Home
Downloads     
Articles Previews Blogs Popular Hardware Price & Performance Forum YouGamers Twitter

BioShock


User Rating: Log in to rate this game!
ESRB rating: Mature ESRB: Blood and Gore,Drug Reference,Intense Violence,Sexual Themes,Strong Language
Publisher: 2K Games
Genre(s): Shooting
Home Page: http://www.2kgames.com/bioshock/
 






Preview





 
 
By: Aaron Barnes Aug 28, 2007

Think first, then shoot... then regret your choices

Rapture is as beautiful as it is frightening.

Taking on Splicers with Plasmids is entertaining (and often necessary), but there's a cache of more traditional weapons as well. From a wrench to a pistol to an ad-hoc grenade launcher, the usual FPS fare is accounted for. But this is Rapture, where an object (or person) is nothing if not customizable and modifiable. To this end, each weapon has a handful of ammunition types suitable for various situations. And, at various intervals, weapons can be customized at Power to the People stations. Unlike Gene Banks, where Plasmids can be shelved and activated at will, Power to the People stations can be used only once, so upgrades must be chosen carefully.

Much of the pre-release hype would have you believe that BioShock is the new paradigm in FPS gameplay, seamlessly melding RPG elements with FPS dynamics. Excited fans, operating on limited information prior to the game's release, miscategorized BioShock as an action RPG. But Oblivion with Plasmids and pistols this is not; even Irrational Games clarified several times that BioShock is firmly positioned in FPS territory. Rapture isn't a sandbox world full free-roaming combat and NPCs offering up quests. Instead, the plot is quite linear, with elements of choice along the way which contribute to the final outcome of the story.

The Plasmid descriptions may be cute, but their effects are deadly.
A Gene Bank, suitable for swapping out Plasmids.
There are some difficult choices to be made along the way. A bit like 'Paper or plastic?' at the supermarket, only the stakes are higher.
Ghosts too? The story wanders into the realm of the metaphysical.

This doesn't make BioShock a second-rate experience, however. The story is perfectly paced, revving up the action while providing the necessary backstory and gameplay introduction (though the conveniently-placed voice recorders are a bit convoluted).

Freeze 'em, then blast 'em – the perfect one-two combo for dealing with Splicers

Decision-making is most apparent in the combat system, which is a complementary blend of Plasmids and projectile weapons. Select an inappropriate Plasmid arsenal for a certain situation, and you'll regret it in a hurry. Sure, there are choices which affect the plot. Choice, though, is a relative term; here, the choices are carefully controlled to preserve the essence of the story. BioShock plays like an interactive narrative with plenty of action in the form of innovative (and addictive) combat. The game's ingredients – plot development and branching, combat and weapon system and controls – are all implemented superbly.

There's plenty to rave about in BioShock - the pacing, the story, the weapons – but there are some negatives as well. Offense is built on a one-two punch of Plasmid attack followed by weapon devastation, but this requires a constant tweaking of the current Plasmid/Weapon selection. Choice may be taken too far here – there are so many options for ammunition, weapons and Plasmids that precious time must be devoted to setup. Splicers move fast and attack often, so pausing to reload, change weapons, select ammunition and re-fill on EVE can be a burden. Thankfully, swapping between Plasmids and weapons is one mouse click away, giving the combo attack a satisfying feel.

A Vita-Chamber, where you'll be revived if a Big Daddy or Splicer gets the best of you.
The map can be helpful in larger levels, but the in-game hints should be turned off for the best experience.

It's easy to criticize a save system, and there are certainly far worse examples than the save system in BioShock. But more experienced FPS players will shun the Vita-Chamber setup, which lets you pick up at the last Vita-Chamber without rolling back your progress. Aside from the ammunition spent prior to dying and lost EVE, there's little incentive to make it through a section in one piece. To the game's credit, it's possible to save anywhere (aside from cutscenes). Kudos to Irrational Games for this move; inflexible save systems have the potential to ruin otherwise fun gaming experiences.

Hacking a vending machine – fun the first few times, but then utterly tedious.
Stocking up on supplies at a vending machine.

They're only niggles and little ones at that

By default, the game feels too easy. With a quest arrow and objective highlighting, the pace is too quick. Turning these elements off retains what is likely the intended atmosphere: a frightening yet often beautiful world with surprises at nearly every turn. Upgrading weapons and stocking up on ammunition and other items often adds to the experience, but the hacking mini-game does not.

Splicers are violent and unforgiving; thankfully this fella is locked up.

At first, hacking vending machines and health stations to obtain cheaper wares is fun, but after a dozen or so successful hacks, the novelty wears off. Auto-Hacks alleviate the pain somewhat, but the repetition of hacking remains a dull experience. As for the ammunition vending machines themselves (and destructive Plasmids): the story does a hackneyed job of explaining the proliferation of these instruments of violence in once-peaceful Rapture.

Tearing up the various breeds of maniacal Splicers, each with a unique personality, is always satisfying. Dealing with their less-than-stellar AI, however, is frustrating. Maybe they really are strung on on EVE, but improved pathfinding and detection skills for Splicers would add to the experience. There are instances of infighting – both provoked and unprovoked – but combat sequences feel too scripted. The lack of spontaneity facilitates a tightly-controlled narrative. This doesn't mean that enemies couldn't have more leeway to behave in a more fluid and believable manner. Collectively, the quirks aren't enough to destroy the suspension of disbelief, though, and watching a Big Daddy selflessly protect a Little Sister is sometimes an emotional experience.




 

Related Stuff

 Games: BioShock
 News: Take-Two Acquires Illusion Softworks   Jan 08, 2008
 News: BioShock v1.1 Patch Released   Dec 04, 2007
 News: New BioShock Patch Next Week   Dec 01, 2007
 Articles: Video RAM - how much do you really need?   Nov 02, 2007
 News: BioShock Activation Revoke Tool Released   Oct 13, 2007
 Reviews: Civilization IV: Beyond the Sword   Jul 31, 2007
 Reviews: Civilization IV   Jul 31, 2007

Tags




  About Us     Privacy and Legal     Game-o-Meter FAQ     Contact Us     Advertise With Us     Jobs     Futuremark