Ford Prefect wrote:It's actually a pretty ballsy piece of commentary on game design and blind obedience (which is some sort of recursive, vicious cycle irony given we're talking about
Bioshock ).
This is probably an accidental result, mind.
I can see where they were going with it and I can appreciate it. Taken by itself it's a good take on the complete lack of player choice (which, yeah, is ironic considering how much they hype the moral choices before the game came out). I suppose I would have been much more satisfied if Atlas didn't become such a one-dimensional villain immediately afterward.
Vendetta wrote:Ryan gives a set of very short specific instructions. Atlas isn't in a position to do that, so he has to give general ones and let the character do the rest (especially when he can't guarantee contact with the player, eg. in Fort Frolic).
I don't really see how that refutes my point. There were no signs of the character fighting the control. Otherwise we're just assuming an ability out of nowhere.
Vendetta wrote:Also, Atlas/Fontaine is an inveterate conman, so there's nothing more natural to him than emotional manipulation.
Yeah, but it's all so pointless. It turned someone who seemed driven to the point of breaking into a cackling, one-dimensional villain in one fell swoop. Saying he's emotionally manipulative only works when he wasn't in complete control over a situation, but the main character was brain-washed. I mean, immediately following you leaving Schushong's little den he tries to command the character to commit suicide. Hell, he got the character to hijack the freakin' plane and crash it into the ocean, killing dozens of innocents, in the beginning of the game with nothing but a note. I can't imagine that was something the character wanted to do, and, if it were, then there's still no point in making up a family or all the other convoluted non-sense since he'd happily murder anyone when commanded.