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BioShock

Moby ID: 29886

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Critic Reviews add missing review

Average score: 94% (based on 193 ratings)

Player Reviews

Average score: 4.0 out of 5 (based on 399 ratings with 17 reviews)

Would you kindly stop patronizing me?

The Good
BioShock polarized opinions shortly after its release, mainly because it had claimed to be something it really wasn't: a true spiritual successor to System Shock games. The game was seen by some old-timers as a herald of simplified gameplay for the masses, an unworthy stepchild conquering innocent hearts with shallow splendor. I must state that I share that sentiment; but first, as always, the good part.

BioShock is one of the most stylistically impressive games I've come across. Call it Art Deco or whatever, but in fact it is a unique "Rapturian" style. Most of the things you see in BioShock can only be seen in this game. Everything - every character, building, piece of furniture, photographs, clothes, machinery, random objects - is homogeneous, everything is designed in such a way that it suits the lush, decadent theme of the game. Rapture is instantly recognizable. Take a look at any BioShock screenshot and you'll know immediately it is from BioShock. There aren't that many games that can boast such an achievement. The game simply screams style, and from the first screen to the last you are invited to an unforgettable art gallery.

Then there are sound effects and music, truly an experience of its own. The insane babbling of the splicers, the eerie recorded voices of dead people on audio diaries, the distorted screams coming from unexpected places, the creepy child voices of little sisters, the menacing, blood-chilling humming of their protectors come on top of old music - forgotten and desolate, like Rapture itself. Very old swing tunes, the kind of jazz that feels like it should be stored in a museum - comfortable and strangely sad, vulnerable music, which turns so scary when you realize to what it serves as background. You listen to this game as much as you look at it. And if you do both, you are immersed into a strange, beautiful, disturbing world, with a magical atmosphere that draws you in with unseen force.

The contrast between the cozy "retro" world depicted in the game and the terrifying, desolate reality can be quite scary. There is something very majestic - and oddly touching - in the ruined city you'll explore. You can fall in love with Rapture. It is beautiful, yet it is also horrifying. All this marvelous work, all those visions, the ideals, the energy, the genius of its creators - everything was destroyed. Using an excellent gameplay device that did survive from System Shock, the scattered audio diaries tell you about a world and people that don't exist any more. You travel through places that were once full of life and have fell victims to destruction and decay.

The much-advertised Big Daddies and Little Sisters may not represent the epitome of choice-based gameplay, but they do add an interesting twist to the routines of the genre. Basically, we are talking about a substantial amount of tough optional bosses with a bit of a schematic "good and evil" decision pattern through in. Like everything else in the game, those characters are nicely tied into the story, and your treatment of them will eventually affect the ending.

As mentioned above, recreating the story of the past using gameplay-related means is an essential feature that was faithfully carried over from System Shock games. If you've played those you know what I'm talking about: instead of developing from cutscene to cutscene, the story is hidden in the notes left by different characters, and it's up to you to unravel it. This is retroactive storytelling, and it works great. The story itself is pretty good, though its formal structure and even a major plot twist were basically ripped out of the second System Shock 2.

The Bad
I won't go into promotional issues here, but even without all the hype similarities with System Shock games can be felt just from playing BioShock. Sadly, many of those similarities are superficial: the developers of BioShock apparently failed to understand what made its older brothers work in such splendid ways.

System Shock games were wonderfully open-ended. The space station in the first game and the abandoned ship in the second were large, generous locations you could explore at your own pace. Not so in BioShock: granted, the levels are reasonably spacious and there is optional stuff to find almost everywhere - but they are still levels. Free-form exploration was one of the chief reasons for System Shock games feeling like RPGs. BioShock doesn't feel that way at all: it's just a fairly linear shooter with some fancy magic spells.

And even as such, it's not that good. I always had a feeling that the designers wanted to make something more out of it - a deeper, more tactical game with more choices during combat. The fact is that you do have choices - but they don't mesh well with the game's mandatory fast pace and linearity. Since you cannot circumvent your enemies, the preferred alternative would be then blasting them to pieces in a fast and furious way. Instead, you'll have to micro-manage your plasmids and fiddle with your abilities just to get rid of yet another brainless splicer.

You are therefore overwhelmed by your possibilities, and that makes the game too slow, and hence overly repetitive. You'll be doing a lots of things at the same time - fighting enemies, hunting for items, buying things, etc., and most of those activities won't be new and fresh anymore. Also, those activities feel artificial and disjointed: the game conveniently pauses for you when you attempt to hack a turret - and when it's done, you are confronted once again by a flurry of chaotic enemies seemingly taken out of an arcade game. By the way, hacking is handled like a minigame, which is a poor choice per se, especially when it's easy and monotonous.

There is surprisingly little variety in enemies. It's basically the same splicers from the beginning to the end. Sure, there are several variants of them who behave quite differently, but in the end they are the same mutant humans over and over again. During later levels, the enemies become more powerful, but they still look the same and even have the same names. They just gain more health and take way too long to kill. This doesn't really contribute to the difficulty - it just increases the tedium, which is so out of place in an action game.

Resource management is a valuable game mechanic that modern games like dumbing down so much. Collecting only makes sense when the collected item is scarce and when it takes a while to complete the collection. In BioShock, you have no problem packing machine guns and grenade launchers, but you can only carry nine healing items and five hundred dollars. Ammo is too plentiful and dollars are scattered around when there is nothing I want to buy.

The ubiquitous vita chambers are, in all seriousness, a game-breaking flaw. In this game, you are essentially immortal. When you die, you always respawn with half your health intact, while your enemies are politely waiting for you to come over and finish them off. This kills any remnants of challenge and suspense the game might have still had. I clearly remember a Big Daddy fight where I literally emptied a gun into him, got killed, emptied another gun, and so on, until I emerged victorious. There was zero skill involved; I felt the designers were simply patronizing me. I cannot fathom how the designers could let such a fatal defect slip into the final version of the product.

The Bottom Line
It's not hard to see why BioShock enraged those who were craving for a true third coming of System Shock. The full truth is even sadder: Bioshock doesn't really work that well even as a simple, straightforward shooter. It is undeniably a beautiful and atmospheric game, but it is hardly fulfilling.

Windows · by Unicorn Lynx (181799) · 2016

Beautiful and Bone-Chilling

The Good
Bioshock is probably one of the most disturbingly beautiful games I've ever played. While the aesthetic is clearly designed to make the player uncomfortable, it's clear that the game's designers took great care to construct a believable world. The environments are believable and look lived in, water effects are above par, and the dynamic light and shadows really add to the sense of dread that makes a really good suspense/horror game possible.

The other half of making the world believable is giving it a compelling story. Rapture has no shortage of interesting characters, and the audio diaries that litter its halls add a wonderfully woven back story to an already intriguing world. Bioshock is a shining example of how to properly tell a story in a first-person shooter.

The game's controls are solid, its weapons varied, and a veritable host of power-up combinations make for an experience that never gets dull. Plasmids, or genetic enhancements, provide a new implementation of on old mechanic, namely spellcasting, but supported by an impressive customization system and a drool-worthy physics engine.

The Bad
While Bioshock leaves very little to be found wanting, it's not without its problems, minor as they may be.

While Bioshock's layout is generally good at helping the player suspend disbelief, there are times when the age-old "invisible wall" problem comes into play. Certain ledges, staircases, etc that look as if they should be accessible are instead impassible borders. The game does avoid this for the most part, but it cropped up enough that I felt it bears mentioning at least.

I also had some issues with the controller mapping, particularly certain buttons performing double duty. For example, the x button is used to hack machinery, and in many cases you need to do this quick, before a turret or security bot is reactivated. This isn't a problem, except that x ALSO is the hotkeyed button for using an EVE hypo, so if you hit it too early you can end up wasting a valuable resource. The same thing happened to me occasionally with using the b button to cancel out of menus and accidentally using health packs.

All in all though, most of my issues with the game were minimal and didn't take away at all from the overall experience.

The Bottom Line
Imagine being totally immersed in a world where everyone around you has gone horribly insane and you are the only sane person left. Not a new concept, but entirely re imagined and relocated to Rapture, the underwater utopia gone wrong.

Bioshock is chock full of truly frightening moments, and not the standard spring-loaded cat stuff, but real glimpses into chaos and insanity. There's nothing about the game that isn't entirely creepy, but at the same time appealing.

Xbox 360 · by Nick Rycar (155) · 2007

Yes, it's another somewhat negative review of BioShock.

The Good
First off, I want to say this: BioShock is a solid game, a decent game. It didn't grab me by any part of my anatomy and make me fall in love with it, but it didn't make me want to spit blood, either. It's a... solid game... which is about the highest compliment I can pay it.

It can certainly be fun at times. My favorite thing has to be the telekinesis plasmid. Tossing explosive barrels around is fun. Tossing heavy bags of fertiliser at an enemy's head is fun. Less effective, but good for a sadistic chuckle: Throwing a dead cat at an enemy's head. And throwing a dead enemy at a live enemy is fun. I really like the telekinesis plasmid.

Garbage cans! They're good to throw.

Forgetting telekinesis for a moment, I also enjoyed watching the fights between Big Daddies and splicers. You know the splicers are going to lose, which just makes the whole thing more entertaining.

Though it became repetitive, I did enjoy hacking gun turrets and security bots, then sitting back and watching them do their job.

Other good points:
* Good graphics (though I personally found them rather hard to look at after a while, with their overly high contrast and slew of filters).
* Pretty decent voice acting (except for a major character who pops up later in the game... no spoilers... if you've played it, you should know who I'm referring to).
* High attention to detail, with plenty of nice touches. Something I thought was really cool was the weapon upgrades, which actually change the look of your steampunkish guns by adding extra cogs and tubes, etc.
* An interesting, different setting.
* The story is decent enough (though very similar to System Shock 1 & 2).
* Good ragdolls (except for the incessant jitter problems).

The Bad
The main problem is how repetitive this game is. There are only a few different types of enemies, and they are all 'splicers' (super-fast homicidal maniacs). Most blast you with pistols or tommy-guns. Others leap wildly and try to slash your face off. A third, rarer type crawl along the ceiling and throw spinning blades at you. Later on, you encounter a couple who are a bit more interesting (the guy who phases in and out of corporeal form and shoots fireballs) but by the half-way point of the game, you will have seen every one of the five(?) enemy variations... over and over again. You will have also heard all their dialog to the point of boredom. I have read many reviews, comments and pieces of hyperbole about how these are 'tragic characters' you can 'empathise with.' Well... no... they're fast, repetitive zombies. Just because they're dressed to go to the ball and have a few lines of speech about their dead spouse or moulting scalp does not make me feel sorry for them, particularly when repetition reinforces the fact that they are all clones of each other and they are all 'crazy' in exactly the same way (i.e. they see you and instantly want to murder your ass).

The two other denizens of Rapture who you will meet regularly are the famous Big Daddy and Little Sister. Sadly, repeated dialogue and behavior also make them seem very artificial, despite the interplay between the two. Unlike the splicers, the Big Daddies don't attack you unless provoked. However, you have to kill them to get to the Little Sisters, to get the 'Adam,' which is the local currency and will allow you to 'buy' additional plasmids and power-ups. Therefore, it's up to you to choose when you want to fight a Big Daddy. Unfortunately, this makes the Big Daddy fights feel like more of a chore than anything. It's sort of like, "Well, I'm going to be leaving the level soon. Guess I'd better kill a couple of Big Daddies before I go sigh." At least, that was how I was feeling after a few fights. These 'boss battles' really lose all their tension because, although the Big Daddies are tough, it absolutely doesn't matter if you die, as you will just get sent to a nearby respawn chamber, then you can come back and continue fighting with only a few seconds' delay. If the Big Daddies could, say, go plug themselves into an unhackable wall socket and recover their energy while you were temporarily dead, this might even the odds. Then you'd have to kill 'em in one go, which would definitely bring the tension back. But no.
Anyway, I like the Big Daddies. They are pretty cute, and can be fun to fight, sometimes. Maybe the first few times. But like everything else in BioShock, they become dull.

The game throws a constant stream of splicers at you, from start to finish. They respawn like mad. Clear an area and approximately a minute later (or less), another splicer will spawn. Combat becomes very boring, especially as (on normal difficulty), it takes a lot of shots from most weapons to take down even a single attacker.

The idea of the game is to make each encounter different by giving the player a wide range of plasmids (or, as another reviewer called them; 'spells') and guns (with plenty of different ammo types). Unfortunately, as with the enemies, by the half-way point of the game, you will have collected all the available guns and all the plasmid types (the only remaining thing will be more powerful versions of existing plasmids). Also, by this point, I had fought so many splicers that I'd become thoroughly bored with the battles.

Most encounters will involve you switching back and forth between your plasmids and guns, as the guns on their own are usually too weak. In fact, all the weapons feel too weak, even when upgraded (the crossbow being the one exception). Switching between plasmids and guns is technically simple but in practice, it feels over-fiddly. The problem is that this game, despite its pretensions of being something greater, is just a shooter; but it's a shooter that's over-complicated and lacks one of the most basic requirements of the genre; the simple, satisfying fun factor. You cannot just blow enemies away in BioShock, although it will probably get to a point where you will long to. Each encounter is a drawn-out battle where you will switch between plasmids and guns as you first distract, then slightly maim, then confuse, then finally kill your opponent. What is intended as an innovative approach to combat becomes stale through repetition. Sure, there are some really interesting plasmids (turn people against each other; make them targets for security bots; make them attack a fake version of yourself) but some are better than others, some prove to be near useless and there are a few basic strategies you will find yourself using time and time again.

There are other problems, too. Throughout the game, you are swamped with items to pick up and vending machines to buy items from. As if there wasn't enough ammo lying around already, and enough money to buy ammo, you can also pick up seemingly useless items such as 'brass tubes' and screws. Then, you throw all these pieces of junk into another wall-mounted machine, which will magically turn them into... more ammo. Why is this a problem? Because there is simply too much. It is yet another aspect of the game that becomes repetitive; endlessly picking up things, endlessly using vending machines. And when a vending machine is never less than a couple of rooms away, it removes much of the challenge and excitement of being low on ammo and having to survive. In fact, when I was about 3/4 of the way through the game, I decided to make things more interesting by imposing a rule on myself: I would stop using vending machines and 'invent-o-matics' - From now on, I would only take what I could find lying around. It came as no surprise that this instantly made the game more fun, and took away some of the repetitiveness as I no longer had to hack those damn vending machines.

Hacking...
Hacking is something that sounds like it should be exciting and carry some level of difficulty. But it's not. Every time you hack a vending machine, bot, camera, gun turret or lock you do the exact same thing: Play a game of Pipe Dream. Now, I quite like Pipe Dream but you'll play it a few hundred times in BioShock. And as if it wasn't easy enough already, you have the option of using all kinds of 'gene tonics' (aka. power-ups) to boost your hacking skills and make the game ridiculously easy. It sort of boggles the mind that Rapture is full of security devices that can all be easily overcome by sticking a few bits of pipe together.

The big problem with this game, apart from its crashing lack of variety is that its design is fearful. What do I mean? Well, there is a sort of schizophrenic battle going on here between trying to make the game complex and flexible and advanced... and then the flipside of the coin: trying desperately hard to make it accessible, and not too difficult or daunting for novices, and making sure that absolutely no-one is going to be the slightest bit confused by anything. Yes, it's the 'dumbing down' that this game has inflicted on itself.

The most obvious example of this is what I'm going to call 'the golden arrow of idiocy.' You know a game is treating you like an idiot when you are given an objective, which is then not only written in your diary (with optional extra hints) and marked on your map but also pointed out by a giant golden arrow which hangs in the air and which you can follow along mindlessly like an obedient puppy dog. The doors you have to open are even marked in gold! At least, that's what I'm told. I turned off the arrow as soon as I saw it. Thankfully, there was an option to do so, though maybe there won't be in BioShock 2. Honestly, I can't believe that the designers were so worried about people getting lost that they put a giant golden arrow in this game! It works for GTA, sure, but it has no place here.

Oh yeah, and the respawn chambers. On the one hand, I can actually see the point of them, as the load times are so horrendous that reloading every time you died would be a real hassle. But come on! Where is the tension in a game that has basically no penalty for dying? Death doesn't cost anything, doesn't lose you anything... You re-appear with a decent chunk of health and psi-power ('Eve') in a chamber which is usually about 20 seconds' walk from the spot where you died. In fact, dying can often be a benefit! Low on health? Only got one medi-kit left? Well, you may as well save it for later. It'd be more efficient to quickly die, because then you'll get some free health! It does honestly come down to that mental process sometimes. "Oh, I'm about to die. No point in wasting a medi-kit. ZAP! There we go... respawn chamber."

I am whining like a miserable baby here. The trouble is, there's just so much to complain about.

What else?

Well, what's so great about the story? It has strong similarities to System Shock 1 / 2 (Great story the first time around, but feeling a bit recycled now), and apart from that, there isn't much going on here. I don't think it's a spoiler to say that there are two goals in the game - "Save my kids" and then, a bit later, "Kill the bad guy." I kept thinking as I was wandering about: "WHY am I doing this? Why am I following these orders from some guy talking to me on the radio?" Now, those who have played the game will know that there's a twist in the story that answers this very question. Fans will say it's a great twist! Personally, I think it's an excuse, trying to explain away the standard following of objectives that goes on and the standard lack of player choice.

I'm going to wrap this up soon. Just a few more points:
* The game isn't scary at all, though I think it's trying to be. It copies so many elements from System Shock 2. However, SS2 was incredibly scary; one of the things that made it stand out. BioShock, once you get used to it after the first hour or so, and aside from a couple of isolated moments, totally fails on this count.
* Nearly everything from SS2 is back, whether it was good or bad. BioShock's 'research camera' is not very practical and only slightly less silly than ingesting(?) random chemicals in SS2.
* Patches may have fixed this by now, but I experienced a few random crashes. When this happens, it will delete your config file and replace it with a default one, meaning you lose all your settings, including your key mappings. This is very annoying. It also makes no real sense and seems to be a strange trend in recent games (Prey was the same). I know you can locate the 'default' file and edit that, but you shouldn't have to. You should at least be given the choice of starting the game with your settings after a crash.

The Bottom Line
Looking back at this review, I think it sounds as though I was deeply hurt by this game. That's not the case, although I did become quite bored by it, and I trudged on and completed it only for the sake of achieving that goal. But like I said at the start of the review, it's a solid game. It's alright. It's decent. It just could've used more variety (particularly in the enemy types) and some different design decisions.

If you haven't played any of the System Shock, Deus Ex or Thief games, then you may think BioShock is fantastic. If you have played those games, you may still think it's fantastic (because people have different opinions; which is great, by the way!). Or like me, you may feel it's a game that tries hard to continue the great tradition of those immersive, amazing action/RPGs... but falls short.

Windows · by xroox (3895) · 2009

Prepare to be BioShocked

The Good
If anyone of you have played System Shock 2, you would have known that that game was set in the future. The same cannot be said about 2K's latest offering, Bioshock; the game is set in 1960, way before I was born. A plane crashes in the middle of the Atlantic Ocean and you are the only survivor. You resurface in front of what appears to be an underwater complex. You go and investigate this complex and, before you know it, you are taken to Rapture, a city that was built in the '40s by Andrew Ryan. It is supposed to be paradise, but you immediately find out that your descent into the city caused destruction and chaos.

The first thing I saw, long before I entered Rapture, was how amazing the water animates at the beginning of the game, and the fire around it. I think that this could be part of the DX10 enhancements in the game. It is this point in the game where you have to make your way to the bathysphere. Just looking around shows me what I could expect. As BioShock is set in 1960, the walls are decorated with old-style posters plastered around the walls and music that was common in that year.

After watching the introduction from Ryan, the window opens up to give you breathtaking views of Rapture, as the bathysphere takes you to one of the entrances leading to the city. I enjoyed the views while I was making my way there, with neon lights embedded onto each of the buildings. During the game, there are windows that you can look outside from, but these are not quite as spectacular as the one inside the bathysphere.

Around Rapture, there are a variety of weapons scattered in certain areas, and most of these weapons have three different types of ammunition. It doesn't hurt to try out all the types just to see what they are like. I prefer the machine gun for the early enemies, and the “Bucks” and the heat-seeking RPG for later ones. Of course, you will mainly use these weapons to kill Splicers. You will know when you are about to approach a Splicer: they chant and sing to themselves. As the manual states, a Splicer is a citizen of Rapture who became so obsessed with Plasmids that their overuse altered their genetic structure. Splicers are only alerted to your presence when you walk into their vicinity or shoot your weapon for no reason. Doing the latter takes me back to the days when I was playing Wolfenstein 3D when I could alert the Nazis simply by shooting at nothing. When they see you, they really do their best to destroy you. The audio logs that you can pick up (also an element from System Shock 2) are interesting to listen to, as these are a record of their memories during their time in Rapture .

Now, BioShock uses an element that was borrowed from System Shock 2 and the Thief games. When Splicers are killed, you will be able to go through their pockets and steal some useful items like extra cash, health, components, and much more. I enjoyed doing this as you never know what stuff you can collect. If you have enough of a specific item, the game doesn't let you get any more until it has been used. For instance, the game assumes that $500 is enough (even though there is a four-digit number for the money counter).

To get through the game, you need to use various machines. The manual has detailed information about these machines, so I won't bore you with all the details. Each of the machines attract the player to their location by playing some sort of melody or by speaking to you. “El Ammo Banditos”, for example, shouts something in Spanish. I can say that I used these machines more than twenty times in a level, to stock up on things like health, EVE, and ammo, as well as getting more Plasmids.

BioShock has two other elements that need mentioning, and these are also taken from System Shock 2. Security cameras are scattered around Rapture, and they are on the lookout for any intruders. Like SS2, once they have you in their sights they give a warning sound. Several seconds later, they confirm your sighting, sending security droids to your location, and these droids have orders to shoot and kill. You can destroy them, and put the droids to good use. That brings me to the second element: hacking. Hacking something brings up an interface where you have to connect some pipes until a pipe reaches the exit point. In this case, successfully hacking a security droid will cause it to protect you and shoot any splicers it sees. I enjoy how droids sound like bees when they follow you. Hacking is not limited to droids. You can also hack turrets, health stations, and most of the machines, but one machine that you can't hack is the “Gatherer's Garden”.

Sure, there are weapons that you can use to kill the Splicers. But the real magic of BioShock is the Plasmids that you can also use to perform special attacks. For example, you can electrocute your enemies, incinerate them, throw them up in the air and make them go down hard, sick bees onto them, and even turn Splicers against one another. Just because you selected specific Plasmids at the start of the game does not mean that you are stuck with the same ones throughout the game. You'll find hundreds of Plasmids to choose from at one of those “Gatherer's Garden” machines. If you had enough of your equipped ones, you can always buy new ones. (Hint: You might want to purchase a slot to store the plasmids in.) I like those “Evolve Today” black-and-white ads that introduce the Plasmids. They are hilarious to watch. Of course, you need to stock up on EVE if you want to keep using Plasmids. If you have no EVE, you cannot use Plasmids.

As you walk in some locations, as I said earlier, you can hear actual '60s music playing in the background. I describe the music as slow-moving, but in some places it just has a jazzy feel to it. If you like the music, you can stop what you are doing and listen to it right through to the end.

Two characters that I enjoy most are the Big Daddies and Little Sisters. The Daddies walk around making bear noises, then stop making those noises when they are accompanied by a Sister. Because the Daddies go around in diving suits, that must explain why they are called “Mr. Bubbles”. As the manual says, you can't do anything with the Sisters until you have dealt with the Daddy first, but it takes a lot of firepower to defeat them. When defeated, the Sisters mourn the Daddies as if they are a part of their family. I like how you have two options of dealing with the Sister. You see, you can harvest (kill) them to get a lot of ADAM, but that won't be pleasant to look at. An alternate, safer way is to rescue the Sister but you get less ADAM than you would by killing them. ADAM is one of the important items to get as it determines how many Plasmids you can get. What I did during the game was kill the Sisters, but only if I was very low on ADAM. I prefer to save them, however, since I don't believe in hurting innocent young girls. Once you have enough ADAM, you can spend it at one of those “Gatherer's Garden” machines.

One thing that I had to laugh at are what happens when you decide to save Sisters. When you manhandle her, all they say is “No!” four times while you are trying to get at the ADAM. After you release her afterward, she forgets about the Daddy since she is too busy saying “Thank you. You've saved my life” or something along those lines, then goes back to where she came from.

Although you have that yellow Quest arrow pointing to your objective at the top of the screen, I ignored it most of the time until I am ready to accomplish it. As with most first-person shooters, I like to explore a bit, hunting for weapons, health, EVE, and other stuff. This way I can avoid spending the cash I just collected on vending machines.

The controls are easy since you may be more familiar with them playing early first-person shooters. I really like how you could quickly switch to another weapon/Plasmid by turning the mouse wheel, and by switching between weapons/Plasmids with the right mouse button. It doesn't hurt to memorize the key bindings for special weapons/Plasmids. More often than not, I happened to press the wrong keys when I got involved in a full-blown fight with a Splicer and I end up losing a lot of health for doing this.

The Bad
I found that the areas are far too dark to see anything, even if my monitor/video settings are set to a satisfactory level. I had to rely on the Quest arrow to get me out of those dark areas.

About the vending machines: hacking machines doesn't really give you much of a discounted price. It is normally 15 dollars less than the normal price. They would not be worth hacking into since this is the case.

The Bottom Line
In BioShock, you can hack, steal items from your enemy's pockets, and evade security cameras; and these are the elements that were taken straight from System Shock 2. Each section of the game should take about 30 minutes to complete, but it may take longer if you are like me and explore the area a bit, ignoring the Quest arrow as you go. You encounter a variety of Splicers, and nearly all of them run towards you and jump in the air for an attack, so it is better to use what weapons you have to kill them before they are inches away from you.

Two characters that play an important role in the game are the Big Daddies and Little Sisters, both of which are funny to look at and listen to. There are three endings to this game, but what ending you view will depend on how you deal with the Sisters. If you view a specific ending, it would not hurt to play BioShock two more times and try the other endings.

The sound is great, and the music reflects the year that the game is set in. The same goes for the graphics, but you won't get the extra benefits without a DX10-compliant video card,

BioShock is the first games in the series, so expect a second and third game to be released later. There is also a movie that ties in with the third game.

Windows · by Katakis | カタキス (43102) · 2009

An Artful Spiritual Successor To System Shock 2

The Good
The moment that the game's undersea city, Rapture is revealed to an intense orchestral flourish, shining like a retro-styled future dream in the vibrant depths, the player is drawn into an experience. That is indeed what Bioshock is - an experience. The game has an atmosphere of terrific substance, a triumph of design.

Graphically, there is no doubt that the technology is incredible. Most especially, lighting and water effects will cause jaws to drop in awe. Early in the game, I witnessed a cascade of water and could not believe the realistic look of it. And in a game set under the waves, this is used to wonderful effect.

Yet graphics are really only a means to express the visual experience. As we found with Oblivion, no matter how pretty a game is, a poorly designed world becomes tedious and boring. Bioshock succeeds in avoiding such problems. Every location is distinct and meaningful. It is not simply a matter of individual levels, but individual districts and rooms which have a sense of...well.. place. And, further, they have a sense of the people who had inhabited them. Everywhere, the player who looks will find tiny stories being told of someone who was there before them. Many of these are quite chilling. All of them are seamlessly expressed within the game's world.

Sound effects are a big part of any game, but in the survival horror genre they serve the essential purposes of causing tension and indicating the presence of nearby enemies. Bioshock's sound is of a quality beyond reproach. Although voice tends to be well done, it is in the combination of lush environmental effects with haunting 30's and 40's style music coming from sources in the world itself that the player is truly drawn into the game.

Combat is creative and enjoyable. There are a great many combat encounters, yet one can avoid them entirely or choose to use indirect means to take down their foes.

One highly touted aspect of the game is the use of the environment in fighting. For instance, hacking a health machine will cause enemies to be poisoned when they try to use it. New dimensions certainly open up in Bioshock for those with the creativity and presence of mind to use them.

Much like its spiritual predecessor, System Shock 2, Bioshock's intense atmosphere and randomly spawning enemies succeeds in creating that essential "never really safe" feeling I love in these games. This, combined with the descent into a world of madness and terror in Rapture, creates an unforgettable experience.

The Bad
While Bioshock is the spiritual successor to the game which I consider to be one of the greatest of all time - System Shock 2 - it does not quite live up to the older product. Certainly, technology has been upgraded. And there is no doubt that the AI and the use of environment are substantially improved. However, beyond this, I find that Bioshock consistently falls short of System Shock 2.

While I do praise the sound and also the quality of the voice acting, the range of script and casting is far too limited. It seems as if I am constantly encountering the same people who are saying the same things over and over. Yes, in System Shock 2, there were similar limitations. But it does not bother me there, perhaps because of the "uncanny valley" effect. In other words, I do not have an issue with worm zombies moaning out repetitious lines because they are so inhuman. When a very human seeming splicer rants the same lines as five other splicers in the last half hour, it is so close to human that it becomes very noticeable to me.

The AI is better than in System Shock 2, but it is still pretty poor compared to what is available. In a world after F.E.A.R.'s incredible tactical combat, the bar has been raised so that it is no longer acceptable for AI to charge at me with guns. I want them to try to flank, to be aware of what weapon I am using and when I am reloading it. Certainly, I would like a bit better than what Bioshock provided.

System Shock 2 was a PC only release, while Bioshock was developed for multiple platforms at the same time. Many people suggest that this caused Bioshock to be "dumbed down" for the more casual console market. Whether this was the reasoning or not, there is little doubt that this is a far easier game and one with much less complexity.

First, the roleplaying game aspect has pretty much disappeared here. In System Shock 2, the player had to assign points to upgrade both their attributes and their skills. You were not automatically able to hack any computer, use any gun, and project psionic blasts. In order to do any of that, the player had to make choices. So you could never be a super-soldier, master hacker, and psionic wizard at the same time. That made for true gameplay choices. Meanwhile, all skill and stat points are now gone from Bioshock. Now your character automatically is capable of any hacking, plasmid usage, or weapon usage with perfect skill.

One of the key aspects of survival horror is the need to survive. These are taken separately from other action games because they impose difficult restrictions which force a careful, thoughtful style of play amidst a chaotic, dangerous environment. Generally, this is achieved through a combination of limited health and limited resources.

System Shock 2 truly put the survival in survival horror. On the first play-through, most will find the game's difficulty to be incredible. You begin to hoard every resource you can, avoid combat when possible, and rejoice at finding even one more bullet. Every action you take is a calculated risk of your chances to survive. By contrast, I found that even on Hard, I was overflowing with resources by mid-game in Bioshock. There was never any desire to avoid combat except in the very beginning. I had so much stuff that I was often unable to pick up more of it. My ammunition and money was constantly full. All of this served to decrease my sense of truly surviving.

Much was made before release about the supposed choices made in Bioshock. However, in reality, there was only one line of choices being made - whether to harvest the "Adam" (money to spend on genetic powers) fully from the zombie little girls who ran about gathering it, thus killing them, or whether to save them for a much lesser amount of Adam. Not only was this rather black and white question the only moral issue to solve, but if you chose the "good" path then you would receive repeated large gifts for doing so - thus making the Adam difference between the two paths very little. I would have been happier if being the good guy meant you had to work harder.

Combat could be a bit unsatisfying at times in Bioshock. The problem was balance. Near the end of the game, enemies became superpeople who could laugh off your plasmid abilities. Being engulfed in flames seemed to have little effect on them, for instance. Yet some weapons proved to be so overpowered that it felt like cheating to use them. So the creativity of the environmental style of combat ended up being lost in the shuffle.

The Bottom Line
I would recommend Bioshock for its atmosphere alone, but there is a lot more to love about it. There is no doubt that this game is a 5 star title. However, those expecting a real return to the brilliance of System Shock 2 should be aware that it is not to be found here - only a shadow of that glory.

Windows · by Steelysama (82) · 2008

Wow!

The Good
I confess that I bought an X-box 360 for this game. After 2 years of hearing how wonderful it was, I broke down and tried it. I hooked up the unit to my HD TV and experienced something remarkable.

2k studios spent a great deal of effort designing this game. They designed an entire city, sculpted and shaped in the Art Nuevo of the preceding decades. Then they smashed it with blunt objects of war and destruction. The details are astounding, portraying a beautiful gleaming city in the process of an ugly death. Everywhere you look, you see what it was and what it is. Rubble and debris. Surprisingly creepy…

Using the Unreal 2.5 engine, The graphics are detailed, revealing textures and dimensions that add to the feeling of being in a real environment. The sound is equally well done, with subtle music cues. You won’t forget the first time you hear someone sing a gospel in a weary, lost voice. The random pieces of dialogue you hear from the NPCs wandering around only contribute to the sense of madness that has possessed Rapture.

Gameplay is an elaborate gun and run mix up, enhanced by weapon choice, weapon improvement and general collection of supplies. I really like how you can use different approaches to killing your enemies.

One of the biggest points of the game is the story. It’s told through old tapes, ghosts, NPC narrations, and settings in the environment. Its not your run of the mill tacked on adventure. Its critical to the game and how it is played. I was taken by surprise when I saw the rooms that the little sisters were kept in. It was reminiscent of the brutal experimentations that were done by behaviorist in the early 20th century. B.F. Skinner is even mentioned in passing.

Voice acting was pretty good, if not slightly over the top. The accents were heavy and seemed to be coming from a b-movie cast.

It was very cool, how you had a few methods for turning enemies in to allies against their will. It was even cooler, how you could rack up achievement points for Xbox live.

The Bad
For a game based on self-determination, this game is pretty linear. You can find a lot of cool stuff by wandering off the path, but to progress, you have to pretty much follow the directions put before you. The game even alludes to it about 2/3 of the way. You end up normally using 2-3 plasmids for most of the game and the same goes for the weapons.

And its short and a little on the easy side. Replay value is not its strongest point.

The Bottom Line
This game is proof that games can be art and have a meaning to them. And yes, it was worth buying the Xbox 360.

Xbox 360 · by Scott Monster (986) · 2010

Who is John Galt? -- A question without an answer.

The Good
Do you like the term - intellectual shooter? I don't, since it’s used mostly to identify oneself as an intellectual gamer instead of celebrating the game itself. However, I think it’s impossible to find any other two words describing BioShock so fully and extensively. I mean it in the most neutral sense of the phrase, because it is a well-known fact that you can’t take good without the bad. And it can’t be more so as in case of BioShock.

Irrational Games’ lastborn child, a successor to the critically acclaimed, yet ultimately unknown System Shock series, BioShock has brought the company just two things they were short of – wealth and fame. Now if there was just a single developer company that didn’t get enough of that, I would have bet on Irrational anytime of day. During its eight years course it hasn’t released a single average game. Let me remind you of the the unique concept of Freedom Force, flawless game mechanics and stunning level design of SWAT4, brilliant storytelling and engaging multiplayer of Tribes: Vengeance. All of those games (including, of course, System Shock 2 – the masterpiece of sci-fi horror) clearly showed that Irrational Games is an extraordinary team worthy of any amount of hype, overreaction and 10/10 reviews making the unsuspecting X360 owners rush into the street in order to buy a title from one of the most prominent developer of the recent decade.

However that should not cloud one’s judgment in light of the most obvious of BioShock faults, which we’re going to look over shortly.

Now to the premise. BioShock casts you in the role of a simple man living a simple life, who accidentally discovers a huge underwater city which the brightest minds of the post-war (WWII) world have made their home. Rapture. The world of unlimited possibilities for anyone who is willing to work and create. It opens its gates for anyone except for a single man - a parasite, a man who’s unable to do anything with his life, carrying his pathetic existence through the false notions of compassion, mercy and morality. Those who live in Rapture reject these people and all the governments supporting them, which is pretty much the whole "civilized" world. “It was not impossible to build Rapture at the bottom of the ocean, it was impossible to build it anywhere else”, says Andrew Ryan, the architect and the mastermind behind the city.

But you arrive too late to ripe the fruits of one man’s vision. As with all the ideas and utopias there is always one thing people forget to account for – it’s the faulty nature of the man himself. In case of Rapture, greed and lust for power turned out to be the harbingers of city’s downfall. You can’t build a society based on rationale and objectivism, because (watch out! Another Star Trek quote is coming!) human-beings are extremely irrational creatures and logic is just the beginning of wisdom. Despite seeming overwhelmingly complex the main idea of the game’s story is actually very simple and profound. It’s about how faulty the man is. No matter how much we strive into the sky towards perfection we should not forget about the chains on our legs, chains of human nature. The only thing that can beat the story of this game is the presentation of it..

The postfactum nature of BioShock’s storytelling provides the most impressive strength of the game. You’re not experiencing the story through the series of cut scenes or dialogs. Actually there’s no even a story to experience. Of course there is a series of events taking place inside the gameworld with varying objections and motivations but it is secondary to the history of the place. It’s not that important who you are and what you’re doing, what is important are the characters of Rapture and the details of their sad demise. The game achieves that sort of unusual narrative through the series of audio logs scattered throughout the gameworld combined with the detailed vision of what a certain environment has become. Irrational doesn’t connect the dots for you as it is done in many games via cutscenes or long dialogs. It offers you point A and point B and let your imagination do the rest, with results being much more striking and impressive.

That level of immersion is possible only in a video game, which in its own turn creates a much needed excuse for ideas of BioShock to take form of a video game. It creates an illusion of time overlapping – you hear the choices people made, the feelings they’ve experienced and at the same time you see the consequences of those choices and feelings right before your eyes. An amazing example of the interactive storytelling!

Ron Gilbert, the creator of Monkey Island series has once said that a game is a shitty place to tell a story. Yes, Mr. Gilbert it is, but instead of trying to tell it with the common devices used in movies and books, (yes, Square, you too) BioShock chooses another method unimaginable in the limits of those two media.

Certainly, a knowing man would notice that all of that (retrospective narrative, audio logs, post-factum presentation) was already presented by both System Shocks, Doom 3 and lots of other games which thought this to be a neat way to cut expenses on cutscenes, motion-cap and character modeling. But very few of them offered such an amazing treatment of this technique as BioShock did and neither has put it to so much use. The counterarguments to the tenets of objectivism, coined by Ayn Rand, are perfect fit for the BioShock’s way of narrating, with the characters speaking not of the current events or explaining a lot unnecessary info but expressing their thoughts and views in words instead. This in its own turn creates one of the most fleshed out set of videogame characters of recent years.

The best one being nobody else but the creator of Rapture himself – Andrew Ryan. Much as his prototype – Ayn Rand – Andrew has emigrated from the Soviet Union when he had found himself unable to cope with all the changes happening to his country. Yet he didn’t find any rest in USA either. Everywhere he was despised for his talent, money and radical views. He didn’t want the parasites, people without ambition or talent, to impose their will upon him. Much in fashion of Dostoevsky’s characters Ryan saw himself as an extraordinary being far above the issues of morality and decency. But unlike Raskolnikov, Ryan doesn’t doubt his beliefs and is not tormented by them. He is the man of great faith and strong convictions. He firmly believes in everything he does and doesn't care what others think of it. So even in time of his death he remains as strong in his faith as he ever was.

To be frank, the scene of Andrew Ryan's death requires some more space of this review. This is undoubtedly the piece of drama that will stay in your mind forever. Without spoilering much I can only say, that during witnessing it, I haven't thought for a second about how great/talented/skilled the guys at Irrational are. All of my thoughts were with that man before me, who even in his death doesn't lose a single inch of his faith and views. Very strong and convincing scene, indeed. It would make every movie director jealous.

In the spotlight is also a well-known duo. Big Daddy and Little Sister are perfect metaphor to unconditional love that requires no objective or rational explanation. You will love those interplays, they bring warmth and create a very important contrast to the cold and menacing environments of the city. Of course it’s a cheap argument to put a cute little girl on one plate of the scales and Ayn Rand with her philosophy on the other. The contrast works well, however.Partly, because it is a contrast which you, the player, must inevitably break, not by your choice, but by the necessity.

Other characters do not disappoint either. Each of them is a representation of a specific part of the new, corrupted Rapture. Art, Science and Industry. Fueled by plasmids (which are essentially a plot device and a key gameplay feature) they strive for perfection in those areas. A mad plastic surgeon with his mind completely whacked, an artist finishing his last masterpiece of dead bodies and a smuggler with non-existent values. Each character has lots of background to him depending on how thorough you are in examining your environments, finding clues and actually thinking. Because, as I mentioned earlier, Irrational doesn't care if you're following a story or not. This is excellent, since it always keeps you on your toes and your mind is always working, trying to figure out the real motivations of the characters. No wonder there are so many plot-analysis written after the game's release.

Visually, Bioshock is nothing but stunning. The game's visuals are a beautiful example as to what exactly constitutes great graphics in a game. Obviously, not technical superiority or the hardware the game is capable of taking advantage of. The true brilliance of graphics lies on sole shoulders of an artist. Artistically, BioShock is a very ambitious project. It has been compared to Fallout on numerous occasions with similarities in its 30's ads stylistic approach. Some people attached "art-deco" label shortly after. But the truth is that BioShock is something you haven't ever seen before. It seamlessly combines incombinable. The screaming ads of smiling people reminiscent of mid-20th century America is merged with technological wonders which feels more at home in Wells and Verne novels, than in the works of Asimov and Clarke, and all that is spiced up with the extreme attention to details. Texturing, modeling, special effects - everything in here is working in a single unit to bring the atmosphere of the decayed city of wonders as to close to reality as possible. I've already known that level designers of Irrational are miracle workers with their amazing job on SWAT4 realistic levels, but this time, when they were not constrained by limitations of our real world, they outdid themselves. Sometimes, I even felt like crying staring looking over beautiful locations, so different and yet following the same stylistic guidelines.

That does sound like a perfect game, doesn't it? Well, I don't want to break it for you, but it isn't. The irony is that if BioShock didn't have all those extraordinary things I've mentioned up to this point I might have had no problem with it whatsoever. But the game's unique and unusual subject, superior artistic design and overall professional quality brings me to blaming BioShock for a thing I wouldn't consider to blame any other game for. Namely, it's genre choice.

The Bad
Why on Earth this game decided to be a First Person Shooter?

As I said I had no problems with any game's choice of genre up to this point. You see in games like No One Lives Forever, System Shock I & II, Outlaws, Dark Forces, Strife, Half-Life - all the additional features (non-shooting) are used to enhance them. Thus, it results in a perfect blend. We take a shooter canvas and put some nice touches on it that elevates it above it's contemporaries. It worked on numerous times, and should have worked with BioShock as well.

Especially, if we take into consideration, that the "shooter canvas" of it is much more superior to any other FPS. You have lots of abilities to choose from, different plasmids in various combinations can easily provide a lot of unexpected results. It's fun to experiment with those techniques, trying to find an instant-kill solution. Which, of course, is impossible to find, prompting you to keep chaging your approach in every situation. I didn't miss any of the System Shock exclusive features, like inventory, research or character stats, and was completely satisfied with the way revival chamber were realized in BioShock. So, what's wrong? We have an excellent story/subject and great gameplay which easily result in a game like one has never seen before, don’t we?

The problem is that those do not go together at all. I think the reason of that lies in BioShock's subject which requires everything to work for it. It wasn't a problem in NOLF - where subject required you to be a spy, you did what spies usually do (at least in 60's movies), in Outlaws - subject required you to take revenge on your dead wife and daughter. And what does BioShock subject (counterarguments to objectivism) requires you to do? Nice question.

Kill hordes of zombie-like Splicers is the answer. Now tell me, how does that reinforce the game's point? What is the reason to all the time I spent in-between admiring locations and listening to the logs? There's none. BioShock with its serious subject would have looked much better in the canvas of adventure or an RPG (as showed by Bioware/Black Isle) or maybe tried to get there by some other means. The core of the BioShock's gameplay should have been "a choice" instead of "a shooting". The choice players face in the current game is laughable, because it doesn't provide any effect on the story, (it shows another cut-scene in the end, true, but how does it help to change the message of the game?) and benefits from saving the girls are obvious from the start.

Once again, I will say that have the subject of the game been simpler and less dominant; it wouldn't have made the action seem much more appropriate. But as it is, each part of the game must work towards a single goal -- conveying an idea. Obviously, "shooting zombies", which is somewhere around 70% of the game doesn't help that cause much.

I completely understand the reasons behind BioShock's choice of genre. First, people were expecting a successor to System Shock, secondly, one cannot expect BioShock the Adventure to break as many sells as BioShock the FPS did. Which is a shame, since in the end, it did outgrow both System Shocks, and perhaps became the best top-sold game of the last decade. It certainly deserved upon much better treatment.

The Bottom Line
This is my first review that features a newly created rating system. It came up as I wasn't satisfied with the criteria usually used for game ratings. I called it TAPEA, with each letter standing for a certain aspect of Developer Company as reflected by the game.

Talent: 5/5

One should not doubt the talent of Irrational. Once again they proved that they were touched by God himself. I can't imagine an untalented person coming up with those outstanding locations and brilliant ideas. Rapture, Big Daddies, Art-Deco, Plasmids, Little Sisters, Underwater setting – they're constantly feeding you high-class ideas, which could’ve only born in the minds of extremely talented individuals.

Ambition: 4/5

In BioShock the developer offered something rarely seen in a video game. A mature subject venturing beyond love/hatred/revenge clichĂŠs. Unfortunately they didn't dare to carry this ambition through. I mean creating a gameplay that would have been on par with the game's subject, hence a drop in one point.

Pteity (Pushing The Envelope - ity): 3/5

BioShock does go when nobody has gone before. It changes your mind on the subject of how games can communicate stories and ideas. Unfortunately, all of those elements have been already seen in other games, even if executed on a much lower scale and with much lesser effect. The story repeats itself in game play department as well - it does provide some unique ideas, but nothing warranting a legion of clones.

Effort: 5/5

The colossal attention to detail and the game's impressive length (around 12 hours) show many sleepless nights and cups of coffee drunk in the Irrational Games headquarters.

Adequacy: 5/5

The overall coherency of different departments is the evidence of how much the developer cared about how things are fitting together, the style and theme are always maintained regardless of the situation. I won't drop any point here since even the game's questionable FPS attitude towards gameplay is reasonably justified within the limits of the gameworld. Completely adequate and nothing feels out of place.

In the end we receive 4.4/5 which is an average score of those five equally important criteria.

As for the closing part I'll just repeat the one-liner "Who is John Galt?" It's a quote from "Atlas Shrugged", book by Ayn Rand, which BioShock names as its primary source of inspiration. It's a synonym to hopelessness and inability to change anything. The same feelings I am left with after completing BioShock. I understand that you can't have best of both worlds at the same time. You can't be commercially successful and yet break new grounds, at least not on a scale, shareholders' meeting would appreciate.

Perhaps, you need people like Andrew Ryan or Dagny Taggart (a character from the book) to do it, people not constrained by the concerns of others or by the questions of appropriateness and decency. Men who uses only common sense and objective truth as their Bible. And, you know, I am sure that the phrase "BioShock could have been so much more" would have been written somewhere in that book.

Maybe Ayn Rand was actually right?

Nah. :)

Windows · by St. Martyne (3648) · 2007

A very big disappointment

The Good
Drug users might appreciate the graphics - during combat BioShock often seems more of a psychedelic arcade game what with the quick pace and all the chaotic effects thrown in.

The Bad
First of all, this game was supposed to be a spiritual successor to the epic FPS/RPG System Shock 2. Unfortunately something went terribly wrong in the process and we ended up with a incoherent shooter where nothing really works. Oddly hailed by essentially all reviewers as revolutionary, BioShock does not really bring anything new to the genre. Sadder still, it's mostly a setback, at least as far as PC games are concerned.

The complex gameplay from SS2 was drowned to the point where one begins to wonder which SS2 they were making a sequel of: System Shock 2 or Serious Sam 2? Gone are the stats that differentiated one player from another: you can now do everything right from the beginning. Gone is the limited inventory. Now you can carry around everything you pick up. Well, not quite. You can only carry nine med-kits and nine eve-hypos. Apparently despite totting around a flame thrower with several huge canisters of ammo, a grenade launcher, a shotgun, a machine gun and god knows what else, if you picked up one more med-kit when you already have nine you'd collapse to the ground from your burden. Gone is the weapon degradation. You pick up a revolver in the beginning and it works perfectly even after firing a thousand rounds and being dragged alone through water, fire and god knows what else. The grenade launcher looks like it's made of cloth... luckily it's special indestructible cloth. Gone are limited resources, now you'll regularly reach the artificial limits on the ammo you carry with you, which in a way is good because unlike in SS2 you'll be forced to empty entire machine gun magazines to clear the average room.

Psi powers are replaced by some sort of Oblivion-like magic spells. Compared to psi powers there are far fewer of these spells, they aren't as nearly as inventive or intricate, and the spell mana is never in short supply. You can hypnotize a big daddy to help you or throw stuff around with them, but other than that they're just like weapons except that at certain points the game will present puzzles to you that involve these spells. Unfortunately the puzzles are laughably simple, as in melt some ice blocking your way with the incinerate spell. Very revolutionary.

Much was made of the choices that you could make in BioShock. Except one non-choice that affects only which end-game cinematic you receive, the choices involve which gun you'll shoot an enemy with. I remember Levine saying that this is going to be a game that's impossible to write a walkthrough for. Now that the cat's out of the bag we finally see what he meant: it would be extremely tedious and counterproductive to write a walkthrough for a completely liner shooter like BioShock. Shockingly, Levine said a lot of things yonder at TTLG which now look like complete lies because he knew TTLG'S SS2 fans would promote his product for free.

Much is now made of the physics that BioShock presents, however even though they used the well-tested Havok engine they evidently couldn't figure how to set it up properly. Dead bodies twitch uncontrollably, boxes fly towards the ceiling when I walk over them, and so on. And the physics is pretty much limited to throwing things around. You can throw as many grenades around as you want - you'll never break glass. Wouldn't it be cool the glass cracked if you shot it too much and water invaded the place (of course at that depth that would be insta-death). But that would be innovative. The game also has many invisible walls, which always signal lazy design.

The combat is very chaotic. There are a ton of enemies, they move around very quickly, never standing still, and everyone seems to tot around a whole armory. Unfortunately it's extremely repetitive as well, as the game only has two kinds of enemies. There are splicers, which are humans gone crazy. There minimal visual variation between them and they seem to posses no intelligence whatsoever. One kind of them can climb ceilings, which is fun the first ten times you see it. And there are "big daddies" - walking diving suits that protect invincible "little sisters". A limitation of Havok means you can't gib enemies. No matter how many grenades you chuck at a dead big daddy he'll just ragdoll. Wonderful progress!

The interface did not escape the dumbing down - gone is the right-click into interact mode from SS2 where you could do everything. And even worse when you access anything the game pauses. In SS2 moments when you had to access the inventory or hack a system or whatever were always very tense because the game kept running while you were doing this. In BioShock you can run up to a hostile rocket-launching turret and spend all the time you need hacking it since the world is temporarily suspended for your benefit. Gosh, if only real life had that feature. Fonts are now big, and game text is short and to the point. I guess modern casual gamers can't be trusted with too complex a prose. There's even a freaking "quest pointer" ala Oblivion. Except it's taken to the next level. Not only does it show you which direction to go to, it even points exactly which doors to traverse! Maybe in BioShock 2 the game will walk automagically and you'll only have to shoot enemies as you coast along.

Like in SS2, the game does not end if you die. You respawn in a Vita Chamber. Except that this time the machines are far more frequent, do not require activation, cost nothing, and restore half of your health and mana. In SS2 it was often very inconvenient to die, and especially on hard/impossible it was preferable to load a saved game, but in BioShock it makes you effectively immortal. One has to wonder why bother with the respawning at all? Just have the player be in god-mode like the little sisters.

The artwork and story did nothing for me. I'd already read Rand's work a long time ago so seeing it butchered in a below-mediocre game was distinctly unimpressive. Thanks to the chaotic gameplay it's very hard to follow what exactly is going on at all, and listening to audio logs is a pain since there's almost always shooting going on.

The survival-horror element from SS2 is gone, for the above reasons. BioShock has a strong cartoony-arcadey thing going, kind of like Serious Sam.

What else? Well, there's the DRM. It works for some people, it doesn't for others. All I know is that my DVDRW has been failing a lot since I've installed SecuROM (which also comes with the demo?!)

The Bottom Line
BioShock is a terribly over-hyped shooter. What I wrote above just barely scratches the surface of what's wrong with it. IMO it's inferior to FEAR and the like. About as fun as Quake 4, I'd say. At first I thought I was just getting too old for this sort of stuff, so I fired up some older games I used to love (System Shock 2, Silent Hill 3, Psychonauts), but no, they're as good as they were then. I've finally realized that it's not me at all - BioShock is just a really bad game.

Windows · by dorian grey (243) · 2007

Shock The Monkey!

The Good
Released in 2007, Bioshock, is the spiritual successor to the, System Shock, franchise. The series that helped re-define what a FPS could be. With such a storied past and all the critical accolades, can Bioshock live up to the hype?

I would like to note that, despite the fact that I finished Bioshock, about a year ago, I for some reason, had trouble articulating my thoughts on the game. Thus making a review an unlikely prospect. This being the first time that I have ever found myself in such a precarious position.

Anyhow, after a second play, taking the other path, I feel I am at last prepared for this review.

Bioshock begins when your plane crashes somewhere in the Atlantic ocean. Being the only survivor, you swim towards a beacon, before the suction pulls you under. Enter the bathysphere, and you are treated to a flyby of Rapture, or what is left of it anyway.(It reminds me of the flyby of Los Angeles in Bladerunner-MM-)

Built by megalomaniac Andrew Ryan, Rapture, is now decaying at the bottom of the sea after a genetic civil war. Ryan also is one of the few people still alive in Rapture, and interacts with you. One memorable scene involves meeting Ryan for the first time in person, and he is playing golf while his city burns.

You see first hand the brutality of the splicers, gain your first plasmid, and see a Big Daddy doing what they do best. At this point the game is very suspenseful, and invokes a sense of dread, much like it’s predecessors.

One of the first areas the medical pavilion, is very disturbing. Your encounter with Sander Cohen also stands out in my mind in overall creepy factor.

Bioshock even reuses the audio logs like in System Shock, and more recently in Doom 3. They are a nice touch and help flesh out the world of Bioshock, and it’s more that a little creepy to think that most of these people are dead, or in some cases will die by your hand. On one audio log in particular you actually hear the last moments of one the major characters.

Bioshock for all intents and purposes is a FPS. And while it has some RPG elements, it is by and large a FPS. Combat is simple and fairly effective. Using your plasmids in tandem with your firearms offers a sort of one-two punch. (Kinda like in Undying.-MM-) And there are a great deal of fire arms at your disposal. A pistol, shotgun, crossbow, and flamethrower among others.

There are also many plasmids. Some attack, like Electro Bolt, Some aid you such as Hypnotize Big Daddy. And there are also some that are passive, like cloak, and speedy hacker. All plasmids are purchased with Adam. And the only way to get Adam, is to get a Little Sister, which in turn are protected by Big Daddies.

A Little Sister is a genetic construct, little girls made to gather Adam, which they draw from dead splicers.(Some of Bioshocks’ creepiest moments are when watching a Little Sister draw Adam, and say, “I’m a good girl!”) To get the Adam they carry, you must take the Big Daddy. These hulking brutes were human…once. They have heavy fire power and resistance to damage, but can die. Once destroyed you can either Harvest the Little Sister, or Rescue her. Harvesting gains you more Adam, but rescuing them is the only way to accesses, some of the better plasmids, much as Hypnotize Big Daddy. Harvesting Vs. Rescuing also determines what alignment you have good or evil. And changes the ending.

The story moves along at a brisk pace, and there are few times where you stray from the main objective. There are however lots of secrets to uncover, and achievements to earn. Like collecting all the plasmids, or audiologs. Bioshock is also fairly lengthy for a FPS. Clocking in at about 25 hours, in your first play.

The graphics is Bioshock are amazing. One review on Moby claims, that you would have to be on drugs to appreciate the graphics. I don’t know what that means. Because the visuals are a sight to behold. Between the art deco design of Rapture, and the eerie look of the splicers, and the amazing lighting effects I don’t see how you could NOT like the graphics. You must play it on 1080p, if you have the means. The unreal engine never looked better.

The music is very good. From the original score to the real world songs form the 40’s and 50’s.

The sound effects are all good. From the gunshots to the plasmids, it all sounds great. But this pales in comparison to the voice work. The psychotic mumblings of the splicers is genius, and often disturbing. You see the splicers brains are so rattled that they say things from there past lives, such as, “Get the fuck out my office!” , “Jesus loves me.”( Christians are creepy.-MM-) and, “Go ahead leave me for that bitch!”

And all the main characters have good voices, and the dialog is well written which I feel is more important.

The Bad
Combat is way to frequent. There are only supposed to be a handful of people left in Rapture, yet by the games end you will have killed hundreds of them. The only positive side is that there is a good variety of splicers. Nitro, Leatherhead, etc.

Sometimes you will need to backtrack, say to use a vending machine, you go back to rooms that you just exited, and all the splicers are back.

This then leads to always needing ammo and health packs. And while it is rare that a splicer will be able to kill you, it is still very annoying. You are really better off avoiding any backtracking.

There are only two different paths, good or evil. And two endings, good or evil. There is not even a neutral path! Deus Ex had four different endings, yet Bioshock could only manage two, WTF?

Furthermore there are very few points in which you can change the outcome of an objective. There is really only one part in which you get to choose to kill a character or not kill them in the entire game.

The Bottom Line
At the end of the day Bioshock is worthy successor to the legendary System Shock series. In some ways it is actually surpasses those games. If you are a fan of FPS and have a PC or Xbox 360 you simply have to play this game. Seriously it’s required by law, or at least it should be. And well read gamers will certainly enjoy it even more.

Xbox 360 · by MasterMegid (723) · 2010

Welcome to Rapture

The Good
Bioshock was one of the most eagerly awaited games in a long time. It was conceived as a new concept for a exploited genre that needed a breath of fresh air, we had many good FPS games like Half Life 2 or Prey, but Bioshock is something different. System Shock 2 was a great game, and Bioshock is the confirmation that a new sub-genre of FPS has been created. A new sub-genre that doesn't need just the action to be a good game, what's more, the action isn't the best thing of the game, not even one of the good things remarkable.

In this game, you can customize your character with plasmids, you can configure your genes to acquire special attack powers like flames or electricity, or just acquire some plasmids to avoid alarms, easy hacking or be invisible if you're not moving. You can also customize your weapons upgrading them, and there are many weapons with many kinds of ammo to use. Every enemy has their weakness, and you'll need to know which is the best weapon/ammo for every situation.

The story is the main attraction of the game, the main concept is so good that everything's good because of that. The attractive beginning is a good proof of this, and the rest of the game is as good as it should. Some stages are really good, and the characters, the residents of Rapture, are strident and insane people, corrupted by money, freedom... and plasmids.

Game's really long and three different endings are available depending on what you've done during the game. The game is not easy. You can't die, but you'll be sent to the vita-chamber many times.

As on System Shock 2, you can search everything, dead bodies, desks, bags or anything that could be searched. You can find ammo, some drinks, cigarettes or food. Everything has an effect on you, so, be careful what you take. You can buy things with your money, inventing some items with some things that you take in the game or buy new plasmids with the Adam taken from the Little Sisters.

Places are big, with many details. It's really easy to get lost because everything's ruined, it's a totally mess. There are many particles in the air, you can see the dampness, the water effect, broken objects everywhere, furniture lying crosswise... And this is not one of those games with many details during the first levels and nothing more, here you have details during all the game. Stages are filled with so many things that sometimes it's uncomfortable to play, but this is how it should be (if you want a more realistic experience, of course).

The Bad
The range view is small. It's like you were zooming all the time, and as I said there are many details and places are big. Aiming is difficult because of that, and because enemies run fast (and without any sense, they just run). Action is not the best thing of the game, it could be much better, but it's not a big problem anyway.

The volume for logs is low, you can't listen some messages and you will stop doing what you're doing when a message is coming because you won't here nothing unless you stop. If you're in the middle of a fight it's impossible to know what messages are saying to you. Sound's good, music is good, but the volume for the logs are really bad.

The weapons aren't as effective as they should. Most of them need a lot of time to be reloaded, and you'll be changing your weapons all the time because some of them have just a few shots 'til they need to be reloaded. Plasmids aren't spectacular, maybe just the first time that you use them, and many of them has the same effects as some weapons that you have, so, they're a bit stupid.

The game was conceived to be a non-linear game but it is. The only difference between other FPS games and this one is the fact that you can customize some things like plasmids, but nothing really important, the genre is still the same. If we have System Shock 2 as a reference nothing has changed so much, just better graphics and some minor new things. Maybe a sub-genre, but not a new genre of games.

Maps could help you during your game, but they're imprecise and they'll confuse you many times. You don't have a map for each floor, you'll have the entire map at your help for every location of Rapture. If you enter a building with many floors you'll need some time to know where you are in the map.

The use of water is attractive at the beginning, but when you're progressing it becomes more secondary. Maybe a pair of floods more would be much better for the game.

The Bottom Line
"It wasn't impossible to build Rapture at the bottom of the ocean. It was impossible to build it anywhere else."

Windows · by NeoJ (398) · 2009

Has a positive and a very big negative side.

The Good
Well Bioshock is supposed to be a spiritual successor to the classic System Shock series which was basically an rpg game blended with first person shooter mechanics.

After playing this game it seemed more like a successor to Doom 3. I wouldn't buy the whole revolutionary hype magazines are giving it; it brings nothing new to the table at least on PC standards.

First the good.
The biggest saving points to this game has to be the Story, its unique art direction including level design, voice acting and music score. Basically "presentation" the first ingredient has somewhat succeeded. I have a mixed opinion on the graphics as the water effects are good, but the character modeling is just plain horrid. The level design and artwork are pretty good too; sets the whole steam punk theme although I find the games lighting a little too extreme.

The Bad
While things look good, unfortunately this game doesn't play very well. The AI is just plain horrible. While it appears to be smart at first, it just becomes predictable and annoying. Sure they put themselves off when their burning or recharging their health, that's a really good thing but its gets really annoying when they just keep running around. Why? The characters move at a really fast speed making it more frustrating than anything, therefore making you wish this was not a FPS. The Big Daddies with the drills are fun to fight (if there are no splicers around), But the ones with guns keep shooting at you and their shots drain a good load of your health.

Bioshock really sets a good atmosphere. I was really enjoying the level design & ambiance. Unfortunately this gets ruined since your bombarded with enemies. Hell I can't even listen to the audio logs because the enemies keep respawning or there's some loud gunfight nearby.

Later on the splicers become even more powerful, and while battling them you tend to end up in confusion as the game has too many weapons and ammo types. While I liked the idea of ammo types in System Shock or Rainbow Six, it fails hard in this game as this is a face paced shooter where you're battling splicers and machinery in the same damn location. What good is the chemical thrower when you have a plasmid which does the same? Half the plasmids are boring and do nothing much to enhance the game.

To add to the intense colorful lighting and bloom, the screen blurs when you're shot, so don't play this game when your sleepy.

And most importantly, the game was advertised to be extremely non linear but it's as linear as the old Doom or Wolfenstein games. Don't get me wrong, I really love linear games (Half-Life 2) but I was really expecting a steam punk version of System Shock here. The game comes with a choice to harvest the little sisters or save them. Whatever you choose will not affect the gameplay except for the ending and the tone of the doctor's voice in the latter half. Oh and there's an arrow which tells you exactly where to go.

The Bottom Line
Bioshock may seem like a lame attempt to milk some money out of the System Shock name. They may have dumbed the game down for console standards and accessibility (that's my guess) . While it is worth playing, I wouldn't recommend it to anyone who is looking for something revolutionary.

Simply put Bioshock is made of 2 ingredients where one fails to make the dish enjoyable.

Windows · by dreamstealer (126) · 2007

It's not System Shock 3, but damn is this game still amazing

The Good
“System Shock 3” is all we heard a couple of months ago while all the critics were still wanking off to their favorite videos of Bioshock’s Big Daddies beating the snot out of every living thing. Reviewers seemed to be handing out more 10’s to this game than a desperately lonely man at a strip joint. Five-dollar words like innovation, unique, and unpredictable were repeatedly burned into our corneas to the point where we now can’t control our urge to shout them out every time another “immersive FPS” hits the market.

Upon starting up the game, I instinctively sided with the cynics, having been put through my fair share of let downs and disappointments with the FPS genre. Upon first starting the game I felt no reason to start drooling over it. It appeared to be another FPS game attempting to mask a thin plotline with a deep and thought-provoking setting. Yet as I went on, I realized how truly epic both the plot and gameplay were, until I was literally struggling to pick out something to find wrong with the game. Eventually I was faced with the reality of the situation: this game, shockingly, was exceeding my expectations.

Bioshock’s trump card, I believe, is its storyline. At the beginning of the game, you somehow manage to survive a plane crash in the middle of the Atlantic Ocean. Upon rising to the surface of the water, you see an eery lighthouse just sitting there, beckoning you to go in. Ignoring the screams of your fellow passengers, you go inside and take a jolly little ride on the bathysphere there to the train-wreck of a city that is Rapture. Rapture was a city built at the bottom of the ocean by Andrew Ryan for the purpose of avoiding government, socialist, and religious regulations, which he felt were hindering mankind’s greatness. However, the city is in ruins, torn apart from the inside by rioting. Someone or something has turned the citizens of Rapture against themselves.

Bioshock has an absolutely incredible sense of immersion. If you enjoy having your sense of belief suspended, prepare to have Bioshock steal it and launch it into orbit, never to return. Everything about the Bioshock universe is brilliant, from the atmosphere to the story, to the sheer depth and intuitiveness of the new scenario it presents to players.

You can tell Bioshock was built around the story because everything the designers to is intended to make it feel like a story. First of all, the very presentation of Rapture is breath-taking. From the first seconds of the game as you look up at the mysterious lighthouse, you can already sense something is amiss. The developers build on this, and throughout the game it only gets more atmospheric. The leaking walls serve to display both the atrophying architecture as well as the decaying splendor of this supposed utopia. The developers also use almost theatrical techniques to shock and surprise you, to the point that at some points in the game you can only stand in awe.

This only develops as you slowly learn the story of Rapture. In this case, Bioshock takes from both the Half-Life series with its “no cut-scenes” approach and Doom 3with its “audio log” approach, relying more heavily on the latter for exposition while the former for more present-action plot development. The audio log system works terrifically to develop the story of Rapture because most of the audio logs aren’t in order, allowing you to piece together to story as you progress through the game.

As well, most of the audio logs are done by a key set of 6 or 7 characters. This gives you the impression that even though they are not by your side, these characters are still part of the action and still affecting everything you do. By listening to these audio logs you get an amazing idea of the personalities of these people and how they reacted as Rapture descended into chaos. The fact that they mention other characters from other audio logs only serves to reinforce this notion.

I originally expected Bioshock to take on a sci-fi suspense angle, but I was shocked to see that in reality in leans far into horror. And when I say horror, I do not just mean the “monsters jump out of closets” type like we saw in Doom 3. I mean deeply fucked-up psychological horror. The game takes on a twilight-zone kind of feel, showing how the effects of isolation and removal from society drove the citizens of Rapture power-hungry and mad. This is accented by the mounting feeling of being trapped forever in the watery coffin that is Rapture.

The combat system is largely the same as any other FPS game out there. The game, in addition to giving you various weapons, gives you plasmids. These stem-cell like formulas alter your genetic material granting you access to God-like powers such as shooting lightning out of your hand, or shooting fire out of your hand, or shooting ice out of your hand, and, well, you get my point now. It really doesn’t get past these few and a couple of others. These are more useful for interacting with the environment than anything, as electric can temporarily short circuit turrets and cameras, fire will melt blocking ice and set oil on fire, etc.

However, you will largely be killing your foes with a rather generic set of guns ranging from a 30’s era machine gun to a pump shotgun. The plasmids help to vary things up a bit, but I found myself using them when I simply had run out of bullets for the rest of my guns. Occasionally large gunfights will get pretty exciting, but this is usually when Big Daddy’s or gun turrets get involved as well and also because gun shots are VERY LOUD for this very purpose.

Where combat truly shines is, yes, the Big Daddy fights. This is truly where you get to exercise your creative freedom in taking down this gargantuan beast largely because there are so many ways to do it. You can take him down with enough machine gun bullets and persistence, but it is much easier to use the environment against him. Lure him into some oil, electrocute him, lead him into a nest of enemies, hack a turret and use it against him, have him run over some trap wire, get him to ram into some barrels, lead him over your trip mines. Any combination of these provides for a brilliant fight, and what makes it better is that it is completely improvised, giving you a warm feeling of satisfaction knowing that the game wasn’t holding your hand through it. It’s this feeling that makes fighting the Big Daddies worth it, as well as the Adam which allows you to buy plasmids, health, and other upgrades.

The game is obviously pretty, though this is mostly due to the atmosphere and style rather than the graphics. If you sat there and stared at Bioshock and appreciated like a fine painting, you would in fact see the tremendous amount of detail in almost every part of Bioshock’s environment. However, let’s face it; we aren’t going to be looking at some pretty cabinets when we’ve got turrets shoving bullets in our back and balls of fire raining down upon us. Even so, most games these days are just as pretty so I really don’t known what to set as the standard anymore. Like I said, it’s pretty because of the atmosphere. When you stand in a quiet desolate dentist’s office in Rapture and you can’t hear anything but the streams of water leaking from the ceiling, that’s when you truly see the beauty in Bioshock. However, the game, like every other FPS out there, is still played mostly with the lights off, offering you less chances than you may think to sample the beauty of the game.

The Bad
The biggest let down was easily the false sense of choice and freedom the game gave me as I was starting it. I remember all of the trailers spouting out that you had all this freedom and how unpredictable the game would be depending upon your own choices. Well, being the cold, cynical man I am I immediately realized what a load of horse crap this all was. What took me by surprise, however, was to how far they actually embellished the truth. The game gives you actually no choice whatsoever, which might upset a few people, who, I don’t know, maybe were hoping for something actually promised a billion times by every Bioshock trailer out there.

The big thing is that when you kill a Big Daddy, you get to do naughty things with little girls, and by naughty things I mean harvest their Adam. While the whole thing sounds like something you’d hear on To Catch a Predator, its supposedly a huge focal point of the game because you can either save her for a little Adam or kill her for a whole bloody truckload of it. The entire “morality” choices of the game narrow down to this. It’s not that there are other choices and that they don’t make any impact, but this is IT. Either kill or save, and that determines whether you get the holy good guy ending or the piss bad ending. Either you’re a saint or your Hitler based on whether you decide to either save or kill these little girls, and there is no middle ground. They tout all this freedom and choice, but like Fable there is no “uh, maybe both” choice. Either your voice cures cancer or God kills kittens at the very sound of it.

That’s really all there is. There is really no customization of your character because he can use any plasmid a million times without consequence, and can use any gun at any time. There are these things called tonics which give you cool bonuses like getting more health from snacks, but there are a limited number of these which are actually useful and by the end of the game you have enough slots open to use all of the good ones anyway. There are no side quests or optional objectives to do. Hell, every objective is mandatory anyway. I thought that somewhere along the line I would be given a choice to help out the citizens or Rapture or kill them, but instead I ended up taking orders from a man on a radio for hours on end.

And while we’re still bitching let’s talk about game difficulty. More specifically, let’s talk about where the Hell it went. Last time I checked in FPS games, when you died you lost the game. Instead they’ve introduced this “vita-chamber” non-sense which brings you back to life every time you die. This takes away a lot of the danger of the game, and honestly I fell like it was the worst part. With these chambers you’re more willing to take stupid risks because all of the consequence has been taken away. This also made it a lot less satisfying finding creative ways to kill Big Daddies since if you were stupid and simply starting plugging away at him you could go back five minutes later to do it again.

This part also made the game somewhat frustrating because in order to kill some bad guys all you had to do was whittle away their health while taking numerous trips to the vita-chamber. This process of attack, die, walk back, repeat is incredibly frustrating and holds up the game a lot, especially when there are infinite enemies in the game. Yes, supposedly the citizens of Rapture are “living, breathing” people who walk from place to place, but instead of making the game believable, it made it annoying as fuck.


The Bottom Line
I suppose, however, I am being a bit unfair. I’m not one of those untalented hacks who tries to pass of unwonted criticism as a proper review, and truly I found Bioshock to be one of the best games I’ve played in recent months. I’m actually really excited over how this turned out because it’s been a long time since a game has made me forget about both lunch and dinner without me even realizing it. Like Rapture, Bioshock has a lot of cracks in it, and they are somewhat obvious. However, don’t listen to the tiny voice in the back of your head pointing to these flaws. Smother it out with a large dosage of Bioshock. This game is amazing and certainly worth whatever children you may need to sell to get your hands on it.

Windows · by Matt Neuteboom (976) · 2008

BioShock is a memorable trip into the bizarre and the surreal.

The Good
System Shock 2 was one of those game experiences that will stick with you your entire life. It did one thing perfectly: Isolation. You were on a spaceship, thousands of miles away from home. Everyone, save for a mysterious female communicating VIA radio, is dead. No other game has ever captured the dread and feeling of being trapped, isolated, and alone as well as SS2. It even beats out the Silent Hill games, and that is saying a lot. It was a sleeper hit, but a hit nonetheless, and the developers have returned with their latest title: BioShock.

The first thing one will notice about BioShock are its beautiful visuals. I do not like the Unreal 3 engine much; most companies use it to make "realistic" looking games and they all look terrible. Yet when Epic Games and a few other developers have used the Unreal engine to create... well, something UNRealistic the engine looks awesome. BioShock is one of those games. BioShock's visuals are not just technically amazing, the art design is striking and incredibly defined. Combining the beautiful visuals with the ingenious art design makes BioShock one of the best looking games out there aesthetically and technically, even 2 years later.

The story is downright awesome. Like System Shock 2, Dead Space and the first and and fourth Silent Hill games, the games plot isn't so much about the protagonist as it is the world around him and having it all come together at the end explaining his purpose in the grand finale. BioShock's story is about the town of Rapture, and the story flows beautifully is excellently written.

The story reminds me a lot of something David Chronenberg would concoct, and that is HIGH praise because Chronenberg is my all time fav director. Chronenberg's films all have one underlying main theme: The loss of humanity by some bizarre means. Seth Brundle transforms into a fly, Max Renn becomes a killer programmed by a mind controlling TV, and the citizens of Rapture alter their genetic code to the point their bodies begin to degrade along with their minds. The story is extremely deep, and the various PDAs and other items that help fit the pieces together as well as provide insight into the lives of certain citizens in rapture are for once actually fun to find because the story is so involving. I will go as far to say that this story has impressed me more than any other story in a FPS game in a long time. There are too many memorable characters and scenes to count; one of my favourite being an insane artist who wants to make his "masterpiece" by killing his foes and taking a picture of them to "immortalize" them. It has all the grotesque, subhuman horror that pleases me as well as a great political and analytical allegory.

Rapture is a living breathing place. The story helps get you interested, but as you play on you'll feel like a real citizen of the accursed submerged city. Another thing that makes it like this is the games highly touted "Emergent AI." Believe it or not, this concept is executed quite well. The AI doesn't seem like anything special the first time around, but when the game opens its doors a little you'll see why its so impressive. Each entity "lives" in Rapture. Big Daddies go upon their business unscripted, and so do the splicers. Of course there are set-pieces, but outside of these every entity in the game is living in rapture and has a realistic and impressive AI controller.

The environment is also at your disposal. See that splicer standing over by that leaking oil barrel? See that body of water near him? Well, set the oil on fire and catch the splicer on fire, and as he runs to the pool of water, send lightning to fry him! Did you hack that health dispenser? Well, go ahead and let your foe run away and use it.. they'll just get a face-full of poison! The environment is one of the games best weapons, and using the plasmids to manipulate it is awesome and very entertaining.

The voice acting is awesome and helps put emotion and feeling into the story, only making the story even more entertaining. The game will tug several emotions with its excellent audio design. Beautiful music and excellent voice acting makes the game just as impressive in the audio department as it is in the tech department.

There are a lot of secrets to find. The game has replay value because you will miss a lot the first time around. There are tons of treasures to find in Rapture and its worth returning a few times to try and find it all, I'm normally not a completionist but finding these secrets are so satisfying that even I was compelled to do it. The games replay value also benefits from a good skill development system and the aforementioned emergent AI. Save for the set pieces, the game will never be the same when you do a replay.

The Bad
The games difficulty is inconsistent. The game is ridiculously easy thanks to the "VitaChambers" which respawn you with your exact inventory and if you were in the middle of a battle, the enemy will still be damaged. This keeps the flow and it is nice at times, but at others it gives you less reason to continue surviving because Death is never really a penalty. Yet other times, the game is hard as hell. Naturally the game gets harder, but the big daddies on the medium or higher difficulty will kick your ass left and right and sometimes battles with them are frustrating.

The game is somewhat short if you decide to do a bare bones playthrough.

Although skill development is here and it is well done, the game isn't as deep as System Shock 2 in regards to the RPG/FPS hybrid elements. There is no manageable inventory (Which is annoying when you want something in a container that also contains something you DON'T want since the game gives you no choice to just take one item instead of all of them.) and you don't have class choice, which does cut the replay value down a little.

The PC version has some more glitches and bugs than the other versions, and DRM is a pain.


The Bottom Line
I'm pretty much speechless. Sometimes, unanimous critical acclaim is actually founded. This is easily the best shooter since Half-Life 2 and a great spiritual successor to System Shock 2. Its a unique game and a ton of fun, with an incredible design philosophy and technically impressive styling. Well, what are you waiting for? If you haven't played this yet despite it being around for 2 years, then go out and play it now!

Windows · by Kaddy B. (777) · 2009

not the review you've been waiting for.. so buy or rent Bioshock, I don't care

The Good
+ great story - would you kindly get your foot outta my ass? + great visuals - water, that most intangible of elements, looks like water + atmosphere supports the story - immersive environment makes the 50's look hip again, no thanks to Marty McFly's dad + stuff blows up great - all underwater secret cities should have full tanks of flammable propane lying everywhere in case a video game gets made there

The Bad
- way too easy - Bioshock has an invincible "god" mode - it's called default - the movie will be better - could have had more varied enemy selection, like that gigantic walking spider-thing mech from DOOM, but that wouldn't have "served" the story - once again, the best weapon in the game - the crossbow - is also the most low-tech; development time spent on hells-yes plasmids may have been better spent on crowd favorite "2x4 with rusty nail hammered through it"

The Bottom Line
Analysis: Bioshock and Compromise

Sometimes, some things are just too good for their own good.

While that seems to be a contradictory statement simply on its own, it makes sense (but not too much sense) when you consider there are many things that haven't enjoyed any success when it is fully conceivable that they should. Critical success does not necessarily mean popular success; sometimes art is made that is so advanced that the current generation can not accept it (the term avant-garde comes to mind). The public can only handle so much.

This may seem to be critical of the average layman, who can't be faulted for being who he is, a man--a laying man, at that. In that case, to put it another way (other than saying the public can only accept so much), beauty is the beginning of fear. You know that new sports car? That fancy expensive one, the one you fantasize about? If you buy that, you're going to worry about it all the time; you're going to worry about it being stolen, scratched, towed, and even targeted by malicious flying birds and their gooey excrement. You know that hot, attractive girl? The one you fantasize about all the time? Once she becomes your girlfriend ("oh yes, she will be mine") you may find yourself constantly worried that someone may steal her from you. Again: beauty is the beginning of fear, and some things are just too good for their own good.

While these two points aren't necessarily the same, the same point can be made: the public can only handle so much. So, that's where Bioshock lands, firmly on its capable and talented feet and stooping low to bend to the lowest common denominator so that even the most lay of the layest of layman will "get" this game.

Bioshock is a beautiful game that takes place in the undersea city of Rapture. Based on the philosophies of Ayn Rand, Bioshock is an exploration of Objectivism gone catastrophically wrong. In the game, a charismatic leader named Andrew Ryan founds the city of Rapture as a capitalist haven safe against influence and pressure from outside political and religious powers. Literally shut off from the entire world at the bottom of the ocean, the Objectivist experiment of Rapture fails due to internal problems; this is suggested due in part to Objectivist dogma where the scientist, artist and capitalist aren't constrained by ethics or morality.

This is quite an interesting basis for a story; furthermore, Bioshock would continue down the "interesting path" some more and spin a tale of betrayal, deceit and domination. However, the fantastic research and writing that went into making this video game comes at a price: it's too good for its own good.

When applied to video games many gamers could only shake their heads in disbelief. "How can a game be too good?" they may say. I suppose this can be someone asking how vanilla ice cream can be too vanilla-y, or how someone can have sex too often and have too many orgasms. Well, I can't complain about vanilla ice cream nor about orgasms that are too good to have, but there is something to be said about Bioshock: its story and game play are terribly unbalanced with each other. Bioshock can't make up its mind whether it wants to tell a story or let you blow things up; stuck as a compromise, Bioshock delivers an interesting story in a way only video games can tell at the cost of overpowered game play that is too easy even for the average layman.

The story is too good for video games. I admit this sounds insulting to all video gamers and layman everywhere, lying down, but when the news broke that Bioshock is getting the Hollywood treatment with "name" director Gore Verbinski attached, who made alot of money and fame making movies about a ride at Disneyworld, I suspect the excitement was mostly over the fact that the great story in Bioshock would finally get told properly - in another medium that can tell stories well.

How can a story be too good for a game? Well, the high quality of a story in a video game can be detrimental when the developers emphasize the importance of the story over everything else; what this does effectively is subvert every other aspect including game play, difficulty, and enemy selection. You know (you laymen guys), everything that makes a video game a game.

First, the game is entirely too easy. Of the three difficulty levels, the hardest level is about the same level as most other games' mild medium difficulty level; compared to a hardcore game like Ninja Gaiden, Bioshock's hardest difficulty level is on par with the former game's easiest difficulty level. Other elements add to this ease: the game pauses when selecting weapons or plasmids, basic enemies (splicers) are all the same and so similar strategies can be used against them throughout the game, weapons are upgradeable to over-powered status, after halfway through the game money becomes so easy to make that a 500$ maximum capacity is forced on the player (unlike my wallet in real life), a map and a directional arrow points to the objective so that getting lost in a level is an impossibility, and furthermore no penalty is ever exacted on the player for dying - the player is instantly resurrected at a Vita-chamber to redo a level until ultimately he succeeds.

Secondly, the game play is so unbalanced that not long after beginning you become a unstoppable powered tank. The average enemy soon doesn't have a chance against the player, and in fact by the game's end you are pretty much just as powerful as the end boss. It appears the makers spent a lot of time designing cool ways to blow things up real good that they forgot to give you a suitable opponent; while it may be argued that Big Daddies are tough mini-bosses, the truth is they don't appear often enough and once you learn the technique how to take down a Big Daddy quickly it actually becomes routine quite quickly. In fact, one of the biggest challenges in Bioshock is cycling through your weapons and plasmids regularly to use them all equally, whereas in most cases you'll stick with one familiar weapon and upgrade it to make short work of all splicers and Big Daddies.

The fact of the matter is that the game has been designed to be overly simple and easy for the simplest of laymen to ensure that absolutely anyone and everyone can make it to the end - to ensure that this story gets told, from beginning to end. In four (and a compound) words: great story, bad game play. This is the antithesis of most games that have a bad story but great game play. Video games have traditionally not had great stories because usually they have been about game play, the meat, and back bone of video games.

Consider all the audio diaries scattered through each of the levels. When put together they weave together the complicated social tapestry of Rapture, a blend of unbridled ambition and treachery and despair. An interesting part of the story... that isn't an integral part of the game. In fact, listening to these audio diaries will commonly displace you from the immersion of the game, and in fact distract you from attacking enemies. These side-stories are entirely skippable for those who wish to simply blow things up.

And that's a problem too: as a straight-forward first-person shooter, Bioshock is strangely unsatisfying for not having unbalanced game play. Bioshock looks beautiful, sounds realistic for sound effects and dramatic for voice acting and has period songs of the era, and is a high class offering that should be a great video game - but it isn't as much fun as DOOM to shoot monsters and blow stuff up.

This is where Bioshock deviates from the norm (watch out, lying-down people everywhere!). As a game, it isn't much fun or challenging, but as a story and as a work of original art, it is fascinating and nuanced and fresh. As a top tier well-hyped video game with enormous production values, it's clear that sacrifices were made to this game to make it enjoyable and accessible to everyone; to anyone who has studied art knows, art is something that is for anyone, but not everyone. Bioshock could have been something really special and extraordinary, but instead we have something that allows the basest fan boy to blow stuff up.

This isn't to say Bioshock doesn't understand its medium and the limitations thereof; on the contrary, the single most genius fact of the design of Bioshock is the use of linearity. Long a bane of video game design, Bioshock whole-heartedly embraces linearity as the basis of the shocking twist at the game's mid-section. Without explaining it completely to encourage people to play it for themselves, the linearity of the game and lack of choice is used to turn the entire convention of video game stories on its head. This same type of head-turning convention was last used to great effect in "Shadows of the Colossus" (2005), in which, without the use of speaking script, the player realizes in horrifying dismay that the colossus you are slaying aren't evil - the sad, melancholic music that plays upon killing a colossus is in stark contrast to the happy, heroic music that plays when you finally mount them.

This perspective as a gamer progressing through levels to satisfy an objective only to realize, after the fact, the real ramification of what you have done can only lie within the realm of objective-reaching video games that feature a challenge/reward system that films, TV and books can't compete. However, films - the film adaptation of Bioshock, for example - aren't limited by the conventions and devices of video games and so aren't constrained in storytelling: films don't have power-ups, crates to smash and tutorials telling you how to cycle through your weapons. Unlike a video game, films have a set, finite duration of time and will finish whether or not you can kill the end boss who has cheap-ass attacks. Movies tell stories; video games are stories unto themselves that depend upon your mad video game skillz, layman or otherwise.

It is with this sad fact that the Bioshock movie, if it ever gets made, will be much better than the original video game and become the best video game adaptation ever made. This is not so surprising since Bioshock isn't as much a video game as it is a delightful story set awkwardly as a period piece masquerading as a first-person shooter. While it’s confusing that this story wound up being told first as a video game, it shouldn't be surprising that this video game was made as a first-person shooter - it's these fps games that get bought. Getting bought means money. And money is an end in itself that ensures compromise over integrity.

While we may never know to what end Bioshock was compromised, it's clear that the result is an unbalanced game that has a better story than its gameplay. For being innovative and challenging as a work of art in the field of video games is noteworthy, but laymen should now understand why I enjoy playing Onechanbara: Bikini Samurai Squad more than this game. Chicks in bikinis using samurai swords to slice up zombies - now that makes a fun game; the movie... (Oneechanbara: The Movie (2008)) not so much.

There's hope for you yet, Bioshock.

(If you've made it this far, I'll divulge the fact that I already did a review for Bioshock for PC - after only having played it for a few hours. If you look it up here on Mobygames, you'll see - quite gratifying to me - that I wasn't that far off the mark from the mark. Once again, thank you Mobygames for making my reviews arguably the most read/voted unhelpful!)

Xbox 360 · by lasttoblame (414) · 2009

Can't understand the hype this game got. Is it a disease?

The Good
Nice graphics, nice decorations, starts very interestingly, unique Ayn Rand concept in a game (or is it not?). Also the whole underwater, big daddy iconography is instant classic and very characteristic, good for marketing this crappy fps.

The Bad
Gameplay, gameplay, gameplay, gameplay. It reeked of awfulness!

Trying to aim an enemy is so bad that you end up shooting whatever in wherever direction. So much for the fps character of the game. No head shots here and all the "splicers" (the word for zombies in this game) have a health bar like a beat-em up game, meaning you have to exhaust it with mindless shooting without the fun of special movements and combos of the latter type of games.

There are no stealth-mechanics either. You just walk and shoot. The weapons-plasmids in this game are so unbalanced and have been used in so many forms and games in the past, that it really makes me question what so breakthrough did the reviewers of "big zines" find in them. Lets leave that matter to everyone's own opinion, I have a really insulting one.

Whoever said there are rpg elements in this game, he is lying or has never played an actual rpg. The only such element is that you can choose to advance between a bit more in health or a bit more mana, and some weapon decisions. Then Snoopy vs the Red Baron is an rpg too! NOPE! It's just a nice arcade game and this is just a bad shooter. The enemies are boring and repetitive.

The objectives and "quests" for the story to move forward are boring and dull.

Did I mention the word boring? That's the definite word for this game after playing for 2-3 hours. The only reason left to continue playing is the hype this game got.. thoughts crossed my mind like "maybe it will get better", "maybe the story becomes fascinating afterwards", "maybe the environments will become breathtaking". NO. So I quited about halfway through the game and uninstalled it.

Saw the rest of the plot in YouTube and well it's just a mediocre b-movie scenario with a twist, nothing spectacular whatsoever. If this is a deep intellectual story then Arnold Schwarzenegger movies are more deep than the fathomless abyss! The whole Ayn Rand concept is used so shallowly and Hollywoodish in a bad comic manner that it just vanishes in favour of a "different" zombie concept, so overused in cinema and games today.

The Bottom Line
If it's your first or second fps, go ahead give it a try. You'll probably like it, statistically speaking. For me having played games with great horror plots like Undying or Dark Corners of the Earth combined with superb gameplay which was actually fun and breathtaking at the same time, I can tell that the only thing this game has in spades is hype. And blind followers.

I'm closing this review saying that I've never played System Shock games, so I do not compare it with them and I don't care about the rootkit or the limited installations. I'm only interested in the fun factor, be it mind-bogging fun, scary sweaty, jumping off your seat fun, arcade fun, silliness, intellectuality or anything that can suck you in and offer you a non-boring experience. Thanx for reading my first review.

Windows · by Frankenfed (32) · 2008

This isn’t a game review; this is a review of game reviewing

The Good
As the world crested over Y2K, nerds everywhere rejoiced in man’s greatest invention to date: the world wide web. This marked the turn of a new age, the Age of Information, where the basis of world currency turned from gold to ones and zeros. The nerd caste, once the universal butt-end of derision and wet towel snappings, found their way to the highest echelons of society and even have one of their own cast as the world’s richest man, Bill Gates. Role-playing, once a dark secret that could derail a presidential candidate, now has gone mainstream and online with a subscription rate that grows exponentially every year. That guy in high school who never spoke or left the computer room is now your boss. The nerd is triumphant.

The popular notion would be to consider the age we live in, what with its information superhighway and Ausperger’s syndrome, to be the most intelligent period of all time. People now have instant access to a wealth of information that would have taken weeks to compile. However, one instead should ask, “Does being truly smart mean you know a great deal of information?”

No. In this day and age people don’t need to know more information, instead they need to be able to process this information. Even though the mother-load of human history and knowledge is available to any and all, people choose to spend their time spouting South Park catch-phrases or quoting whatever the Insane Clown Posse has to say about their imagined enemies. The world wide web is cluttered with completely pointless web sites about ninjas and robots and ninja robots as well as the required slash fiction for said genre. Wikipedia, a brilliant idea in theory in which encyclopedia submissions are edited by its users, offers information that is on the whole unconfirmed and inaccurate. As SomethingAwful.com puts it, and puts it well, “The internet makes you stupid.”

In that case, what is so good about the internet? How can man’s greatest invention be worthy of such praise if all it can do is show you some fat kid pretending to swing a light saber around? Three things: e-mail, porn, and finding opinions that support whatever it is that you are thinking.

That’s right: the internet is not for learning. Or at any rate, nobody ever seems learns from it. If you are some dumb racist misogynist with a hate on, but can’t find anyone who sympathizes with you because they are all well-adjusted humans who don’t have an issue with their penis size, well, you’ll find all the small-penised friends you’ll ever need on the internet. If there is some opinion that proves you wrong, well, you don’t want to hear it.

And that brings us to video gamers, who are already an opinionated set of people without even mentioning “fan boys”. One common way of broadcasting one’s opinion is to write reviews; however, all these reviews posted on the internet serve to do is buttress the experience they had with the game and the justification of the game’s cost. These ordinary reviews will tell how someone feels (for example, “This game rocks!” translates better into “This great game gives me the rocking feeling!” rather than “This is a good game,”) but not any original thought beyond “Too bad you couldn’t carjack anything.” Folks, that isn’t a review: that’s an affirmation of your experience (or the opposite of affirmation if it happens to be Big Rig Racing). Video game reviews on the internet have as little to do with discussion and original thought as Britney Spears’ horrific snatch has to do with underwear when entering or leaving a motor vehicle.

The internet is littered with these testimonials that are all virtually the same: you get a synopsis of the game’s story, a run down on the graphics and sound and gameplay with scores out of ten, a consensus of “rocks” or “sucks”, a comparison to GTA San Andreas, and then the words of either “must-buy”, “rent” or “your time would be better spent masturbating”. This would be fine and all if it was a cuisinart or Astroglide or any other product you purchase, but some gamers go further and insultingly call video games “art”. Games are many things: a hobby, entertainment, a great way to tell a story and waste 100 hours of your life. But not art.

That isn’t to say there haven’t been games that have been so good that they have been “artful” or even “masterpieces”. However, gamers appear to have a limited vocabulary in reviewing games; if something is good but inexplicable falls out of the “rock” range, gamers can not comprehend and thus this becomes a critically acclaimed hit that doesn’t somehow sell many copies.

So, I was over at JazzOleg’s place, the one that has the stuffed grizzly bear that he killed himself with his own bare hands ; he had just bought his brand new computer, one that is made out of gold-pressed platinum and is faster than “Old World” immigrants at an open buffet. (it’s amazing: on top there’s an opening to which you can offer your living sacrifices to appease the angry video card god within) Like a proud poppa, he first popped in “The Witcher” and then “Bioshock”. I was so impressed with “Bioshock” that I had to get my own copy, to which I then found out doesn’t work on my YEAR-old computer. Seeing that I’m not going to get an Xbox 360 anytime soon and the ‘Corn is smart enough not to let me in his home without him, it seems I’ll never finish this game.

So this is not a review. Somebody else will gladly spout off about Ann Rand-whatsherface and quote something from wikipedia, cool. However, playing it through a short while made me think of the discussion above when I made a realization about this game.

Games are not art and gamers don’t have the ability to appreciate art in games. This is apparent in “Bioshock”, because this game succeeds in spite of itself. To be an artist in this modern age is to hide that fact that you are an artist at all.

Absolutely, “Bioshock” is a game that “rocks”, but the reason why it “rocks” is crammed far deep inside the game to save it from being a commercial failure. Daddy Systemshock whatshisface knows full well of this: you give the people only what they want; that which they need you must hide it from them or else they cannot accept. Therefore, “Bioshock” “rocks” because it has cool graphics, cool ragdoll physics, cool game play. People like the Big Daddy (well, like killing him, anyways) but may not know why. People know it’s a good story, but they don’t have to sit through verbose and pedantic exposition (the “talky” parts) before they can start killing.

The opposite of this are games that are genius, but are too good for their own good. Planescape: Torment looked like a novel because it was a novel, and disguised so poorly it flopped like a twenty-pancake belly flop. ICO is a transcendently original platform-puzzler that made a believer out of everyone who played it, but gamers instead held fast to Italian plumbers and their goombas. I’m sure the same could be said of Psychonauts, but I haven’t played it and never will because I’m waiting for the sequel, which is going to be an MMO or FPS. Whichever, it’s not that there’s any difference between the two because they both sh*t green money.

“Bioshock”, besides being a cool-ass linear FPS with a cool-ass story that you’d never ever heard of before, is masterful because it is a perfect blend of art, design and commerce. I haven’t finished it, but that much is clear from playing it for awhile and (hopefully) merits this discussion. It knows its place and being such a genius work, tricks us why we like it.

The Bad
Can't carjack any cars. Can't punch a dog into outer space. Crowds do not chant my name when I score a hat trick.

The Bottom Line
The real beauty of art is that a true masterpiece will garner our respect, especially if we don’t like it. Great art challenges us.

Meanwhile, videogames have adjustable difficulty levels.

Windows · by lasttoblame (414) · 2008

Bioshock, y u no work properly?

The Good
Areas are nicely designed and especially looking out of a window is cool.

Enemies have very fascinating dialogue lines.

Able to hack machines.

The Bad
Confusing inventory and interface.

Visuals get really messy.

Controls are awkward.

Standing still to listen to taped messages is kind of lame.

You have very little health.

The Bottom Line
Story

Bioshock reminds me a lot of Half-Life in some ways: both games heavily emphasize a story told as you play, some gameplay elements are also similar and both titles start off with gameplay instead of cut-scene. After hitting “New game” you witness your airliner crashing into the ocean and are then forced to swim to a lighthouse. As you look for shelter, you come upon a pod that, once entered, sinks into the deep and brings you to the remains of an underwater utopia called “Rapture”. I would go into a bit more detail about what happens after, but that’s where our first problem arises: I simply can’t follow it. This might have been letdown, but it seems like climbing up the lighthouse and lighting it or maybe just staying put would have been a better choice, as a rescue team would probably be very interested in the huge fire in the middle of the ocean. I suppose you could say the goal is to save Rapture, but we have no personal connection with the location or the characters within it, so why should we care?

The game seeks to flesh out the story some more through ways that Half-Life also used, but things tend to get a little too busy. There are environmental hints, but at the same time there are characters speaking to you directly, enemies taunting you, people ordering you around through the radio, commercials been played through the intercom and if you aren’t getting enough of a headache already, then you can also find recorded tapes. I like to see games that don’t throw you to death with cut-scenes, but this is still obnoxious in a different way and even harder to follow. I gave up on it pretty soon and just played through the game in a trance instead. The recorded messages are especially annoying because everything just keeps going while you are trying to listen, that includes enemies and other characters talking.

Gameplay

Bioshock has some very obvious tells that reveal that this is a new IP, but it also has some capable people working on it. The game mixes RPG elements with a first-person shooter, this means you can upgrade your weapons and also choose between a number of upgrades to change the way you play. It sounds good on paper, but in practice the menu used for picking these upgrades is very clunky and confusing. I ran into a number of improvements as I played, but every time I found and installed one, the previous options I picked were gone. Eventually I found out the game has sub-categories for these things, but that still didn’t make it any more clear. You can also use Plasmids, which are special augmentations that you can inject into yourself and use as some sort of spell. There is a great deal of these and they certainly make for more diverse tactics, but switching between shooting stance and plasmid stance is annoying as all hell and some don’t even seem to work (such as enrage which should make enemies fight each other).

Levels are also designed in a way that I don’t like. The progression is linear, but there are branched paths that result in neat goodies. I do like that the game points out the way you need to go with an arrow on the HUD, but it’s still irritating to have to comb a dozen random rooms every time you get somewhere new. Levels mostly consist of dynamic goals that change as you accumulate information or get your path blocked, which I do actually like, but as stated before it was hard to figure out why stuff happens in this game. Most of the time you will be harassed by the former residents of Rapture and defense systems as you try to make it through the level, admittedly there is a lot of freedom and you can make it past enemies in many different ways. However, the actions fails to engage because the story is too hard to follow, making the gameplay a very dull affair overall.

Presentation

During that opening sequence in which we see the whole of Rapture while been transported in a pod I became really excited to see more of the city. However, when gameplay finally took over it was rather shallow and standard. I can imagine Rapture used to have a lot of color to it, but they went with such dark lighting and so much of it is destroyed that little is left of it. This results in a very inconsistent presentation where some parts look really scary, but are accompanied by cheerful music or advertisements on the intercom. To make the situation work either the area would have had to be intact or maybe they could have made the machines and speaker distorted, so that they would sound disturbing. As it stands now these areas just feel very mediocre: the design is too dark to be fun, but the sound is too cheerful to be scary.

Trying to get this game to run was also very difficult, something that I feel should not be the case for a game from 2009. On Windows 7 the game simply wouldn’t run, not at all in fact. If I launched the game in Steam it crashed instantly. It took me a while to figure out that I had to run the game in compatibility mode, because I assumed it had something to do with my drivers and I ran some updates instead. There’s our first problem: Windows 7 was launched in 2009 as well, so there is no excuse to not support it. Even if the game came first, there should have been an update to make it compatible long ago. It gets better though! The game would run in Windows Vista, but with NO SOUND. To get the sound working I had to run it in Windows XP (service pack 2). Let me get this straight… To get this game from 3 years ago working, you have to run it with an Operating System from 8 years ago? FUCK LOGIC.

Replay value and extras

Normally I would handle these two aspects separately, but for the first time I can group them together, just because there is not much to say. The game can hardly be considered very good for another playthrough, simply because it’s already a drag on the first run. Normally the fast-paced nature of linear first-person shooters is enough to keep it at least entertaining, but Bioshock dabbles in so much backtracking and other slow elements that it loses this advantage. You also tend to fall into a routine, which renders the option to try out different plasmids and tactics worthless, especially when you keep in mind that buying new plasmids and upgrades costs valuable Adam.

On the subject of Adam, that is also the main thing you’ll be going after. The game has a running moral-choice system in which you occasionally run into creatures known as “Little Sisters”. The idea is that you have to fight their guardian, a hulking machine known as a “Big Daddy”, and then either kill or cure the child. Killing them grants you a lot of Adam, which you can use to buy (passive) upgrades or new plasmid powers, and curing them grants you random presents and a lot less Adam. This choice also changes the ending you get. It works to a certain extent, but fighting the Big Daddies becomes, just like the rest of the game, a chore. The things are so powerful that they seem to me like a way to balance for the stupid amounts of money and ammo the game gives you every chance it gets. Besides that you can also gather the various upgrades and recorded messages if you really want a 100%, but frankly I don’t see the appeal and some levels won’t let you backtrack (by means of shut doors).

Verdict

The main problem I have with this game is the story, which may sound odd for an FPS, but hear me out. Even Call of Duty has a little story that adds context to what you are doing, without that little B-movie plot about Russians invading, the game would just be four hours of psychotic violence. Without the context there is no meaning to what you do and this will almost always result in the game failing to engage you. Bioshock however has so much plot that the player can’t keep up with it, there might be a context, but the player won’t experience it that way, thus giving the same result as having none at all. This affects every aspect of the game: the gameplay is boring because we don’t know what we’re doing, the presentation is dull because it always seems inconsistent in tone and there is no reason to replay it because who wants to go for a second round of random murdering?

Most of the people who seem to like this game are former fans of the “System Shock” franchise, so if you are part of that group and still haven’t tried it, then go ahead. If you’re dying for a new IP in the shooter market then Bioshock is again a pretty good choice. Veterans of the genre however will find Bioshock to be too slow and too story-heavy to entertain, so for everybody else I recommend skipping out on this game.

Windows · by Asinine (957) · 2012

Contributors to this Entry

Critic reviews added by 666gonzo666, Big John WV, PCGamer77, Alsy, Wizo, Jeanne, tarmo888, COBRA-COBRETTI, Aubustou, Kabushi, Corn Popper, Zeppin, Jacob Gens, Nick Rycar, RhYnoECfnW, Tim Janssen, firefang9212, Flu, Alaka, Patrick Bregger, Yearman, Max Hrabrov, Kyle Bell, Picard, Sciere, Zeikman, Solid Flamingo, CalaisianMindthief, Cavalary, Bjorn Holine, Francesco Sfiligoi, jaXen, Xoleras, Stratege, Cantillon, Zerobrain, Giu's Brain, chirinea, Jack Torrance, lights out party, Samuel Smith, yenruoj_tsegnol_eht (!!ihsoy), Parf.