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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

Story, Writing
Creative Direction
Director of Product Development
Project Lead
PC Producer
Art Director
Lead Animator
Acting Environment Leads
Performance Lead
PC Specific Art
Animation
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Effects Artist
Level Builders
[ full credits ]

Reviews

Critics

Average score: 94% (based on 193 ratings)

Players

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

Would you kindly stop patronizing me?

The Good
BioShock polarized opinions shortly after its release, mainly because it had claimed to be something it really wasn't: a true spiritual successor to System Shock games. The game was seen by some old-timers as a herald of simplified gameplay for the masses, an unworthy stepchild conquering innocent hearts with shallow splendor. I must state that I share that sentiment; but first, as always, the good part.

BioShock is one of the most stylistically impressive games I've come across. Call it Art Deco or whatever, but in fact it is a unique "Rapturian" style. Most of the things you see in BioShock can only be seen in this game. Everything - every character, building, piece of furniture, photographs, clothes, machinery, random objects - is homogeneous, everything is designed in such a way that it suits the lush, decadent theme of the game. Rapture is instantly recognizable. Take a look at any BioShock screenshot and you'll know immediately it is from BioShock. There aren't that many games that can boast such an achievement. The game simply screams style, and from the first screen to the last you are invited to an unforgettable art gallery.

Then there are sound effects and music, truly an experience of its own. The insane babbling of the splicers, the eerie recorded voices of dead people on audio diaries, the distorted screams coming from unexpected places, the creepy child voices of little sisters, the menacing, blood-chilling humming of their protectors come on top of old music - forgotten and desolate, like Rapture itself. Very old swing tunes, the kind of jazz that feels like it should be stored in a museum - comfortable and strangely sad, vulnerable music, which turns so scary when you realize to what it serves as background. You listen to this game as much as you look at it. And if you do both, you are immersed into a strange, beautiful, disturbing world, with a magical atmosphere that draws you in with unseen force.

The contrast between the cozy "retro" world depicted in the game and the terrifying, desolate reality can be quite scary. There is something very majestic - and oddly touching - in the ruined city you'll explore. You can fall in love with Rapture. It is beautiful, yet it is also horrifying. All this marvelous work, all those visions, the ideals, the energy, the genius of its creators - everything was destroyed. Using an excellent gameplay device that did survive from System Shock, the scattered audio diaries tell you about a world and people that don't exist any more. You travel through places that were once full of life and have fell victims to destruction and decay.

The much-advertised Big Daddies and Little Sisters may not represent the epitome of choice-based gameplay, but they do add an interesting twist to the routines of the genre. Basically, we are talking about a substantial amount of tough optional bosses with a bit of a schematic "good and evil" decision pattern through in. Like everything else in the game, those characters are nicely tied into the story, and your treatment of them will eventually affect the ending.

As mentioned above, recreating the story of the past using gameplay-related means is an essential feature that was faithfully carried over from System Shock games. If you've played those you know what I'm talking about: instead of developing from cutscene to cutscene, the story is hidden in the notes left by different characters, and it's up to you to unravel it. This is retroactive storytelling, and it works great. The story itself is pretty good, though its formal structure and even a major plot twist were basically ripped out of the second System Shock 2.

The Bad
I won't go into promotional issues here, but even without all the hype similarities with System Shock games can be felt just from playing BioShock. Sadly, many of those similarities are superficial: the developers of BioShock apparently failed to understand what made its older brothers work in such splendid ways.

System Shock games were wonderfully open-ended. The space station in the first game and the abandoned ship in the second were large, generous locations you could explore at your own pace. Not so in BioShock: granted, the levels are reasonably spacious and there is optional stuff to find almost everywhere - but they are still levels. Free-form exploration was one of the chief reasons for System Shock games feeling like RPGs. BioShock doesn't feel that way at all: it's just a fairly linear shooter with some fancy magic spells.

And even as such, it's not that good. I always had a feeling that the designers wanted to make something more out of it - a deeper, more tactical game with more choices during combat. The fact is that you do have choices - but they don't mesh well with the game's mandatory fast pace and linearity. Since you cannot circumvent your enemies, the preferred alternative would be then blasting them to pieces in a fast and furious way. Instead, you'll have to micro-manage your plasmids and fiddle with your abilities just to get rid of yet another brainless splicer.

You are therefore overwhelmed by your possibilities, and that makes the game too slow, and hence overly repetitive. You'll be doing a lots of things at the same time - fighting enemies, hunting for items, buying things, etc., and most of those activities won't be new and fresh anymore. Also, those activities feel artificial and disjointed: the game conveniently pauses for you when you attempt to hack a turret - and when it's done, you are confronted once again by a flurry of chaotic enemies seemingly taken out of an arcade game. By the way, hacking is handled like a minigame, which is a poor choice per se, especially when it's easy and monotonous.

There is surprisingly little variety in enemies. It's basically the same splicers from the beginning to the end. Sure, there are several variants of them who behave quite differently, but in the end they are the same mutant humans over and over again. During later levels, the enemies become more powerful, but they still look the same and even have the same names. They just gain more health and take way too long to kill. This doesn't really contribute to the difficulty - it just increases the tedium, which is so out of place in an action game.

Resource management is a valuable game mechanic that modern games like dumbing down so much. Collecting only makes sense when the collected item is scarce and when it takes a while to complete the collection. In BioShock, you have no problem packing machine guns and grenade launchers, but you can only carry nine healing items and five hundred dollars. Ammo is too plentiful and dollars are scattered around when there is nothing I want to buy.

The ubiquitous vita chambers are, in all seriousness, a game-breaking flaw. In this game, you are essentially immortal. When you die, you always respawn with half your health intact, while your enemies are politely waiting for you to come over and finish them off. This kills any remnants of challenge and suspense the game might have still had. I clearly remember a Big Daddy fight where I literally emptied a gun into him, got killed, emptied another gun, and so on, until I emerged victorious. There was zero skill involved; I felt the designers were simply patronizing me. I cannot fathom how the designers could let such a fatal defect slip into the final version of the product.

The Bottom Line
It's not hard to see why BioShock enraged those who were craving for a true third coming of System Shock. The full truth is even sadder: Bioshock doesn't really work that well even as a simple, straightforward shooter. It is undeniably a beautiful and atmospheric game, but it is hardly fulfilling.

Windows · by Unicorn Lynx (181775) · 2016

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 clichés. 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

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

[ 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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Released 2013 on Windows, 2015 on PlayStation 3
BioShock (Limited Edition)
Released 2007 on Windows, Xbox 360
BioShock 2: Remastered
Released 2020 on PlayStation 4, Nintendo Switch

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  • MobyGames ID: 29886
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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.