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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

Story, Writing
Creative Direction
Director of Product Development
Project Lead
PC Producer
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Lead Animator
Acting Environment Leads
Performance Lead
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[ full credits ]

Reviews

Critics

Average score: 94% (based on 193 ratings)

Players

Average score: 4.0 out of 5 (based on 410 ratings with 17 reviews)

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

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

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

[ 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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BioShock Infinite
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BioShock (Limited Edition)
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Identifiers +

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Contributors to this Entry

Game added by MichaelPalin.

OnLive added by firefang9212. iPhone, PlayStation 3, 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.