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BioShock

Moby ID: 29886
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Description official descriptions

In the year 1960, a plane crashes in the middle of the Atlantic Ocean with a man named Jack as the only survivor. He has the apparent luck of resurfacing in front of what looks like a door to an underwater complex. Without hesitating, Jack enters the door and is greeted by slogans that praise the city of Rapture, a paradise of free will built in the 1940s by a business magnate named Andrew Ryan. However, even before he assimilates all this new information, the descent to this supposed paradise ends and he can only see ruins and chaos. Learning about the destiny of Rapture will be now Jack's main motivation while he tries to survive the horrors that free will can create.

BioShock is a first-person shooter with gameplay elements and storytelling technique reminiscent of System Shock games. Rapture, the once-proud social experiment inspired by the real-world objectivist philosophy of Ayn Rand, has been nearly destroyed, its inhabitants either dead or fallen victims to bizarre scientific experiments. The retro-futuristic setting incorporates elements of sci-fi with art deco and steampunk influences, featuring interior design and propaganda posters reminiscent of 1950s.

The game's plot is largely revealed through recorded messages left by Rapture's inhabitants before they were killed or mutated. Much of the plot development is therefore dedicated to reconstructing the events of the past, similarly to System Shock games. Limited usage of stealth, the possibility to hack security cameras and other devices, and character customization are the gameplay elements that further tie BioShock to its spiritual predecessors.

At its core, however, the game is more action-oriented, restricting the role-playing mechanics of System Shock 2 to abilities and upgrades that can be acquired and equipped by the main character. Most of the enemies in the game are Splicers, the deformed and insane citizens of Rapture. The protagonist has an arsenal of firearms to combat them but is also able to use plasmids, which act similarly to magic and deplete a special energy called EVE. Various types of plasmids may directly hurt enemies, sabotage their movements, or enhance the player character's defense. Combat tactics often rely on successive usage of different types of weapons and plasmids. For example, encasing an enemy in ice with a plasmid makes it possible to shatter it to pieces with a single shot; protecting himself with an electric shield, the protagonist can electrocute enemies and strike them with melee weapons, etc.

The player can only equip a limited number of active and passive plasmids, and also has an inventory limit for every type of item. Restoring and enhancing items can be found by exploring the environment or purchased from vending machines. These can also be hacked, similar to turrets, cameras, safes, and other types of locks. Hacking is presented as a Pipe Mania-like mini-game.

Plasmids, on the other hand, are mostly purchased by spending certain amounts of a mutagen known as ADAM. This mutagen can be obtained from mysterious creatures called "Little Sisters" - little girls that can be seen in most of the game's locations, accompanied and protected by very strong, genetically enhanced humans grafted to armored diving suits and nicknamed "Big Daddies". In order to capture a Little Sister the player normally has to defeat her Big Daddy. Afterward, the player has the choice of killing the girl, harvesting large amounts of ADAM in the process, or sparing her life. Depending on the player's moral decisions concerning the Little Sisters, the game's story will be concluded with different endings.

The Playstation 3 version adds a harder difficulty level called "Survivor Mode" to the game.

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Credits (Windows version)

464 People (423 developers, 41 thanks) · View all

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Average score: 94% (based on 193 ratings)

Players

Average score: 4.0 out of 5 (based on 411 ratings with 17 reviews)

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

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

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

[ View all 17 player reviews ]

Discussion

Subject By Date
initial Mac releases Cantillon (76135) Feb 7, 2022
Gameplay feature: New Game+ Cantillon (76135) Jun 22, 2021
German PEGI (uncut) Steelbook Cover Art Zerobrain (3052) Oct 15, 2010
Yikes. Indra was here (20756) May 16, 2009
They're doin' it for themselves Slug Camargo (583) Mar 21, 2009

Trivia

1001 Video Games

BioShock appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

German version

To ensure that the game wouldn't be put on the infamous list of BPjS/BPjM indexed games, 2k Games released a slightly modified version of the game and the Collector's Edition with only the German language on the disc in Germany. The changes include less blood, some changed cutscenes and no wounds on burned bodies. This version got rated "Not free for minors" by the German rating organisation USK.

Hacking

The hacking mini-game (which can be performed on a variety of devices including safes, security cameras, item dispensers, robots, etc.) is basically a slightly altered version of Pipe Dream.

Reception

According to Wall Street Journal Take Two's shares increased by nearly 20% after early favorable reviews of BioShock.

References

In Farmer's Market cantina, you can find a piece of cheese that resembles Pac-Man, even with the dots!

References to the game

BioShock was parodied in an episode of "Die Redaktion" (The Editorial Team), a monthly comedy video produced by the German gaming magazine GameStar. It was published on the DVD of issue 12/2007.

Soundtrack

On August 24, 2007 2K Games released a 12 track compilation with songs from the orchestral score composed by Garry Schyman. The compilation can be downloaded for free here: http://downloads.2kgames.com/bioshock/BioShock_Score.zip

One of the songs that were included on the Bonus EP in the Collector's Edition, was made by Moby. It's a remix of "Below the sea".

Water

2K Games had to hire a water programmer and a water artist to implement the pools and the pouring water around Rapture. This involved modifying the Unreal 3.0 engine to create realistic water effects.

Awards

  • Games for Windows Magazine
    • March 2008 - #4 Game of the Year 2007
  • GameSpy
    • 2007 – #2 Console Game of the Year
    • 2007 – #2 Xbox 360 Game of the Year
    • 2007 – #3 Game of the Year
    • 2007 – #3 PC Game of the Year
    • 2007 – Best Art Direction of the Year
    • 2007 – Best Sound of the Year
    • 2007 – Best Story of the Year
    • 2011 – #2 Top PC Game of the 2000s
    • 2012 – #2 Top PC Gaming Intro
  • Mac|Life
    • December 2009 - Editor's Choice Award

Information also contributed by Agent 5, Apogee IV, [bakkelun](http://www.mobygames.com/user/sheet/userSheetId,70962/), [Emepol](http://www.mobygames.com/user/sheet/userSheetId,12364/), [PCGamer77](http://www.mobygames.com/user/sheet/userSheetId,1717/), [Scott Monster](http://www.mobygames.com/user/sheet/userSheetId,35225/), [Sicarius](http://www.mobygames.com/user/sheet/userSheetId,70866/) and [WildKard](http://www.mobygames.com/user/sheet/userSheetId,16566/)

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Contributors to this Entry

Game added by MichaelPalin.

OnLive added by firefang9212. PlayStation 3, iPhone, iPad added by Sciere. Macintosh added by Zeppin.

Additional contributors: Sciere, Maw, Zeppin, Jason Strautman, Patrick Bregger, Starbuck the Third, FatherJack, firefang9212.

Game added August 23, 2007. Last modified March 23, 2024.