I appreciated the story the way it was told, moreso than if we were presented with it in real time through traditional cutscenes and sci-fi civil war set pieces. It's more of a mystery that way because you're in this oppressive, atmospherically haunting environment and the story is up to you to decipher as you move throughout the course of the game, examining what possibly could have happened here and how you play a role in it.
It's subtle and and it forces you to think by putting the pieces together of everything presented to the player, both large and small. Setting the game after the downfall of Rapture is essentially complete makes it that much more interesting of a place IMO.
The game is not story-driven, but there is a rich, sophisticated story that is waiting to be uncovered if you want it.
viberooni
A video game's "story" unfolds through the events experienced by the player in the game. If Bioshock's "story" is about the fall of a would-be utopian society, then the player should experience the fall of that society, not read about it after it's over.Scattering a narrative about the background of the game's setting does not constitute real video game storytelling. Bioshock is a game without a story, that has scattered throughout it a story that is not part of the game.
It's anything but subtle. It's basically a back-story spood fed to you through voice overs in the absence of any real plot driving the actual game events forward.
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