<![CDATA[Kotaku: bioshocked]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: bioshocked]]> http://kotaku.com/tag/bioshocked http://kotaku.com/tag/bioshocked <![CDATA[Win Your Own 7'2" Big Daddy on eBay]]> bigdaddyfigure.jpg Kotakuite Louis S. gave us the heads up for this auction on Dutch eBay, with proceeds benefiting the World Wildlife Fund (as far as I can tell, which is not much, not reading Dutch): a 2.2 meter Big Daddy statue constructed out of fiberglass, weighing in at 44 kilos (around 97 lbs). Bidding ends on 8 am Sunday, CET and as of earlier this morning, bidding was up to a mere 600 Euros. If you can't live without one of these in your living room, bid here. I'm just glad creepy, life-sized fiberglass Little Sister isn't included.

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<![CDATA['The Mechanics of Choice' - BioShock, Little Sisters, and Gameplay]]> bioshockcreeeeeepy.jpg In the wake of BioShock has come more than a few thought-provoking posts from various corners - I've become more interested since my boyfriend picked up a copy and I've been watching to see what happens next (any game that uses Django Reinhardt in the soundtrack gets mega-bonus points from me) - and some of the most interesting takes have been coming from Leigh Alexander (the writer behind the Aberrant Gamer column at GameSetWatch, Sexy Videogameland and Worlds In Motion). Most recently? Some musings on the 'mechanics of choice' in games - plenty of people have clamored for more choice, more options, more chances to control a character's destiny in games. But as Alexander points out, most of the choices are superficial, cost-benefit decisions at best, not making a huge difference in what happens, but (perhaps more importantly) in a well-planned and well-designed games, they can seriously impact how it feels to play the game.

Could it be though, that we as players have been conditioned to look at our gaming experience as a cost-benefit analysis? What is it, exactly, that we're hoping to "get" from a game that offers us choices? ....

What is the crux of choice? When we make decisions in life, like which college to go to or what to do on a Friday night, it's true we are deciding between disparate experiences. But those kinds of choices are actually fewer and farther between than you might think, and, surprisingly, are not the ones we remember most. Think back to a time in your life where you had to choose — chances are, the flashpoints that stick with you were times when you asked yourself not, "what do I want to do," but "what do I want to be?" At those times, the cost-benefit analysis was almost irrelevant as you sought to reconcile your soul with itself.

I'm the type that will happily give up 'choice' for a strong and compelling narrative, but the chance for choices - no matter how superficial in terms of changing outcomes or dialogue - to really impact feelings during the game is something I'd be pleased to see in more titles. Then again, that goes for seeing an increase in the overall quality of narrative design in games in general ....

The Mechanics of Choice [Sexy Videogameland]

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<![CDATA[Big Daddy Is Happy To See You]]> An ambitious title like BioShock is bound to have its fair share of glitches, but Big Daddy here doesn't care about that. He's just really happy to be appearing in the game and getting a chance to meet you. Possibly NSFW, especially if you work in a nautical museum.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=294635&view=rss&microfeed=true <![CDATA[Killing Little Girls]]> I am often fascinated by what the non-gaming press picks up on. Being as immersed in gaming culture as I have to be to write for Kotaku, it sometimes takes an outside influence to get me to see the shock value in certain titles. Boston's Patriot Ledger explores one such game as they delve into BioShock's Little Sister monsters, and the choice they give the player. Kill them, or free them? The game seems to reward killing them over rescuing them, presenting an interesting ethical choice to players.

The goal was to present players with difficult choices, 2K Boston President Kenneth Levine said.

''As a piece of art, we want to deal with challenging moral issues and if you want to do that, you have to go to some dark places,'' Levine said. ''And 'BioShock' certainly does go to some dark places.''

And killing little girls is a pretty dark place indeed. I do like how Levine pulls out the work of art card. Seems to be the norm whenever the violence of a video game is questioned these days.

The article goes on to explore gaming violence, spewing out some of the same things we've posted here time and time again. Studies, incidents, court cases, etc. Pretty much all an outsider sees of the gaming industry. What the article doesn't touch on is this one, overwhelming fact. Giggling little girls are pretty damn creepy.


Would you kill 'Little Sisters'? Quincy company challenges taboos with game violence
[The Patriot Ledger via Joystiq]

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<![CDATA[BioShock Killed My Computer]]> How good is BioShock? Quote: "THE GAME WAS SO FACE MELTINGLY AWESOME IT BLEW UP MY COMPUTER." Yes, it's that good. Over at game forum NeoGAF, member Epiphyte recounts his PC woes after downloading the BioShock demo. According to him: 


I was about 15 minutes into it, having very much enjoyed what I had seen so far, when I came upon the first Big Daddy encounter. I watch in rapt attention as he charges a splicer when suddenly BOOM BOOM BOOM BOOM BOOM BOOM BOOM. It sounds as though a string of firecrackers has been detonated in my computer case, as well as each BOOM being punctuated with a bright blue flash coming through the case window.

For about half a second I sit there stunned. The first thought in my mind is "Holy Fucking Shit, that is the greatest effect I've ever seen. They should have given this game an 11." Immediately following this a sickening realization dawns on me as I look over at my tower. Blue Smoke! The magic blue smoke that makes electronics work is escaping from my PC.

What follows is a 30 second vaudeville act of me simultaneously cursing, falling as I try to leap out of my chair, and finally ripping the power cord from the wall. But the blue smoke was already out, and the smell of ozone in the air told me the bitter truth. Bioshock had fried my computer from the inside and blown the capacitors.


Apparently Epiphyte's caps inside the power supply blew up, and some motherboard capacitors might have been blown as well. There's a word for this, and that is "BioShocked."
BioShock Killed My PC [NeoGAF]
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