, tearing through splicers and even
other Big Daddies, always looking out for my character and defending
me. I began to feel a real attachment to him. Over our adventures he
became war-torn and began losing his health, especially after battling
a Houdini splicer and getting charred from head to toe, but my Big
Daddy still continued to truck on even after I thought he was as good
as dead.
After 45-minutes of teamwork, we reached the level
objective: the nitroglycerin behind the glass case. I looked over at my
Big Daddy, smoking and leaking, looking like he only had about one hit
point left in him, but still snapping to his ready stance every time I
took a step. It broke my heart, so I lifted a shotgun to his head,
deciding I'd rather take him out than have some cheap splicer do it. I
realize this sounds silly and overly dramatic, as I did even then, but
the pathos of the moment and what his character had become to me still
pulled me into that emotional state.
I couldn't pull the trigger
though. Instead, I just ran out of the room, preferring to leave my Big
Daddy behind and fight the rest of the battle myself. I ended up in an
area where a bunch of splicers began to attack me, and was on the verge
of death, when I heard and felt a rumbling: it was my Big Daddy,
charging into the scene and dispensing of the threat. I obviously know
how games are made, so I realize the Big Daddy's delayed entrance was
just a matter of him having more trouble navigating the level than I
did, but in my mind and the context of the story (at least my game's
story) he came to my rescue just when I needed him, in spite of being
battered and nearly dead, and in spite of my having abandoned him. The
developers couldn't have scripted a more heartfelt reunion.
My
Big Daddy fought for me a short while longer, then died just before I
reached Andrew Ryan. That Ryan’s final wave of attackers had killed my
protector fueled my hatred for him, driving me to seek vengeance in a
way that Atlus and his family’s plight never had.
I talked to the
folks at work and none of them had had an experience remotely similar,
which was a revelation to me--the notion that the most
emotionally impactful moment of the game for me could stem from a fairly
random series of events. That this unscripted chapter was for me more
powerful, exciting, enraging, saddening, heartwarming and yes,
depressing, than all the moments in the game that had been meticulously
written and crafted to pull at our heart strings. Anyway, I just felt
like sharing, when I read Dirda's quote and later your column, that the
emotional moments in games don't even have to come from the scripted
sequences (like Aerith getting stabbed in Final Fantasy VII).
Sometimes, in a very special game, they can emerge entirely from of the
possibilities that the game offers its players.