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Review: BioShock

For all the effort that goes into the marketing side of the game industry, such as the clichéd proclamations that a new video game will break the mold and revolutionize their respective genre, very few manage to do so. In comes former Hollywood screenwriter and 2K Boston head honcho, Ken Levine and his team that have spent millions of dollars and years in development to create a game that many publishers originally shied away from. A game that they hoped could evoke the concepts of morality and choice, and as a result, transcend the first person shooter genre. Is BioShock proof that there can be innovation in a genre filled to the brim with similar titles?

BioShock for Xbox 360

2K Boston began by containing BioShock into a unique setting, taking place in the Mid-Atlantic during 1960, a man’s plane has plunged into the sea forcing him to take shelter in a nearby lighthouse, only to find that this is no ordinary lighthouse. As the lights inside the building illuminate the passĂ© Art Deco motif and bathysphere submersible, there’s a compelling temptation to enter the bathysphere to see what awaits. Descending many fathoms, a projector within the bathysphere plays a short film from a man named Andrew Ryan. Tired of the constraints of government, religion, and morality, Ryan chose to create a city built at the bottom of the sea known as Rapture. Here scientists could experiment without being stifled by morality, artists’ masterpieces can go uncensored, and its society need not worry about common surface-dweller constraints.

Unfortunately for Andrew Ryan and the rest of Rapture, their lack of constraint and moral boundaries led to the city’s downfall. Scientists made a breakthrough in genetic research by using a deep sea parasite to create ADAM. First, it provided medical cures and could be used to improve one’s vanity. Soon, experiments would follow to increase the use of ADAM and find various ways for Rapture to benefit from it. Without constraint however, scientists found ways to modify humans in almost every form; speed, strength, the control of elements, and much more. This led to consumer level market of gene splicing that made the use of ADAM through gene tonics and plasmids widely popular. Rapture’s community reveled in their new-found freedom and power and paid the price.

Upon arrival to Rapture’s port authority deck, the grotesque sight of a man being viciously killed in plain view sets the tone for the rest of the experience at Andrew Ryan’s Rapture. The tumultuous past of the city has lead to far too much chaos and civil war, but a friendly voice is heard over the game’s radio system requesting help for the remaining survivors of Rapture. The city is in ruins, the once illustrious Art Deco architecture has seen better days, and in order to survive the city’s destruction and hideous denizens players must decide how much they too will abuse the powers ADAM bestows.

Big Daddy and Little Sister in BioShock

Herein lies the game’s focus on morality and choice. The only method of gaining ADAM is through children nicknamed the Little Sisters, young female inhabitants of the city that have been genetically altered and brainwashed to be hosts to the resource. They scrounge Rapture for corpses soaked with it and plug away with their syringe to extract ADAM from the body before drinking it down themselves. Alas, without the resource survival in the underwater dystopia may be short lived. The choice is whether or not you will decide to “harvest” it from them or “rescue” the children from their current state. Harvesting them is of course viewed as the evil thing to do but grants you a much larger share of ADAM resources to aid you. This decision is made much more difficult by the emotions the Little Sisters is expected to evoke in the player. Her comments and demeanor manage to make you feel bad about considering harvesting them. Even as you pick her up to fulfill your decision, she swats away your hand and struggles shouting “No! No!” driving the concept further into your mind that this is just a child and you’ve now taken advantage of her. Are you immoral enough to kill off these helpless children or will you be their helping hand?

Of course to even get near them you’ll have to overpower a behemoth known as the Big Daddy that protects a Little Sister. These hulking brutes appear to be men in heavy armored diving suits carrying deadly weaponry to repel any of the inhabitants or the player from getting near the child. Think of these altercations as roaming mini-boss battles. There are many Big Daddies wandering the decks of Rapture and they serve only one purpose; to protect the girl. Their interaction between each other helps foster that moral choice you have when handling the child and the future of Rapture. There are also some nice touches to add to the two characters. For instance, should a Big Daddy be encountered before he has found a Little Sister, he or she will find the nearest vent and knock on it to call forward a Little Sister to guard as she does her business. Little Sisters use the vent system to navigate Rapture unharmed and they will only exit them if a Big Daddy helps them out. The relationship can be observed from a distance as the Big Daddy holds her hand and she refers to him as “Mr. B” or “Mr. Bubbles”. If that “cute” nickname isn’t enough to make the player feel bad for taking advantage of her and the Big Daddy, nothing will. While they are by no means aggressive to the player without reason, Big Daddies will rush you with their various weapons, pummel the floor to make you lose your balance and toss you across the room should you confront them or the child.

Combat with a Big Daddy or even a splicer can be described with a single word; layered. The various plasmids, tonics, and weapons you acquire through your travels around Rapture provide for some very empowering gameplay. Plasmids such as the Winter Blast, Telekinesis, and Electro Shock can be equipped quickly should you have them stocked in your gene tracks (with more slots available through upgrades purchased at the Gatherer’s Garden vending machines, using collected ADAM). Players can also make use of a variety of weapons such as the wrench, revolver, shotgun, machine gun, chemical thrower, and many others. In combination with the available plasmids, the combat possibilities are almost endless and all balanced exceptionally. Should players want to freeze their enemies solid using Winter Blast and then use Telekinesis to pick up an item to throw at the frozen enemy and shatter them with, they can. 2K Boston went for the approach of environmental combat, if it’s in the game and you can think it, you can do it. Enemies standing in puddles of water can be electrocuted to death, those that stand next to nearby gas tanks or flammable liquids can be lit on fire. Traps can be placed in the environments so that wandering enemies can be taken out or alert you of their presence nearby. That’s just scratching the surface of the gameplay possibilities given to the player throughout the course of BioShock. Players will no doubt enjoy coming up with numerous ways of taking down their foes.

2K Boston presents BioShock

Engaging in combat with Big Daddies and splicers throughout Rapture does have benefits to the player. Loot can be taken from the corpses of the dead and used for a variety of activities. The money scavenged from the bodies can help purchase items for use from vending machines littered throughout the ruined dystopia. Different kinds of ammo, first aid kits, EVE hypos to replenish your use of plasmids, are just the basic items available through these means. Health stations are also conveniently placed around Rapture at a cost. In addition, there are U-Invent kiosks later on in the game that allow you to craft ammo, tonics, and plasmids using the items you’ve found in the environment and on dead splicers and “Power to the People” machines that allow you to upgrade your weapons once per machine.

Further lending depth to the commerce activities in Rapture is your ability to hack any type of machine. Hacking is represented with a mini-game similar to the classic puzzle title “Pipe Dream”, where you manage different shaped pipes to ensure the liquid reaches the goal. Once it does, you’ve completed hacking the machine and can take advantage of it in numerous ways. For instance, if you’ve hacked a vending machine all items within it are now available at a lower price, U-Invent kiosks require less materials to make items, and the cost to use the Health station is lowered and it becomes only available to you. There are also combat uses for hacking, one such being the cameras and turrets laid out throughout Rapture that can be hacked to work on the side of the player, taking down wandering enemies and notifying you of their presence. Though the hacking mini-game progressively becomes difficult enough to offer a challenge it can become a bore and thankfully there is the option of skipping it by paying out a relatively small cost. As is, the ability to hack almost anything in Rapture goes a long way to adding a degree of freedom in making the environment just as much a weapon as your plasmids and guns. Much like hacking, players are also given a camera that can improve their talents. The more photos you take of a specific type of enemy, the more you learn about their weaknesses and uncover benefits to combating them. It adds an extra optional level of strategy to the gameplay. Can you sneak up on the splicers and get a photo or two in before they realize you’re there?

Aside from all of the intricacies of the combat and exploration, the ecosystem of Rapture is what drives this game. Rapture is composed of various decks that can be accessed through the bathysphere submersible each with their own unique atmosphere to them. The inhabitants of each massive deck fill the halls with an atmosphere unparalleled by almost any video game conceived. There is an ecosystem at work here in Rapture and it is full of life even without the interaction of the player. Aside from the gatherer and guardian relationship, the regular enemies known as Splicers scour the ruined city searching for meaning in their lives. Their interaction amongst each other is just as interesting as BioShock’s two centerpiece characters. Often splicers can be found arguing amongst themselves or working together to take down a Big Daddy. They too carry their own goal, to harvest ADAM should they find a Little Sister out and about. One particular couple argues over how they use their ADAM and another wandering splicer continually tells himself that Jesus still loves him. These characters exhibit a personality laden with superb voice acting and animations. Even early on in the game players can watch and listen as a woman hunches over a baby stroller singing a lullaby. It is apparent that almost everyone in this underwater society is a shell of their former selves and though you feel for their troubled past, your survival is far more important. This kind of emotion is not common in the FPS genre and 2K Boston have definitely stepped up to the plate to push boundaries. No longer are enemies just fodder.

BioShock by 2K Games

Rapture’s ambient halls and creepy dialogue add to the atmosphere in BioShock. Including the audio diaries, AI dialogue, and other bits, there are thousands of lines of dialogue, perhaps more than most major motion pictures. Following the game’s short intro, it’s easily noticeable how much effort was put into the sound design. As you swim to the steps of the nearby lighthouse you hear the nearby flames surrounding the crashed plane and destruction, while the ocean waves surrounding you and heavy breathing of the player fill the speakers. Attention has been given to the enemy sound work, with the monstrous Big Daddy’s footsteps and whale-like bellow alerting you to their presence. In a nice touch, many of the vending machines and other items in the environment have sounds that feel ripped from the era that the game takes place in. All radio communication and audio diaries have an effect on them to sound distinctly aged and not as crystal clear as modern day audio recorders could have provided. It’s an indication of the developer’s commitment to creating a well thought out universe in Rapture.

Without a doubt, BioShock is very atmospheric and you can thank the art direction for being an integral part to that. The looming tyrannical statues of Andrew Ryan and the beautiful Art Deco architecture have been given a tremendous amount of detail. There are no rooms within Rapture that are similar and each deck carries a principle theme. Arcadia, a once beautiful Garden of Eden for Rapture has now been corrupted by its people and their abuse of all that ADAM brings. Fort Frolic, the center for all that is pleasure and art is home to Rapture’s art museums, theater, and strip clubs governed by Fort Frolic’s crazed chamberlain who has made this deck a frightening exhibit for his masterpiece. Despite these memorable locations, the question remains: Why Art Deco in 1960? If Rapture were truly created in the mid 40’s, Art Deco would have already been unpopular. For a society that is expected to have the best men and women in their respective fields, wouldn’t the artists and architectures have designed Rapture using a more modern style? Aside from that quibble, BioShock practically begs to be a resolution to the argument that video games are an art form.

BioShock is not without its faults. Though the game is playable in both widescreen and full screen, the widescreen aspect ratio appears to be cropped from the 4:3 (full screen) picture. This is the opposite of common procedure for widescreen in video games and film. While some may feel this slip-up is infuriating, the cropped picture will not harm the game’s experience in any form. There are other instances of odd things especially with the game’s physics engine and use of ragdoll. Many corpses have limbs that will flail wildly for absolutely no reason and can occasionally pull you out of what is a very immersive game. Walking down a corridor in Rapture only to find a Big Daddy’s corpse waving their hand is just… strange. There’s also an issue with subtitles. For all the time you spend listening to audio diaries, you can forget listening to them with subtitles, as they don’t follow the audio correctly. They’re either too fast or too slow.

BioShock review for Xbox 360

Without the worry of too many bugs, BioShock can be experienced as it was meant to be. Or so you’d think, right? There’s a slight issue with the moral choice within BioShock. It’s just between good and evil without any levels of gray morality. Should you harvest any Little Sister, your future changes irrevocably. There’s never a chance at redemption even as your character develops and you learn the entire story of Rapture. To make matters worse, nothing important besides the ending video changes based on your actions which makes some of the later levels feel ill-suited to the character’s progression. The storyline plays out best should you choose to be the savior of the Little Sisters. So while there is a moral choice at hand, it feels like you’re most rewarded in the end as the savior rather than the villain, despite the upfront benefits of additional ADAM from harvesting. Despite this black and white nature of the decision making, the game should still be experienced at least twice. Much like many of the greatest films of all time, BioShock is layered with content clues that you may have missed the first time through.

Rapture is a society so vain that their lust for power and beauty would tear their utopia apart. The implications and social commentary exhibited by the game’s storytelling make taking part in the unraveling of events about as close as we could get to an interactive movie or novel. BioShock is more deserved of that title rather than what 2K has chosen to market it as: a Shooter. Sure, you shoot things and a lot of the core gameplay revolves around that, but BioShock is much more. For this reason, it’s saddening to think how many people will miss out on the experience. Gamers who generally avoid FPS titles may never consider this purchase and it’s also too bad the game is exclusive to PC and Xbox 360, as Ken Levine’s masterpiece should be played by anyone with the slightest interest in gaming. There are very few games that can provide a universe so intriguing that they force players to ask themselves questions about their own morality and decision making in the medium of video games. It’s easy to see that many gamers will walk away from their Xbox 360s having played BioShock feeling some emotional attachment to the events that unfolded right before their eyes and for that 2K Boston have succeeded in their goal. They’ve crafted a title that is so beautiful, intuitive, and compelling that it has made large strides in bringing innovation to a tired genre, strides only a Big Daddy could perform.

Final Score: 10 out of 10 - Excellent (How do we rate games?)

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40 comments on 'Review: BioShock'

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Comment by Arian on 2007-08-31 03:25:17 | Reply

I wouldn’t give it a ten but I am not disappointed. The plot, voice acting, and just the overall gameplay is quite unique. A very good game with a definitive throwback to the 60’s era decor and culture.

When I first ’saved’ the little sister, hearing her say ‘No, no!’ almost made me feel bad for doing something I thought was good. Plus hearing ‘No, Mr. Bubbles, NO!’ yeah everytime, I feel bad for killing big Daddy.

The decor is from the 20s and 30s actually.

Comment by Arian on 2007-08-31 04:22:37 | Reply

… *Ponders*

Yeah, my bad, the 60’s is present time in the game, and the whole city wasn’t built in a day. Too bad there isn’t a edit comment/delete comment option.

Comment by McGrude on 2007-08-31 04:54:50 | Reply

This brings up the art deco style. Although I don’t care for it myself, I felt that the art designers did a fantastic jobs of capturing and consistently applying the look and feel.

Comment by The_Glovner on 2007-08-31 17:22:53 | Reply

I agree, whereas I don’t personally go for the art deco style (wouldn’t decorate my house in it anyway) they hav e done a great job recreating it and it fits very well into the overall feel of the game.

Comment by DX MrBubbles on 2007-08-31 05:03:03 | Reply

Greatest single player ever

Comment by mass9 on 2007-08-31 05:08:25 | Reply

better than solitaire even?

Comment by Voyager2k on 2007-08-31 05:28:35 | Reply

10 is too generous. It’s an awesome game with very few flaws but there is one huge one … they were praising their AI and shit and replayability. Second time is exactly (!) the same as the first, even if you switch to hard mode. If you have a good memory you can even preaim for headshots because you know exactly how many splicer are where and where to fight the big daddies. That is pretty weak and something I found very very disappointing.

Comment by Curtis Jackson on 2007-08-31 05:39:18 | Reply

What!!!??? Second time was COMPLETELY different. I completely changed my combinations of plasmids/gene tonics, which made the game play out so much differently. Obviously many enemy positions are going to be the same (they need to be in order for the frightening cinematic elements to occur), but that does NOT cause the game to be repetitive. 10 is not too generous.

Excellent review.

Comment by Wet Vein on 2007-08-31 11:40:48 | Reply

I would have to agree with Curtis Jackson…. I haven’t yet beat the game, I don’t want to explain exactly where I’m at, incase I spoil the plot for others… but I think I have a couple hours left to play. Anyway, like I said, I’ve yet to beat it, but my nephew has the game and we often talk about our progress, and we have had many different experiences. Different Plasmids, tonics, moral choices, strategies, … I found a few places he didn’t…..he let someone live who I didn’t….(I’m not talking about the sisters)
I admit it’s not radically different like some games…. but to say it’s exactly the same every time is just foolish. I guess if you try to do everything exactly the same as you did the first time it might seem that way, but that’s your fault.

I’ve played allot of games in my life…. and I mean allot…(I’m 32)…. and Bioshock is one of the best game experiences I’ve ever had.
I give it 9.7

if you play the game exactly the same as you did the last time, except not killing, or killing the sisters, of course hes gonna say the game is the same….

how about try diff approaches, try more hacking, or switch to plasmid development over weapon… theirs lots of differences.

Comment by Veritas on 2007-08-31 05:52:34 | Reply

Makes me proud to be from Boston, hehehe.

Comment by MoD Gunslinger on 2007-08-31 06:14:30 | Reply

10 is a bit high, but this game was great.

I loved it, it was a work of art.

Comment by Jamzy No 2 on 2007-09-02 18:00:56 | Reply

yeah i would have give it a 9 it could have done with abit more side quests bonus things ect.

Very nice review. I’ll be giving it a 9.5 when I finish mine this weekend. Whilst the game is close to perfect, I found it a bit too short, and I was hoping for more ingame cut-scene moments because the only two moments I do remember is when the plane fuselage crashes into that glass tunnel right at the start of the game and when that scientist gets gassed to death and superbly manages to scrawl a 4 digit number onto the window as she dies.

It would have been nice to have the little sisters with more dialogue. Hearing them going on about angels every 10 seconds gets repetitive fast.

Comment by Taomyn on 2007-08-31 09:27:25 | Reply

So you haven’t met Ryan then yet? That’s quite a long cut-scene.

Aye I met him, but was hoping for more action cut scenes along the way. I guess i’ve been spoilt by the cut scenes in gears also using the same engine.

I also hoped it would be scary but truth be told, there were only two moments that made me leap off my chair unlike Condemned.

Still, an absolutely brilliant game and amongst the best on the console so far.

Comment by TobiM2000 on 2007-08-31 10:03:16 | Reply

Every 360-owner, would you kindly play that game?
It’s the best 360 game by far, next to Gears.

Comment by Yeah on 2007-08-31 13:26:09 | Reply

Now would you kindly go down to the store and buy this bloody game! ;)

Yes, a good game. I have a feeling like I play Doom for the 1st time…

Comment by zarbor on 2007-08-31 15:18:31 | Reply

I’m not so sure what’s the difference between a 9.5, 9.7 and 10. This game is great and a must have. I’m comfortable with someone giving it a 10, 9.7 or 9.5 but anything less is plain luuuuuudda…

Comment by Adam on 2007-08-31 17:37:58 | Reply

This game more than any other I’ve ever played in my life (I’m 35) warrants a ten. Great review. Bravo.

Comment by Nikion on 2007-08-31 17:41:38 | Reply

Loved the game. But wouldnt give it a 10. the weapons felt a bit weak.

Comment by Lone goat on 2007-08-31 17:54:57 | Reply

10 sounds about right

Comment by Thryon on 2007-08-31 20:37:45 | Reply

I only played for about an hour, but I could already tell that this game is a classic. Well deserving of its score.

Comment by DX MrBubbles on 2007-08-31 22:20:47 | Reply

I beat the game around 4 times and it is always diffrent.And hard is alot diffrent from medium.Weapons are great if you found all the power to the people stations.

Comment by VeteranAssassin on 2007-09-01 10:56:06 | Reply

Excellent review! Seems they have been getting better on this site.

This game is fantastic; I wholle agree that those who generally shy away from the FPS should give it a go.

Comment by MrSatyre on 2007-09-01 14:22:06 | Reply

I’m really very surprised by all of the “10″ and “best game ever” reviews Bioshock has been receiving. Yes, it’s beautiful. But is it innovative? Is it unique? No, and no. When you get past the pretty trappings and atmosphere, it’s just another mindless FPS (and I’m a HUGE FPS fan). When the original DOOM was released freeware, it was rightly hailed as outstanding because it really did—at the time—offer groundbreaking and exciting gameplay. But when DOOM 3 was released, it was generally panned because all it offered was a prettier, glossier rehash of the original. Bioshock, in my opinion, fits that critique. The environment is different, the weapons are different, and the baddies are different, but (story aside; which can be easily swapped for that of DOOM 3, or HL2 or any other FPS if your tun the volume down) after that it’s exactly the same as any other FPS. Nothing the player does really affects the outcome of the game. I’m not saying Bioshock isn’t a fun game; it is. But it’s hardly deserving of a “10″ rating. I give it a 7. Flame on.

Comment by The DarkFire on 2007-09-03 09:40:39 | Reply

I agree with you that you can’t really change the outcome of the game. I was very dissappointed at how the game ends. And that you have no controle over the Ryan encounter. Even the Darkness let’s you have controle when you meet Paulie for the last time. That makes Bioschock not worth a 10.

But why it deserves a 9 is because it is groundbreaking in it’s own right. Just because YOU can choose how to kill the enemies in ways that have never been done before. At least not as good. And that’s the way Bioschok lets you change your game, you don’t influence the story much, but you influence the action.

I hope Fallout 3 will give the same emersion and depth in combat, but nails the story and choice impacts.

Comment by Daniel Purvis on 2007-09-04 02:50:40 | Reply

Dude, you SO missed the point during the Ryan encounter… I won’t explain it but I can’t believe you don’t understand why.

Comment by The DarkFire on 2007-09-04 09:59:49 | Reply

Of course I understand the point of the encounter, but I don’t like it when a game that pretends to be about choice takes controle away and makes me feel like my choices don’t matter. That’s my point, Bioshock is ‘just’ a shooter story wise, and that’s a real dissapointment. It never gives you a real way to influence the story progression. Sure I understand that ‘you would kindly’ do the things, but it would be cool if you could changes things and the outcome of the game other than a different cutscene.

I also had a hard time feeling bad about harvesting the little girls, because when I save them they make me feel worse because they scream ‘Noo No Nooo’. When you harvest them they only push your hand away and it seems quick and painless (I just saved her soul and a life as a little girl in a infested place, so it’s a win win situation). It would be much better if they would thank you when you’re trying to save them. Of course they do it afterwards, but it still doesn’t feel very good.

I’m not saying that it’s a bad game, just to linear for what it could’ve been. And for all the great gameplay, I feel the story could be more about choices and the way they impact the world.

Comment by Daniel Purvis on 2007-09-05 01:43:26 | Reply

*SPOILERS - don’t read this comment if you don’t want to screw the game*

The point of removing your control was to reinforce that you are playing a game, that as gamers we are puppets. That’s the whole point! You’re supposed to feel like there is nothing you can do, in that way BioShock mocks gaming in its entirety - many games present you with “choices” but in the end there is little you can do but follow the rails.

Yes, BioShock is a “shooter” but its not “just” a shooter - its gaming commentary and its clever. I have grievances with the way the game progresses from that point because THEN you are given no choice as you have to continue to follow orders but as I believe its been mentioned by Levine, he wanted up to nine endings but they didn’t have the development time. This happens and its unfortunate but you can see the intent.

In the end, the good ending really is its reward to itself, its a feel good ending but its definitely a good one - the bad ending needed much more work however.

Personally, I felt a much stronger connection with the Little Sisters when I saved them the second time round, actually I felt like a dick when I saved them then heard their comments when I was in the saferoom.

It is a linear game but in the end the points it make couldn’t be told in a non-linear story.

Comment by The DarkFire on 2007-09-05 10:40:33 | Reply

“The point of removing your control was to reinforce that you are playing a game, that as gamers we are puppets.”

I don’t want to flame you, but that sound like marketing talk for saying, we didn’t have enough time to make the game feel like you aren’t playing a game anymore. So we chose to mock gaming by taking away the choice and make a linear game. This way it appeals to a broader audience. You even say that they wanted to make it more non-linear, but couldn’t due to time constraints.

I just wanted this game to be more rpg like :(. Still had a great time playing around with the plasmids an enjoying the art deco style though :).

*Spoiler* Seriously don’t read this if you havn’t finished the game!!! You have been warned.
I understand the puppet aspect, because when you meet Ryan you are still a puppet. But it doesn’t make sense, ’cause Atlas told you to kill him, so why just stand there and not kill him as soon as he opens the door. And he isn’t you ‘master’, so ‘would you kindly’ shouldn’t work. For that matter why didn’t Fontaine just tell you to kill yourself after dealing with Ryan?

It would be cool if you could have a minigame where you could try and stop yourself from killing Ryan by mashing the buttons, controller vibrating as you try to stop the golf club. With Ryan repeating in a bellowing voice ‘a man choses a slave obeys!’. Depending on how you played the game it would be more difficult. That’s something I would’ve liked to see :D.
/*Spoiler*

Oh and with that ‘just a shooter’ part I was referring to the linear story progression, not the complex combat. The gameplay brings this game to a whole new level and it deserves a big fat 9!

Comment by StGermain on 2007-09-01 23:12:40 | Reply

Excellent review… I’d never dish out a perfect 10 but the games deserves something between 9 and 10.
The visuals of the game constantly remind me of Sky Captain and the World of Tomorrow.

We also don’t dish out perfect 10’s, if you kindly click the ‘How we rate games’ link you’ll see our 10 is “Excellent”, not “Perfect” :)

Comment by ManoDestra on 2007-09-09 15:55:13 | Reply

Totally deserved 10. A totally immersive FPS experience with a very cleverly constructed twist which is DEFINITELY intended to be non player controlled. That is TOTALLY the point, full stop. The game also deserves brownie points for the design team creating such stunning environments where you can see they have done a lot of hard work and research to get that right. A very unique style of game. I think the people who are complaining about the 10 rating are doing so by trying to pick it apart into smaller components. The game doesn’t work on that level. If you do that it appears like “any other FPS”. But it’s not. The entire experience drags you in and gets you interested then gives you a mind blowing twist reminiscent of “The Manchurian Candidate”. Full freedom on how you dish out death to the enemies of the game. Not all games that give you more freedom are great. Crackdown is a case in point (much as I enjoyed it). It suffered from too much freedom as there wasn’t much more to it than multiple boss battles. You need something more dynamic story wise and BioShock has that in bucket loads. Would you kindly buy it and enjoy it.

Comment by The DarkFire on 2007-09-10 09:41:44 | Reply

Hmmm,I have to call you out on this:
“You need something more dynamic story wise and BioShock has that in bucket loads.”

My problem with the game, and this is not saying that I don’t understand the reason why, but I just wanted it to be different, is that it lacks a dynamic story depth. Tell my when you are presented with a choice in the game except with the little sisters.

I expected so much more from this game, story wise, the gameplay was great, but I felt unsatisfied when it ended. It didn’t feel like I really had a changed the game, or that my actions helped. It would’ve been cooler if you could, for instance, have side quests that give you Adam or items, but it has none of that. That would give the game a better replay value. Also you don’t really get rewarded for exploring the world, because besides the obvious paths, there is little else to see. Not that the world is beautiful, but with such a great atmosphere is a shame that you can’t see more.

To say that this game has no flaws is redundant. None the less it’s a great game, probably even the best of this year. But it could’ve been just that bit better (for me at least).

Comment by Gameplayer on 2007-11-02 03:01:34 | Reply

I think bioshock is a fairly good game. My favorite part is the little sisters, walking around with the syringes and Mr. Bubbles.
Now im a girl and i play bioshock. Its one of the best games i have played in a while.

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