A Shocking Evolution, from System Shock 2 to Bioshock: Infinite
(Since many of these games are best known because of their various plot twists, I have decided to keep this article spoiler free for the benefit of those who have not yet played them.)
It has been awhile, has it not? I apologize for taking so long to write up a new piece. College has a way of keeping me busy. Now that I am back, it will be a delight to get back to what I do best: Talking about things most people simply do not care about. Over the interim since my last post, I was able to take some time and play Bioshock: Infinite, the Minerva's Den DLC from Bioshock 2, and System Shock 2, which is available now on both Steam and Good Old Games. My recent playthroughs of these games, along with my memory of the original Bioshock and its direct sequel, gave me enough material to analyze how game design has evolved over the years in the context of this series. This will be similar to my article comparing Fallout 3 and Fallout: New Vegas, except that the only real difference in this case will be time and technology available. These games were all directed by the same person, Ken Levine, and with similar design sensibilities, yet are all distinct in their own way. I feel this kind of analysis will be interesting, so without further ado:









Streamed Game: Road Avenger, Rocket Knight, Quackshot




