‘Who is John Galt?’. With this immortal query and the astounding story of a man who said that he would stop the motor of the world-and did, Ayn Rand found the perfect artistic form to express her vision of existence, a philosophy known as Objectivism, which turned out to be the 1957 novel ‘Atlas Shrugged’. The freedom to express one’s qualities and the proper moral purpose of one’s life being the pursuit of one’s own happiness. Not punishing, but rewarding a man for his skills. Such a world, Ayn Rand found, was the perfect world, and as most perfect worlds are, an impossible one. A utopia.
Three years after the release of ‘Atlas Shrugged’, a plane crashed in the middle of the Atlantic Ocean, a few hundreds of miles south-west of Iceland. All the passengers died but one man. This man went down into the dark depths of the sea where he found Rapture, a sub-aquatic elysium created and envisioned by Andrew Ryan, the eventual fusion of reality and fiction. A man who thought, just like his real female counterpart, that a man should be entitled by the sweat of his brow. A man who thought that the current world could not hold place for such a world, such a society that he imagined. He built a city that was not a collection of buildings, but a spectrum of ideas, ideas that turned out to be nothing more than a utopia, just like the Ayn Rand envisioned. A utopia that turned out to be Rapture, the most horrible place on earth and underneath it.
In 2007, 2K Games released Bioshock, a game that would live to be more than just a First-Person Shooter, it would be regarded as an idea. With its utopian architecture, and with as an initial concept Ayn Rand’s Objectivism, Rapture was the ultimate playing ground for gamers who wanted more out of their virtual worlds than just enough places to hide in and shoot from. In the first Bioshock, players explored the vast depths of the sea, surrounded by the squeaking windows and rattling floor-boards of Rapture, travelling to places like Fort Frolic (that will always be remembered as one of the greatest gaming moments of our time) and Arcadia. It was the consensus that Bioshock was not only a great story of an idea that turned out to be one’s downfall, but also a story of betrayal and freedom (or not), which, as most critics agreed one, was one of the most innovative and influential stories ever to be written for a videogame.
When in 2008, 2K Games announced that they were working on the sequel to Bioshock and that it would be released in 2010. While the rumor mills were spinning loudly, gamers all over the world talked about what was the most important question of all. How can one make a sequel to an almost-perfect game. A game that, as message boards all over the internet shouted, did not need a sequel.
However, after the release of Bioshock 2, on February 9, 2010, gamers all over the world dove down into the dark depths of the Atlantic Ocean to the utopian city of Rapture once again, this time as a Big Daddy. On the fateful night in 1958, the beginning of the end, as one might say, the Big Daddy known as Project Delta is forced to commit suicide by the hands of Sophia Lamb, the mother of Eleanor Lamb, your Little Sister. When you wake up 10 years later, it’s your duty to get back to Eleanor and save her from her mother’s protection for you cannot survive without her, for unless he reunites with her, a fail-safe will trigger which will put him into a coma.
In the years of Project Delta’s absence, Sophia Lamb has taken over Rapture through a cult called The Family. Lamb, being the entire opposite of Andrew Ryan in all her beliefs and philosophies, saw the death of Andrew Ryan by the hands of his own son (which you witnessed in the first game) as a gift from God. She took over Rapture and sent the now-older Little Sisters as newly-designed Big Sisters to the surface to kidnap little girls from all around to the world. At this exact moment, Project Delta wakes up. Through visions of Eleanor, the player will explore all-new parts of Rapture in search of his daughter, while dealing with members of ‘The Family’.
Standing in the shoes of a Big Daddy is one of the most paradoxical situations I have been in. While Big Daddies seem almost invincible, if we look at the battles in the previous game, Project Delta seems as weak as Jack was in the first Bioshock. However, when the player Big Daddy gets out his giant drill and rips open an annoying splicer’s ribcase, it’s hard not to feel excited. The feeling of enormous strength and power, while also sensing the inevitable danger of Rapture that you definitely should be afraid of, is in a sense that what Bioshock 2 is grounded upon.
Just like in the first Bioshock, players have access to not only a large collection of Art Deco-styled weaponry, but also a vast selection of so-called plasmids. These plasmids range from simple fire bolts, that seem to just have come strolling from an Oblivion-type game, to the brilliant Telekinesis, which pulls pretty much everything in sight, ranging from a corpse to a hat, right up to the player to use against Rapture’s most gruesome inhabitants. This time around, the plasmids are upgradeable, just like the weapons are, which makes for some strategic choices in terms of the kinds of splicers you will encounter and what kind of environments you will encounter them in.
Being a Big Daddy, one of your duties is to take care of Rapture’s Little Sisters. While in the first game there was a choice of either harvesting or rescuing them, now the player can still harvest the Little Sisters, but you can also put her on your back and bring her to the nearest vent or letting her actually collect ADAM. This, though, is not an easy task. It consists of a few parts, first of which is to actually find a body with enough ADAM to harvest. When the body is found and the Little Sisters is harvesting the ADAM, the player Big Daddy has to protect her from the incoming splicers that try to protect their dead friend. This can at times be quite hard, but nevertheless fun, for it brings some challenge to the table that both Bioshock and Bioshock 2 at times lack.
Bioshock 2 is in no way as innovative as the first game was, but that doesn’t mean it isn’t brilliant. The story, graphics and sound (which is brilliant, not only because of the perfect sound effects but also because of the amazing score by Gary Schymann) are as good as in the first game. While Rapture’s second story has a bit of a struggle to pick up pace, when it does, it is gaming-wise pretty much the best thing out there. The last two hours are two of the most exciting and impressive sixty minutes I have ever experienced in my life and the game’s finale, as opposed the horrible boss-battle from the first game, is one of the most beautifully crafted interactive moments I have ever had the pleasure of playing. Bioshock has always been more than a game, with questions that outgrew the boundaries of gaming stories, by bringing up questions about love, death and sacrifice.
When Ayn Rand wrote ‘Atlas Shrugged’, she knew that the world she was describing was unable to ever exist. We can only wonder if Andrew Ryan was aware of this as well. Maybe he knew that all of this was coming, that his perfect empire was soon to be crumbling down. But maybe he also knew that Rapture was a gift, not only to his inhabitants, but also to us, players of this wonderful saga. See, though Rapture might have been a utopia, Bioshock certainly is not. Bioshock is everything a game should and can be. Though the perfect world itself cannot exist, images of the world can, and that is why I think 2K Games has all the right to be proud. Bioshock might just be the perfect tribute to Ayn Rand and for that we should be thankful.

