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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Meanwhile, videogames have adjustable difficulty levels.

Windows · by lasttoblame (414) · 2008

[ 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.