BioShock Replay: Beginning to Neptune’s Bounty

Neptune’s Bounty – Image from BioShock Fandom

The water still looks amazing, but the fire (especially in the crash sequence) looks dated. I still hate the way the hands look – not super realistic.

The gameplay, however, is as joyous as ever. The controls are solid and easy to remember, the plasmids and weapons are fun to experiment with.

The story? Still as interesting and intriguing as the first time. It’s been long enough I don’t remember the nuances. I’ve been running from battle to battle and only picking up the story audio diaries to listen to later, so I’m missing out on some of the subtleties, but I’m ok with it.

The Save/Harvest mechanic feels a little simplistic, but I’m willing to commit to saving every last little sister. The animation where she struggles a bit, like a child taking gross medicine, then thanking me for saving her, has the same emotional impact it did when my kids were 7 and 5.

I watched the Developer’s Commentary (basically an interview with Ken Levine and another team mate from BioShock and Infinite¬†by¬†Geoff Keighley of Mountain Dew ethics fame). You can find it just after the first Big Daddy fight. It’s fun listening to Levine talk about how little money he had and how unable he was to sell the idea of the game until Andrew Park at GameSpot came out and wrote up the demo. The age of journalists influencing game creation begins.

(no idea why these won’t do paragraph returns without drop caps – they USED to work just fine)