


Her followers have built churches in Rapture, all devoted to worshiping your Little Sister, who they believe will lead them to salvation. In fact, your Little Sister is a big part of whatever Lamb's cooking up. In that moment, the medium became the message: BioShock drove home the point that as videogame players, even in a game that leads us to believe that we are making autonomous choices, we're still just doing whatever the game tells us to, killing whoever we're told to kill, just as long as it tells us to in such a way that we never question it. It was when we found out that our main character was a puppet, following all the hypnotic suggestions of the game's antagonist. For many of us who played the first game, the wholly unexpected plot twists proved to be its strongest and most compelling aspect.įor all its tangled narrative strings, BioShock's most profound climactic moment didn't have much of anything to do with Randian objectivism or the relative merits of saving or harvesting creepy barefoot children.
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"What we didn't want was a scripted story boss to show up every level without fail and then run away, and constantly deny you that."Īs for how the increase in number of Big Sisters will affect the game's story when BioShock 2 arrives in 2010 (it's slated for release on Xbox 360, PlayStation 3 and PC on Feb. "In the game, when the player defeats a Big Daddy, they get that satisfaction, that reward," he says.
