![]() The dead are going to live on in one person, and send her insane, causing more harm in the process. Everyone is not melding and co-existing as one being. What’s the purpose of the plan? Even with the combined memories of the brightest minds of Rapture, one person is not a collective. Let's put aside the horror of what happened to Gil for a moment, Lamb planning to do the same to her own daughter (despite the assumption being a Little Sister protects Elanor from Gil’s fate). ![]() To be an altruistic messiah to lead the masses to a new utopia. To have this person be whoever Rapture needs them to be moving forward. I have trouble believing Lamb's rhetoric is all an act because of her plan for Elanor to use Adam to put all the minds of Rapture into one person. She suffocates Elanor to sever her link with Delta, all to complete her plan. Meeting Lamb contains no traces of her supposed philosophy. When the player comes face to face with Ryan, he champions his free will by ordering his conditioned slave of a son to kill him. There’s no twist in Bioshock 2 putting everything the player has gone through in a new context. There’s a similar moment to the Andrew Ryan scene when the player first encounters Lamb and Elanor face to face, but it’s understated compared to what I expected. I remember saying to myself, "Oh of course, they've addressed many criticisms about the first game, perhaps the climax is at the end where it belongs". ![]() Imagine my surprise hours later when I still hadn't encountered her. Playing through Bioshock 2, I waited for Lamb to have her "Andrew Ryan moment" and I expected it at Dionysus Park. One reason the last few hours of Bioshock were lacking. The pivotal moment of Bioshock, (the Andrew Ryan scene) is not at the climax of the game, though it feels like it should be. Perhaps the clouds of blood and agonised screams coming from the tank should have clued me in, but echoing my thoughts on considering the murder of Stanley, what's one more gruesome death when my primary action as a player is to use all manner of joyous plasmid violence on any who stand in my way?Īs Bioshock 2 is a refinement of Bioshock, I expected a similar narrative structure as well. I don’t disagree with this stance, but seeing I’m allowed to make a mistake and still achieve the "good ending", I had no idea this was the wrong course of action until researching this video. Gil may no longer be human, but we're still not allowed to take a life. Seeing what Gil has become, I thought the humane and quote "right" moral action was to grant the request he made while of sound mind and body. It would be a stretch to call him human, and even more of one to call him sane. When we come across Gil, he’s a tank-bound pulsating monstrosity. He begs whoever listens to end his life when they find him. During my travels through Fontaine Futuristics, Gil left messages addressing his slipping sanity. Who is Delta to decide whether anyone deserves to live or die? Elanor watches after all. My rationale for letting Stanley live reflects the way the Bioshock 2 team coded the morality system. Gil is where I made a quote "bad" choice. Afterwards, I thought about the silliness of such a question, what with the hundreds of Splicers I've murdered over the course of the game already, but I stick by my decision to let Stanley live. It would be easy to say such actions deserved death, but I thought to myself, "who am I to decide who deserves to live or die?” I left him alive. How he manipulated Lamb's followers in her absence and sold Elanor to the Little Sisters Orphanage. Through my time in Dionysus Park, I learned about Stanley's past. I waited for such a response from Stanley but it never came. Mercy makes Grace realise she’s wrong, and she goes out of her way to aid the player. Grace projects the pain of her lot in Rapture and the injustices she faced onto Delta, who broke her jaw back when he obeyed his programming, protecting Elanor as a Little Sister. The reason Grace hates Delta is due to a misunderstanding. ![]() Who deserves to live, and who deserves to die? Let’s go through all three. Pushing the Little Sisters aside, there are 3 life or death choices the player must make: Grace, Stanley, and Gil. Bioshock 2 doesn't punish the player with the bad ending for a single transgression like the first game.
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