[2026/07/16] vol.18 反集体主义|《生化奇兵2》BioShock2
前言:在前作中安德鲁·瑞安(Andrew Ryan)的极端客观主义的体现-销魂城垮台后, 新的反派索菲亚·兰姆(Sofia Lamb)是一位有着心理学学位的精神科医生,凭借基于利他主义和集体主义的理念,建立了一个名为“欢欣家庭”(the Rapture Family)的社群来试图介入权力真空,其认为个体本能将会破坏集体团结而因此需要被除外或者净化,第二作的故事中种种危机发生的根源由此而开始。
故事发生在销魂城进一步崩坏的数年后,在新作中玩家所扮演的角色即为前作中身穿重型潜水装甲的“大老爹”,本作的玩法同样围绕着守护与拯救被强行夺走的“小妹妹”艾莉娜(Eleanor),前文有提到过“大老爹”与“小妹妹”的组合,是海底城市销魂城进行修复工作、收集物质材料的一种特殊关系形式,这种人工制造的、虚假的家庭关系组合同时也是维系城市存在的而设计的生物程序。
剧情结构中“小妹妹”艾莉娜与主人公一同行动,对于玩家选择宽恕他人或者是暴虐无度的行为都有所记忆,并以此来决定成长之后的艾莉娜将会有着什么样的行为倾向:如果玩家“大老爹”保护弱小、宽恕他人,那么在艾莉娜“成长”之后会以相同的方式与外界互动;如果选择贪婪地向销魂城索取资源、将他人视作为达成自己目的的工具,将会导致艾莉娜“成长”之后更多的表现出暴虐以及不信任他人的特性。
在本作的剧情中,作为收集者、修复者而存在的“小妹妹”于销魂城之中,同样是遭到异化、工具化的存在,她们被当作是亚当物质的采集工具。然而随着时间的流逝,销魂城中的“小妹妹”(Little sister)部分选择穿上潜水服,成为了“大老姐”(Big sister),成为了本作之中相当重要的一种单位。意味她们随着成长以及对于残酷环境的适应,其角色身份逐渐由受人支配的工具转变成了拥有自主行动能力的主体。“大老姐”的形象综合了潜水装甲坚硬强韧的视觉外观,同样保留了符合性别特征之修长柔韧的形体线条,以契合在销魂城进行社会再生产的过程中,其或被动或主动地成为了秩序的执行者,或者是社会集群的守护者。
然而,游戏中并没有将这种形象转变视作为是值得庆祝的,或者视为是某种解放。虽然“小妹妹”通过穿上装甲拥有了保护自身的能力,完成了被守护的弱者到成为自主的强者之身份跃迁。一定程度上意味着在销魂城这种极端社会结构下,个体为了生存所必须完成的适应性进化。这种身份的转变过程中充满了痛苦和强制,或许说明了在这种地处深海的极端高压环境压力之下,成为更强大而自主的劳动者并非出于个体自由意志的选择,而是一种生存强制,这个转变过程同样由于销魂城这种深度异化的社会对于个体塑造的特殊形式所影响。从弱小的零件(Little sister)到独立运转的强大工具(Big sister)。
依据“生产与再生产”理论,其理论传统认为,在资本主义社会结构中,女性长期被固定在“再生产领域”(家庭、养育、照料),被视为“弱小的、依附的”存在。但随着社会对劳动力需求的改变,女性被不断吸纳进“生产领域”,成为更直接的劳动者。然而,这种“成为劳动者”的过程,往往是被动的、由经济结构决定的,而非真正的解放。游戏背景中的这种转变同样是在销魂城的、既定的社会框架内完成的,从一种单一的劳动形态,转变为了复合型的、更高级的劳动形态。
在游戏背景的集体主义社会结构背景之下,任何家庭这种小型社会单元的矛盾,都是外在大型社会单元中矛盾的转移。销魂城“客观主义-集体主义”的冲突,同样体现在玩家扮演角色的“大老爹”与“小妹妹”之间,随着时间的流逝与玩家的选择,“小妹妹”成长为“大老姐”进而重新再度影响着销魂城未来的发展乃至于命运。并经由这种方式,销魂城背景下的宏大社会冲突,被转移并浓缩到主人公与孩子的家庭单元之内部矛盾上。
或许这也解释了为什么文学艺术作品中常常以“家庭”为单元来进行概念传递,并不仅仅是因为在大型的社会单元结构下(身份认同、文化认同、乃至于国家),对社会矛盾进行内化、体现、传递的是家庭这种小型社会单元。无论是物质资料还是城市空间,家庭单元都将是社会再生产过程中必不可少的社会单元结构(因为涉及到对于人的再生产,不过这句写下来时感觉像废话)。而在外界环境中出现动荡或危机时,小型社会单元(有如家庭)又承担着维持稳定的关键功能,其会被要求承担更多的压力,去处理、消化外界更为严峻且直接的社会矛盾形式。
忽略游戏本身闪退问题的话,《生化奇兵2》并不单纯局限在对于特定思潮的解构与再建构之上,而是将其延伸成了一个关于人性的、爱与延续的故事。顺带一提笔者讨厌写结语,如果有讨厌读结语的读者的话大可以跳过这段不看,十分感谢。
以下英文版翻译由ai提供(The following English translation is provided by AI.)
[2026/07/16] vol.18 | Anti-Collectivism | BioShock 2
Preface: In the previous installment, after the fall of Rapture—the embodiment of Andrew Ryan's extreme objectivism—a new antagonist emerged. Sofia Lamb, a psychiatrist with a degree in psychology, established a community called "the Rapture Family" based on principles of altruism and collectivism, seeking to fill the power vacuum. She believed that individual instincts would undermine collective unity and therefore needed to be eliminated or purified. The various crises in this sequel originate from this very premise.
Growth, Adaptation, and Inheritance of Power
The story takes place several years after Rapture's further deterioration. In the new game, the player assumes the role of a "Big Daddy"—the character clad in heavy diving armor from the previous game. The gameplay similarly revolves around protecting and rescuing Eleanor, a forcibly abducted "Little Sister." As mentioned earlier, the "Big Daddy" and "Little Sister" pairing is a special relational form in the underwater city of Rapture, used for repair work and material collection. This artificially manufactured, false familial bond is also a biological program designed to sustain the city's existence.
Within the narrative structure, Eleanor accompanies the protagonist throughout the journey. She remembers the player's choices—whether to spare others or act with cruelty—and these memories ultimately determine the behavioral tendencies she will display upon "growing up." If the player's Big Daddy protects the weak and shows mercy, Eleanor will interact with the outside world in the same way after her "growth." If the player greedily plunders Rapture's resources and treats others as mere tools for their own ends, Eleanor will exhibit more tyrannical and distrustful traits upon maturation.
Big Sister—From Tool to Subject
In the game's narrative, the "Little Sisters" who exist as gatherers and repairers within Rapture are similarly alienated and instrumentalized beings—treated as mere extraction tools for Adam. However, as time passes, some Little Sisters in Rapture choose to don diving suits and become "Big Sisters," emerging as a highly significant unit in this sequel. This signifies that as they grow and adapt to the brutal environment, their role gradually shifts from being tools manipulated by others to subjects with autonomous agency. The Big Sister's design combines the sturdy, resilient visual appearance of diving armor while retaining slender, flexible bodily lines consistent with gender characteristics. This aligns with their role—whether passively or actively assumed—as enforcers of order or guardians of the social collective within Rapture's process of social reproduction.
Yet the game does not present this transformation as something to be celebrated or as a form of liberation. Although Little Sisters acquire the ability to protect themselves by donning armor, completing an identity transition from protected weaklings to autonomous strong figures, this to some extent represents the adaptive evolution individuals must undergo for survival under Rapture's extreme social structure. This process of identity transformation is fraught with pain and coercion, perhaps suggesting that beneath the extreme environmental pressures of this deep-sea city, becoming a more powerful and autonomous laborer is not a choice of free will but a survival imperative—shaped by the peculiar influence of Rapture's deeply alienated society on individual formation. From weak components (Little Sister) to independently functioning powerful tools (Big Sister).
According to the "production and reproduction" theoretical framework, this intellectual tradition holds that within capitalist social structures, women have long been confined to the "reproductive sphere" (household, nurturing, caregiving) and regarded as "weak, dependent" beings. However, as social demands for labor shift, women are continually absorbed into the "productive sphere," becoming more direct laborers. Yet this process of "becoming a laborer" is often passive, determined by economic structures, rather than constituting genuine liberation. Similarly, the transformation within the game's setting is accomplished within Rapture's established social framework—a shift from a singular form of labor to a compound, more advanced form of labor.
Conclusion—Social Units and the Transfer of Contradictions
Within the game's collectivist social structural context, the contradictions within any small social unit—such as the family—are in fact transfers of contradictions from larger external social units. The "objectivism vs. collectivism" conflict in Rapture is also manifested in the relationship between the player-character's "Big Daddy" and the "Little Sister." As time passes and through the player's choices, the Little Sister grows into a Big Sister, who in turn re-influences Rapture's future development and even its fate. Through this mechanism, the grand social conflicts within Rapture's setting are transferred and condensed into the internal contradictions of the protagonist's familial unit.
This perhaps also explains why literary and artistic works frequently employ the "family" as a unit for conceptual transmission—not merely because, within larger social structures (identity, cultural identity, and even the nation), it is the family as a small social unit that internalizes, embodies, and transmits social contradictions. Whether in terms of material resources or urban space, the family unit is an indispensable structural component in the process of social reproduction (as it pertains to the reproduction of human beings themselves—though writing this down feels somewhat tautological). Moreover, when turmoil or crisis arises in the external environment, small social units (such as the family) are called upon to bear greater pressure, to process and digest the more severe and immediate forms of social contradiction from the outside world.
Setting aside the game's own crashing issues, BioShock 2 is not merely confined to deconstructing and reconstructing specific ideological currents; rather, it extends into a story about humanity, love, and continuity. Incidentally, the author dislikes writing conclusions. If there are readers who dislike reading conclusions, feel free to skip this section. Thank you very much.
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