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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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Reviews

Critics

Average score: 94% (based on 193 ratings)

Players

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

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

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

Beautiful and Bone-Chilling

The Good
Bioshock is probably one of the most disturbingly beautiful games I've ever played. While the aesthetic is clearly designed to make the player uncomfortable, it's clear that the game's designers took great care to construct a believable world. The environments are believable and look lived in, water effects are above par, and the dynamic light and shadows really add to the sense of dread that makes a really good suspense/horror game possible.

The other half of making the world believable is giving it a compelling story. Rapture has no shortage of interesting characters, and the audio diaries that litter its halls add a wonderfully woven back story to an already intriguing world. Bioshock is a shining example of how to properly tell a story in a first-person shooter.

The game's controls are solid, its weapons varied, and a veritable host of power-up combinations make for an experience that never gets dull. Plasmids, or genetic enhancements, provide a new implementation of on old mechanic, namely spellcasting, but supported by an impressive customization system and a drool-worthy physics engine.

The Bad
While Bioshock leaves very little to be found wanting, it's not without its problems, minor as they may be.

While Bioshock's layout is generally good at helping the player suspend disbelief, there are times when the age-old "invisible wall" problem comes into play. Certain ledges, staircases, etc that look as if they should be accessible are instead impassible borders. The game does avoid this for the most part, but it cropped up enough that I felt it bears mentioning at least.

I also had some issues with the controller mapping, particularly certain buttons performing double duty. For example, the x button is used to hack machinery, and in many cases you need to do this quick, before a turret or security bot is reactivated. This isn't a problem, except that x ALSO is the hotkeyed button for using an EVE hypo, so if you hit it too early you can end up wasting a valuable resource. The same thing happened to me occasionally with using the b button to cancel out of menus and accidentally using health packs.

All in all though, most of my issues with the game were minimal and didn't take away at all from the overall experience.

The Bottom Line
Imagine being totally immersed in a world where everyone around you has gone horribly insane and you are the only sane person left. Not a new concept, but entirely re imagined and relocated to Rapture, the underwater utopia gone wrong.

Bioshock is chock full of truly frightening moments, and not the standard spring-loaded cat stuff, but real glimpses into chaos and insanity. There's nothing about the game that isn't entirely creepy, but at the same time appealing.

Xbox 360 · by Nick Rycar (155) · 2007

[ 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.