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BioShock

Moby ID: 29886
Windows Specs
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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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Reviews

Critics

Average score: 94% (based on 193 ratings)

Players

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

An Artful Spiritual Successor To System Shock 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Windows · by Steelysama (82) · 2008

Shock The Monkey!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Xbox 360 · by MasterMegid (723) · 2010

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

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

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

Garbage cans! They're good to throw.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What else?

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

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

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

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

Windows · by xroox (3895) · 2009

[ 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.