DEAD BY DAYLIGHT vs. FRIDAY THE 13th: THE GAME – “SMASH BROS. FOR HORROR ICONS.”

INTRODUCTION

It’s always interesting to see when two games are held as direct competitors, even if they don’t want that. Ever since the Genesis supposedly did what Nintendon’t in the 90s, there’s been a whole history of “my X is better than your Y”. Mario versus Sonic. Call of Duty versus Battlefield. Fornite versus PUBG. It’s even more painful to watch when the winner is obvious, such as when Overwatch did to Battleborn what a hungry fox does to a baby rabbit.

And one of the more recent sudden slapfights in gaming memory was between Dead By Daylight and Friday the 13th: The Game, which on the surface does make some amount of sense, both being asymmetrical multiplayer games in which a bunch of teenagers try to sneak around a hungry murdered controlled by another player, all until they either escape with their lives or end up as a small aperitif.

And though having played both before, it was only in the wake of the last Steam Sale that I found myself in possession of both titles, curious to see which was the superior time-killer (no pun intended). I’ll admit right away that I wanted Friday to be better, partly because Jason has always been my favourite movie slasher, and also because the internet seemed to have collectively given up on it, and I’m nothing if not a stalwart contrarian. Either way, let’s put them in a series of arbitrary competitions in order to see which one is the fresher kill.

 

PREMISE

I know nobody cares about plot in a multiplayer game except for me, who as ever is determined to find context where none exists and frame the ever-looping cycle of butchery as something more profound than a constant grinding of in-game resources, but for what it’s worth both games do have something of a backstory, though take very different approaches to it. Dead By Daylight is a nigh-incomprehensible jumble of vaguely Lovecraftian lore assembled to explain the contrived nature of its own gameplay, focused around some sort of spider god and multiple serial killers with way-too-long text boxes in the menu explaining their particular origins, histories, motivations and favourite pet, as well as the victims’ different thoughts, fears, relationships and preferred show to binge watch…

… Whereas in Friday the 13th, there are a bunch of campers by a lake, and Jason would rather they not be there, so he decides to murder them.

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“Ma, I think we need to talk about the monthly candle budget.”

I said it was different approaches, didn’t I? Neither is great, either eschewing detail or bloating on it, and in both the gameplay barely seems informed by the plot in the slightest. Sure, Dead By Daylight can go on about how Punky Tank-Top secretly likes the Dresden Files or how Snivels Stumblebum once got his tongue stuck to a lamppost, but none of the survivors really play any differently but for a few minor perks. And even despite not having a proper plot, I don’t think Friday really needs one, with over ten movies establishing the franchise and the basic movements for three decades in advance. So all Daylight can do is regurgitate prose at you in the waiting lobby and hope some of it sticks, which it doesn’t.

But why doesn’t it? I think part of the reason is Daylight seems very low on truly original ideas. All the playable killers have obvious one-to-one equivalents in the world of horror: knock-offs of Leatherface, the Ring girl, a Bioshock splicer, the Silent Hill nurses, even a Jason duplicate, and when they ran out of new ideas they just gave up altogether and started putting in famous horror characters via DLC, like Freddy Krueger or Michael Myers; this all leading to the odd realisation that both Leatherface and his dopey, just legally-distinct clone both share a game. Even the game’s title is a barely-changed reference to the Evil Dead.

The result of all this rampant “homage” is that there’s nothing new left to sink your teeth into, and you don’t think about the plot the moment the game stops actively showing it to you. Give this one to Friday, and next we’ll do a category that people actually care about.

 

MURDERER GAMEPLAY

So I fired up Dead By Daylight, slid into the shoes of one of several murderers and sat for about five minutes waiting for a match and twiddling my thumbs. Turns out when half the world wants to be a character type only permitted in ratios of 1-to-5, the waiting times can also be bloody murder.

Nonetheless I finally broke through into slasher central, set loose on the world with axe in hand, and immediately realised that this wasn’t going to be as much fun as it should be. Daylight’s murderers vary in powers and strengths, each one affording a somewhat different experience, but still all have one goal – chase and knock down the squishy humans, then pick them up and drop them onto any nearby hooks so Spider-God can have a nibble. They can be rescued by nearby friends, but if they spend too long waiting or get hooked too many times, they’re goners.

It’s a simple, carefully-refined system designed to have a certain amount of variation while never straying too far from a core set of mechanics, which is all good. It’s also not that fun to play, which is… well, less good.

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Moments of organic terror are common for Dead By Daylight‘s survivors, yet only annoyance and frustration awaits the killer.

The big problem is the human survivors. I get that developers don’t want to weigh things too far in favour of the killer, but it seems all too easy for players to do the run-around on a bit of wall like something from the Benny Hill Show, hooting and slapping their backside, the killer impotently swinging at them with fury in their eyes. Things get even worse when they find the flashlight item that can be used to blind you and force you to drop any player you’re currently carrying. I admit right now that I wasn’t very good as a murderer – art doesn’t always reflect real life, it seems – but that was mainly because I never enjoyed it enough to keep practicing. The whole experience seems to assume that the survivors are acting cautious, timid and are prone to panic, much like people actually being chased by a psycho, and when that is the case the whole thing is a lot more enjoyable, watching them scatter like mayflies as you come charging round the corner with bloodlust behind you.

But the moment they start acting like douchebag trolls playing a game of “keep-away” with their own organs, the gameplay becomes a lot more frustrating than fun, trying to slap down annoying little titnibblers who wield design flaws as weapons, rather than actually engaging in a stimulating challenge. And of course, half of them just up-and-quit the game the moment they get caught, which is like spending twenty minutes trying to reel in a fish only for it to inexplicably explode when you pull it out of the water. I eventually found myself playing solely as the splicer lady with the throwing axes, purely so I could split some skulls without having to physically catch the bastards.

On the other side of the court, Friday has a similar problem, but in reverse. Whichever form of Jason you pick (and no option to be Cyborg Jason from the tenth film, appallingly), you’re gifted with multiple superpowers and abilities that make dealing with sex-crazed campers a doddle. Teleportation, stealth powers, concealed bear traps, lethal grab moves, throwing weapons, another kind of teleportation, ripple effects on sounds, X-ray vision and a choice of affordable drinks and finger foods, all of which means that when some little twerp gets cocky and starts trying to do the kitchen-table runaround, you have a hundred methods just to end him in the next ten seconds. I’ve seen fighter jets that were less dangerous.

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Jason’s killing power would rival John Wick’s – so what hope do a bunch of lolloping teenagers have?

It’s the teleportation and x-ray abilities that end up being the real problem. When Jason picks a player to hound eternally there’s really very little they can do to shake him, as hiding is almost impossible and the only way to get rid of him for good is to lure him to other players and hope they look tastier than you do. You know what they say: if you and your friend are trying to escape a bear, you don’t have to run faster than the bear does – just run faster than your friend. And honestly, I started feeling a bit unengaged after a while, watching Jason hack his way effortlessly through jocks with the bored detachment of a substitute teacher on the last day of school.

So playing Jason is more of a hollow power fantasy, whereas getting shoved into a Daylight killer’s boots is akin to playing whack-a-mole with slow reflexes. Both games have their moments, but usually depend having the right kind of survivors. I like how Daylight’s smaller arenas offer a greater chance of random encounters and have more variation in design, but I also like how Friday’s mechanics double down on fear and constant paranoia. Call it a close thing, but I’m reluctantly tempted to hand it over to Daylight, because spittle-flecked, violent rage is at least more involving than passionlessly pulling heads off.

 

SURVIVOR GAMEPLAY

Even before I started either game I knew the one thing I didn’t want – I didn’t want Jason or Daylight’s butchery brigade to be killable, because I knew every match would immediately devolve into half a dozen knobheads going at one brute like the third-act musical number in Shaun of the Dead.

Thankfully, both games seemed to be very much on the same page, as the emphasis is always on finding an escape rather than putting the villain’s head on a plaque. Admittedly I’m told it‘s possible to kill Jason and end the match prematurely, but I never saw it happen even after half an hour of whaling on him with baseballs bats and shotguns, so either the person telling me that was lying or the Crystal Lake Killer is as hard to kill here as he was in Jason Goes to Hell.

However, the means by which you’re encouraged to escape in each game are very different. Daylight might have lots of maps, but the means of escape is always the same – find five generators spread out over the arena and repair them to unlock the exits, avoiding any murderers along the way via careful stealth and cooperation. Friday, on the other hand, presents multiple routes to victory but bumps up the individual difficulty and randomness associated with each one. Survive for twenty minutes for an automatic win, sure, but you could also try to fuel up a car or fix a boat to get out early, or even just repair a phone and call the cops to come rescue you, scavenging for parts distributed among the map and hoping that you can cobble together some form of exit strategy.

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Patching together generators is Daylight‘s only means of escape – but it never quite stops being tense and unnerving.

Let’s talk about the latter, which sounds clever on the surface but falls down when it comes to execution, much like how Jason does when one of his environmental kills glitches yet again. The randomness and absence of clues as to where to actually look means there’s no real strategy involved beyond just combing the world for petrol cans and batteries, and the fact that most of these escape plans require some level of teamwork means that you’re really screwed if you’re the last man standing, gormlessly wandering about the forest with a fan belt in one hand and your last will and testament in the other. It’s all a lottery, hoping against hope you’ll happen to stumble upon whichever functionally identical cabin just happens to have stockpiles of weapons and engine parts.

Daylight does the smart thing by taking the power away from the RNG and giving to the players. Generators don’t need anything to be repaired but your own two hands, but there are items to be found to give you an edge or an advantage in any situation. And even when everybody else on your team has gone up to that great big cobweb in the sky, you can still piece together an exit or find the special escape hatch that only opens up for the last survivor – provided the killer hasn’t found it first and sealed it closed.

If it sounds like I prefer Dead By Daylight’s system… yeah, that’s because I do. It feels more tightly designed, making up for a lack of variation with a core gameplay loop that’s easier to engage with, and changes the focus from fingers-crossed scavenger hunts to constant, calculated stealth. Jason nearly always gets his target the first time they meet, making things feel less frightening than inevitable, but Daylight allows you to be recover from failure, to use the environment in clever ways or find hiding spots in crucial places. There’s no tension higher than sprinting round a corner, doubling back into a closet and silently praying as something lumbers past only inches away, eyes glowing with bewildered, hateful anger… Until there’s the distant bang of somebody bollocking up generator repair, and you can almost see the monster’s ears prick up as it launches itself back into the mist, ready to begin the hunt anew.

 

TECHNICALS

Let’s get this right out of the way – as alluded to, both games have balancing issues that go beyond the small fry and end up as big fish. In Daylight’s case this is due to certain items and perks that allow the players to treat the killer like matadors abusing an angry bull, whereas Friday makes Jason a truly unstoppable killing machine; and consequently it’s barely worth trying to escape the bugger. Neither is forgivable, but there’s at least two minor mitigating factors in Daylight’s favour: 1) these offending items and perks have to be unlocked and equipped over time, not to mention requiring a bare minimal amount of skill, and 2), the game is still being patched and rebalanced from time to time, giving hope it might be fixed, whereas Friday is apparently trapped in some sort of lawsuit that means only minor alterations are being made to it, if at all.

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Friday‘s bleak, shadowed world is as quietly atmospheric as it is annoyingly glitch-ridden.

When it comes to graphics Daylight takes it again – Jason’s victims all look laughably like late-era PS2 models – but I’m reluctant to say it has the better visual and level design. Camp Crystal Lake feels like a real place, artfully designed to be eerie and unnerving, whereas the hunting grounds of Daylight just feel like video game arenas, full of chest-high walls, copied assets and no real logic or sense to the layout or environment. A better designer might’ve embraced a dreamlike sense of surreality, but this just feels fake, and consequently it’s hard to get truly immersed.

Finally, as alluded to earlier, Friday glitches like a cut-price Gameshark. Trying to perform an environmental kill always made Jason freeze like he had a bad case of stage fright, only for an awkward twenty seconds to elapse before the survivor managed to wriggle free of his grip and sprint for the horizon, loading screens would crash, and the world geography kept snagging players so often that it felt like a universe made of fishing hooks. Daylight had no such issues, cheerfully chugging along with proud, workmanlike tenacity, and consequently there’s no contest here.

 

VERDICT

Like I said at the beginning, I really wanted Friday to win this one, but to pronounce it the superior game would just feel dishonest. It has solid ideas, but feels patchy, like an early beta prototype that somehow made a full release. Daylight feels less ambitious, but better refined, with thought given at nearly every level and lots of nuances built in to make the challenging premise work. Giving the killer a first-person viewpoint and putting the survivors in third-person to emphasise observation versus situational awareness? That’s a good choice. Having sprinting survivors leave a temporary trail of scratches that can be followed to their location? That’s a good choice. Hiring Bruce Campbell to reprise his role as the bumbling, badass hero of Evil Dead? That’s a VERY good choice, and I can’t deny there’s something kind of brilliant about watching Ash “Hail to the King” Williams trying to evade both Freddy Krueger, the Saw killer, and Leatherface. It’s like Smash Bros. for horror icons, though sadly with no unlockable chainsaw hand to even the odds.

All that being said, I still don’t think Friday is without its charms, and also has a few really good ideas that Daylight could learn from. The way the chat volume tapers off the further you are from the source is genius, the environments somehow manage to be a lot more eerie through simple, silent, ominous subtlety, rather than smashing obvious horror visuals together until the whole place looks like an over-budgeted ghost train. Dead By Daylight is the better game, but either one might afford a fun few evenings – provided you can find the right people to play them with.

 


DEAD BY DAYLIGHT DOES WHAT FRIDON’T, WITH A MORE CAREFULLY DESIGNED SET OF MECHANICS THAT MAKE THE WHOLE THING FEEL A LOT MORE REPLAYABLE. JASON MIGHT BOAST THE BETTER WORLD AND AESTHETICS, BUT SOMEBODY’S STILL YET TO PUT A REALLY GOOD GAME IN IT.

HAYDEE REVIEW – “BEEP BOOB”

Well. That was… Something.

In light of the controversy surrounding Haydee, it almost feels pointless to offer a critique of how it holds up on the level of gameplay. After all, everybody who’s played it or seen footage of the titular protagonist (and I choose that word very carefully) has already formed their opinion. Either you hate it for being sexist, you admire it for being subversive, or you love it disproportionately because a group you don’t like hates it. Or, contrarily, you hate it for the same reason. Or maybe you just have a fetish for women with buckets on their heads. Que sera, sera.

The point is that writing around the subject feels somewhat irrelevant, but that never stopped me before. So I’ll come right out and say it – a few gameplay ideas in Haydee are basically OK. Doesn’t matter if the main character is a sexist throwback or a powerful gender-icon when it comes to that angle, any more than Hideo Kojima’s sub-par writing skills change the fact that it’s fun to choke Russians in MGSV.

The game prides itself on insane difficulty, and that is certainly warranted. You meander around the sexbot research zone of Aperture Science Laboratories, and a number of things will contrive to kill you before you find the way out, or at least locate a loose, comfortable sweater. Evil robots, lethal drops, your own stupidity – given time, one of them will finish you off. At their best, these deaths usually feel like challenging but justifiable failures, in the manner of my lovely, lovely Dark Souls. My masochistic urge for a game that won’t put up with any nonsense is well-documented, and I was kinda hoping that Haydee would scratch that itch between sessions of Super Meat Boy.

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<THE AUTHOR DOES NOT FEEL BRAVE ENOUGH TO WRITE A COMMENT OF OBSERVATIONAL HUMOUR REGARDING THE ABOVE IMAGE. PLEASE SUPPLY YOUR OWN HUMOUR AS NECESSARY.>

But at their worst, the deaths feel cheap and frustrating. I’m happy to admit that when some long-limbed android rattles towards me and I put five bullets in the wall next to his head, the fact that he proceeds to kick my notably ample arse is only because I wasn’t good enough to stop him. But when his brother sidles up alongside me with no warning and caves in my head before I know he’s there, that feels cheaper than a pre-sucked penny sweet. And with save points being few and far between, getting mangled unexpectedly is almost as annoying here as it is in real life.

Which is to say nothing of the camera breathing down your neck the whole time, because god forbid you find yourself unable to examine Haydee’s body at any point in the game. I’m sure that’ll mitigate the rage of being tackled to the ground by HAL 9000’s big brother, especially when climbing up platforms is done in two stages – the first one of which ends with Haydee awkwardly bent over the surface, just so we can see right up her exhaust port and embarrass ourselves when somebody comes into the room.

But I realise I get ahead of myself, and must describe the core gameplay ‘ere I ramble off into total irrelevance. Well, it’s not easily summarised. I suppose I get flavours of Deus Ex: Human Revolution, with a tiny bit of ‘dat Dark Souls added in and some classic elements of old Metroidvania, all set in locations from Portal that were considered too boring to be included in the final product. You scrabble around a clean underground lab in third person, picking up every gun, medkit, keycard and bit of ammo you can find. You also climb and jump around from platform to platform (which as mentioned, manages to feel more uncomfortably pornographic than Debbie Does Dallas) in order to move on and explore non-essential areas for more equipment that’ll help later.

The story is far less comprehensive. Our hero, presumably named Haydee, is seen in an enormous science facility, where the only inhabitants appear to be aggressive robots and dead, mechanical blow-up dolls. There are some elements we can piece together, for Haydee herself is one of these buxom sexdroids, and the fact that her unmoving predecessors can be found up ahead, all damaged from some sort of attack or fall, implies that you are not the first to try and find your way out.

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But which one of us is really in a cage? Oh, it’s the robot. Seems pretty obvious now, but it’s quite hard to see with no eyes.

Or something like that, I guess. The game honestly didn’t seem to give a rotten fig about the possibility of narrative for the time I was playing it, and the broken iHookers only seem to exist to highlight which areas are fatal to fall into. The game clearly has its own opinion on what demands more attention than story – namely white panel walls, removable ventilation grates, and jiggle physics. Lots and lots of jiggle physics.

But there are things about the game I can appreciate. The minimal HUD feels nicely unobtrusive, and clearly somebody took inspiration from Dead Space and stuck Haydee’s health bar on the back of her helmet, making it an organic part of her design. Well, not organic, strictly speaking – oh, you know what I mean.

I also appreciate the fact that the game has some genuine ambition to present real challenge. Sure, I’m not too hot about the infrequent save points and the fact you have to hunt out the items needed to unlock them, but I always love a game that actually asks that the player wake up and pay attention in order to succeed. And though some deaths feel cheap and unwarranted, most of them do feel like my error and not the game’s.

And of course, I am completely on board with an emphasis on exploration, which demands the player make note of their surroundings and return to previous areas in order to be as well-equipped as possible.  Yeah, you can charge ahead and try to smother enemies with your ridiculously-sized chest, but you aren’t likely to succeed if you haven’t been snuffling around for ammunition like a Texas-born truffle hog. There’s also something rather effectively creepy about the robotic enemies, which silently move on you with clear purpose in mind, in a manner that can only be described as “advancing.” They even generate a few organic jump scares as they lurch into view, so I can’t say the game didn’t effect me.

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Day 3 in the Kardashian manufacturing facility…

That being said, the things I don’t like are more frequent, and start to get on my plums pretty quickly. The too-close, lecherous camera is one bugbear, and the unwieldy controls are another. I also don’t appreciate the fact that the plain, unremarkable environment gets old to look at very fast, and that there’s something rather unfinished and lazy about certain aspects of the game. Character animations are few and far between, the creators seem unwilling to give the player any information about what’s going on or how to play, and the lack of story feels less like a stylistic choice and more like nobody could be bothered to properly contextualise the events.

Is that everything? It is? Because I can’t think of anything else to address before we OH FINE I’LL TALK ABOUT IT.

Let’s get down to brass tacks. Is this game sexist? Well, for a while I didn’t want to think so, partly because I was still kind of enjoying the gameplay and didn’t want to be seen to associate with something unseemly. After all, I have a paltry façade of a reputation to vaguely maintain. What could be more important than that?

At first I was mainly wondering if Haydee were some subtle, elaborate satire. Our protagonist is literally a set of sparsely-covered curves with no head, voice or obvious agency. Most notably, the heroine is sporting a blank plastic panel instead of a face, which in itself is so absurd as to imply self-aware, wink-wink acknowledgement. It comes across as ridiculous to consider, so defiantly backwards in tone that it makes me wonder how seriously this was all being taken. For god’s sake, the two difficulty modes are named “hardcore” and “softcore.” Could it be that all those sputtering Tumblrites were getting their piercings in a twist over nothing more than a simple satirical statement? It wouldn’t be the first time that people on the internet went insane for something that didn’t really matter either way.

But on reflection, I’m not convinced that Haydee is a satire. It’s actually not outrageous enough to come across that way, and with no story to tap into that parody potential, it feels more genuine than anything else. When I saw that the keycards all had pictures of topless women on them, I realised that this was exactly what it looked like to begin with – an unremarkable game with a few titillating elements added to draw people in. Whether that’s fine or not is up to the individual. You might call it harmless exploitation of the kind all entertainment has been engaging in since cavemen could first draw blood and nude stick figures on rocks. Or you might call it a regressive, demeaning fantasy that we should’ve gotten over around the same time. I can understand both, but it’s probably not empowering either way. But maybe it’s not trying to be. Maybe it’s happy to be stupid, sexy fun. Maybe it’s at too high an ethical price to be worth another depressing female archetype. Honestly, I’m starting to lose interest in both this subject and the game as a whole.

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It’s an easy joke, but somebody had to make it.

Which can act as my closing point. Haydee is a little too rough, a little too minimal and a little two unimpressive to be anything more than a time-waster, unable to capitalise or develop the good ideas that dwell within it. I couldn’t be bothered to play beyond a certain point, so maybe it picks up later – but I don’t care. I have limited recreation time in my life, and I ‘aint putting those valuable hours into watching Cave Johnson’s secret fetish fall into pits and perform revealing gymnastics routines. Maybe pick it up if you see it on sale, or find yourself attracted to mannequins. Otherwise, I can’t really recommend.


4/10

Haydee is a somewhat solid premise that isn’t refined enough to hold up on its own terms, so it throws in the headless Playbot as the heroine and hopes the bouncing jubblies will distract you from your growing boredom. Unfortunately, it doesn’t.

BIOSHOCK REMASTERED REVIEW – “GRAPHICS CAN SINK, TOO”

So Irrational Games remastered the first two Bioshock titles as part of a big package deal, and those playing it on Steam promptly flipped their lid with regards to the actual quality of those remasterings. Which immediately goes to say something about player gratitude, considering that everybody who owned the original versions got the update for free. That’s like harassing the waitress for the quality of the free after-dinner mints, isn’t it?

But I was down for a return to Rapture either way, daddy-o. The original Bioshock was something of a critical darling upon release, for its atmospheric and interesting story set within a unique setting that managed to blend claustrophobic survival horror with… Oh, you know all this, don’t you? It’s Bioshock, it’s what it’s always been. Joe Schmoe’s plane crashes in the middle of the Atlantic Ocean circa 1959, and he stumbles across a mysterious underwater city. A city which seems to be designed with the aesthetics from Sky Captain And The World Of Tomorrow, yet based around the mentality and politics of Ayn Rand, only with a lot more monsters in diving suits than either of those ever expected. Can’t say anybody saw that coming.

Now I admit I got a bit nervous when I was waiting for it to download and saw that the Steam reviews were less cheerful than the waiting room of Dignitas, with people growling about frame rates and optimisation issues. But I seemed to avoid the worst of it, though not without a few hiccups along the way. Occasionally the game would stutter when I tried to go into the weapons menu or while hacking a vending machine, and the one crash I experienced lost me half an hour of difficult, late-game progress, but generally I found it functional and rarely noticed myself grumbling about it. So either the fanbase is completely unappeasable or I just got lucky – frankly, either seems possible.

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Hmm… This may upset somebody.

But what disappointed me about the remastering was that it doesn’t look very mastered. I suppose there have been some graphical improvements, but only to the extent where it seems to have evolved from the original 2007 quality to… I don’t know, 2010 maybe? Which certainly makes the allegations of technical shoddiness a little hard to defend. Sure, I reluctantly understand when something like the new Doom makes my poor laptop slow to a rattling chug. There’s more particles there than the average desert, and so things can’t help but get a bit strained.

But Bioshock isn’t anywhere near as detailed as that. I admit it’s a more worthwhile improvement than Fable Anniversary, something that looked so horrific that I had to back away from the screen hoping that the villagers wouldn’t savage me, but I won’t say the game looks like a 2016 release. And here I was, hoping for the riper, richer Rapture we saw in Burial At Sea. Something sleek, elegant, detailed, dripping with stylistic beauty. But no – it’s just Bioshock as before, but the textures are a bit less fuzzy. Hope you weren’t anticipating it to look any better than the game that came out three years ago, because you’re right out of luck.

But putting aside the tedious matter of technicals, the remastering provided the perfect opportunity to ask ourselves how Bioshock holds up after nine long years and with two sequels, both of which built on and developed the original concept. Arguably. Sort of. Maybe. If that’s your bag. Because I remembered the original being really good, but it had been a while since I played it, long before I’d started down the long, bloody path of professional nit-picking and dream-ruining.

And right away I found myself noticing a few things that haven’t aged with particular grace. The hacking mini-game is as tedious as ever, and also deserves a second bollocking for inspiring every game since to represent the complexities of computer code as a broken sewage system and some slowly-flowing blue sludge. And with the cutthroat difficulty of a game that demands you take every advantage offered, ignoring the benefits of hacking the drones and racist ammo dispensers is like declining to use the option to turn to the left. You can probably get through the game without it, but it’s going to take a lot longer and you’ll die a lot more in the process.

So hacking is a major part of the game that’s forced onto you, never sufficiently evolving and losing its initial lustre after ten minutes. I also found myself getting annoyed at my inability to make an efficient melee attack, which Bioshock Infinite and every other AAA game released since had taught me to take for granted. When some genetically-warped goon is quickly advancing on me with a rusty sickle and I’m running low on ammo and superjuice, what I need is the option to just smack him away like a little bitch, switching to a new gun or power whilst he briefly reattaches his jaw. But all I can do here is cycle through my various firearms like somebody picking out a flavour of Frappuccino, hoping against hope that I can spin my way to the melee option before the villain finishes pulling my guts out. Alternatively, I can pause the game entirely to pick the wrench out manually from the weapon menu, a choice that doesn’t come to mind naturally in a panicked state, manages to break the flow of gameplay and also runs the risk of making the whole thing crash again, as that was what did it the first time.

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And this DEFINITELY upsets somebody.

But let’s talk about that panicked state, because it was something I’d forgotten how good Bioshock was at doing – inducing absolute reactionary terror. Not in the style that one might experience in something like Alien: Isolation, but more along the lines of how it might feel to be lost in an airport car park with a scheduled flight in thirty minutes. It’s that tense, nerve-wracking feeling that every mistake is costing you, yet you’re also aware that you can’t stop to think about what you’re doing. You really don’t have the time for luxuries like rational thought.

Part of that is the fact that everything you do has some sort of notable price. Using your gun wastes ammo. Acquiring ammo uses up your cash. Using your plasmid powers drains Eve. Restoring health uses up your medkit supplies. Nothing is done for free, and all of these resources drain very quickly in a fight, meaning that any prude who’s above scrabbling in the rubbish for old bags of crisps and individual bullets will find themselves in deep trouble the next time a Big Daddy comes along. And with guns and plasmids specifically being inaccurate by design, losing your cool and spraying the wall above your target’s head with machine-gun fire is both common and deeply concerning.

Mind you, it does mean that an annoying little paradox is established within the mechanics. On the rare occasions I find myself weighed down with shotgun shells and bandages, it’s a lot easier to take the risk of exploring in order to find more loot and audio logs, meaning that in classic Rapture style, the rich start getting richer. But when I was clutching at the rags of my weakened health bar, trying to hold off the splicer hordes with half a pint of napalm and a single fistful of magic bees, it’s a lot harder to work up the courage to go marching into the unknown, and I’d usually just slink to the next mandatory objective, trying not to catch the eye of anybody in a bunny mask.

But I can’t say I wasn’t tempted to go hunting regardless. Bioshock’s library of discarded diaries does make for some compelling world-building and character development, as we scoop up every recording made by an increasingly concerned and unstable population who didn’t have the luxury of Twitter to pour out their hearts onto. Without its expert writing, Bioshock would only be remembered as a decent survival game with a pretty backdrop, because it’s the rock-solid plot and world-building that holds everything together.

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I got this! I got this! I’m going to be fine! Wait, what’s that stomping sound?

So it was always a great shame when that rock-solid plot stepped out for a couple of hours to have some lunch, leaving us with the efforts of a rather surprised and unready intern. The game loses energy completely after a certain bathysphere explosion, trying to distract us with new characters and inconveniences that don’t really have anything to do with the story overall, until we finally push through to Ryan’s office and everything picks up again. Demented artist Sander Cohen is perhaps the low point of the game, missing out on either the subtle nuance and complexity of a character like Tenenbaum, but also failing to be really scary like Doctor Steinman was in the early chapters.

At their worst, the Bioshock cast just feels like third-rate Batman villains based around vague political ideologies, and everything in the shopping centre and farmer’s market certainly feels a lot shallower and less intellectual than the rest of the game. When Cohen shows up, warbling over the intercom and spinning spotlights everywhere like a drunk circus ringmaster, he always seems ten minutes from chortling “hello, I’m the living embodiment of a distorted philosophical concept pushed to its logical extreme with no thought for human compassion. How are you, darling?”

But when I said the shopping centre is the low point, that doesn’t mean it’s not worth playing. Every game ever made technically has a low point, and they do usually occur in the second act, so I won’t give Bioshock too much shit for that because it’s sandwiched between some gold star writing talent. The introduction was one of the most compelling introductions to a video game in history, to be outdone only by its second sequel six years later, so well done there. And when I said earlier that the game gets its mojo back when you finally confront Ryan, what I meant to say is that it gets enough mojo to make five decent games, and crams it all into one scene – now one of the most legendary moments in the medium of gaming.

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That’s a classy response to your city exploding. Here’s to your impeccably stylish and demented brain, Andrew Ryan.

Admittedly the ending is oddly brief and underwritten, going from “final blow landed in the disappointingly easy boss fight” to rolling the credits just two minutes later. Perhaps the writer was being lazy and Ken Levine locked him in his room until he finished, and two days later the poor chap just really wanted to use the bathroom and decided to rush the last bit. Whatever – it’s a small complaint, like a pockmark on a supermodel’s toe.

Bioshock isn’t escaping without a hearty recommendation, but I do think it might’ve been a little over-praised when it comes to the quality of the raw gameplay. It’s certainly not infallible, and little balancing issues and problems permeate the game to the point where they can’t be ignored. But that doesn’t change the fact that once I started playing, I didn’t stop for a while. And then I came back again. And again. And again. And again, until I had powered through the whole thing and was stood atop the needle-filled body of a certain semi-Irish scoundrel who was in need of a damn good thrashing. It’s a great game that has stood the test of time, so come and join me in Rapture, won’t you? No? Would you kindly reconsider?

Good. Then let’s go swimming.


 

9/10

A master chooses, a slave obeys, but only an idiot turns his nose up at one of the most absorbing worlds and stories that gaming history can provide. Whilst the remastering isn’t anywhere as near as mastered as we’d hoped, it is still Bioshock in heart and soul, and consequently it’ll be one of the best things released this year.