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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 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

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

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

[ 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. 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.