BioShock is amazing. Not only are its
visuals, music, sound, gameplay and
plot superb, but it’s highly polished and
runs beautifully on the 360 without any
noticeable drop in frame rate.
SCORE
06/DEC/07
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BIOSHOCK VIDEO
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Raising the bar for a videogame
these days takes some doing.
It used to be that creating
a wholly original IP was as simple as,
say, taking a 2D shooter, placing it in
three dimensions and giving the player
a first-person perspective. But creating
a completely new genre normally isn’t
viable and that particular avenue of
opportunity has dramatically narrowed
since the Nineties; arguably the last big
commercial game that carved its own
genre in the market was GTA III. Even
generating conventional new ideas
within each genre is beginning to dry up
and it’s prompting developers to explore
other ways of stimulating our senses
and the steadily growing sophistication
of our gaming palate. You’ll have
noticed that with this generation
of consoles graphics are becoming
incredibly photo-realistic, music and
sound effects have bigger ambitions
than those of a Hollywood movie and
the less tangible subtleties of gameplay
are almost set in granite – almost.
And it’s probably because of this
that times are a-changing in the games
industry, that games have expanded
to reach a broader demographic and
fulfil their most obvious potential as an
entertainment medium. Over the next
few years we’re predicting a renaissance
as major titles begin to move in a new
direction. BioShock is a transitional
game in this respect, straddling both
the contemporary and the revolutionary.
On the surface it’s obviously a firstperson
shooter and, looking at
these screenshots, a very attractive
first-person shooter at that. Having
described it to you in our preview, you’d
be forgiven for thinking it was merely
a very good, very attractive first-person
shooter. But Irrational’s latest progeny is
so much more than the sum of its parts.
“No Gods or Kings,” states the message
on the red banner in the grand entrance
lobby of the lighthouse, “Only Man”.
It’s one of the many maxims you’ll
encounter, recorded in a variety of
media, on your journey through Andrew
Ryan’s utopian dream. This is the
ethos of Rapture, an underwater city
steeped in the ideals of self-sufficiency,
total independence from the rest of
the world and an intellectual higher
ground. That was the idea anyway,
but in one of the many profound
statements Ryan makes in BioShock
– “Rapture was betrayed by the weak”
– and through genetic experimentation
gone disturbingly awry, the metropolis
is turned into a ruined freak show
of insane mutant Splicers and grisly
corpses. It’s not a nice place to live if
you’re remotely lucid, yet there are a
number of people who apparently still
have a tenuous grip on their sanity and
choose to stay, where others have fled,
died horribly or are turned more mental
than a bag of frogs.
The first few stunning minutes of
BioShock that see you swimming away
from the wreckage of an aeroplane,
stepping into the ominous lighthouse
that marks the entrance to Rapture
and descending into the bathysphere,
seize a firm grip on your attention by
the time you’re actually allowed to
play the game complete with HUD
and plasmid abilities. Right up to
the moment your enigmatic guide,
Atlas, introduces himself, it’s a visually
stunning and intellectually intriguing
sequence of events designed to hook
you, presumably until the next event of
some significance happens, although
BioShock manages to maintain this
same level of interest without a single
lull throughout your entire journey. If it’s
not treating you to the kind of antique
eye candy David Dickinson would
dribble over, or engrossing you in its
whodunnit plot, then the sophisticated
gameplay mechanics are holding your
interest for the time being. Any game
worth a seven out of ten score or more
will do this, but the times when it falls
to any single one of these major criteria
to carry the game for you in BioShock
are few and far between; it just keeps
surprising, stimulating and stunning all
your senses for most of the time – and
visually it’s unprecedented.
Built in 1943, the artistic direction of
this period that’s prevalent in every facet
of Rapture will strike you as one of the
most unique elements of BioShock. You
like Art Deco? Then you’ve got it
with geometrically precise knobs on here.
Not that we’re pretending to be vaguely
artistic here, but we never thought
sepia-toned photographs and posters,
black-and-white cinema and rooms
saturated in primary-coloured floodlights
would ever make a compatible trio, but it
works for BioShock and it certainly does
the business for us. We were especially
inspired when watching a Big Daddy
stomp through a room flooded in bloodred
light, shrouded in steam hissing from
the damaged valves on its backpack;
we wanted a pet Big Daddy firstly and
secondly, perhaps a red lightbulb would
be a good look for the beige bedroom
after all…
Rapture is a big city, which has given
Irrational scope for locations that
are quite distinct from one another.
Among the most interesting from a
visual perspective are the garden of
Arcadia and the farmer’s market, Point
Prometheus and especially Fort Frolic.
Up until this level you’ve had little
contact with any NPC but Andrew
Ryan and Atlas, who appear to fulfil the
black and white stereotypes of the evil
antagonist and the protagonist’s crutch;
Fort Frolic is a resplendently Art Deco
theatre with Sander Cohen as the barmy
choreographer and musician who runs
the joint. He’s the personification of
Ryan’s city: a definitive Noel Coward-type
and a mad theatrical genius who strives
for musical and creative perfection and
nothing less. Less in Rapture, it seems, is
severely punished with the disturbingly
casual regard for life typical of Ryan’s
regime. Yet once you’ve fulfilled your side
of the bargain, Cohen is happy to honour
his by unlocking your way forward. It’s
the first time you’ll actually get to meet
an NPC in person and the ironic part
is that you can kill Cohen as soon as
you’re done with him, and you’ll even be
rewarded for it too.
Having this underlying theme of
morality isn’t a new concept in games,
Knights Of The Old Republic bombarded
you with dialogue and action-based
choices and most games with the
merest hint of role-play will move your
moral status along a similar linear slider.
BioShock isn’t revolutionary in this area,
the decisions you’re given are black
and white and the effect of these is to
advance you down a good or evil path
toward an alternative ending. We had
hoped for a more complex and subtle
sense of right and wrong in the actual
options BioShock gives you, but the
moral sophistication we sought and
couldn’t find in our choices as a player is
more than made up for in the storyline.
It becomes rapidly apparent to anyone
with half a brain that the line that
separates good and evil, if there is one,
is extremely blurred in Rapture. Ryan’s
evil regime has twisted the minds of his
citizens and compelled the rabidly insane
Splicers to engage in hideous acts of evil
and brutality. They attack you on sight,
they’ll attack Little Sisters in their thirst
for more of the gene-altering Adam and
they’ll ostensibly work together towards
a common goal, but will stab each other
in the back before sharing the spoils.
Essentially, though, it’s not their fault.
Even Dr Steinman, a warped plastic
surgeon who you’ll meet within the first
few hours of play and who strives for
an unattainable level of perfection in his
patients, mutilating them in the process,
was driven insane by his own plasmid
abuse. The only relatively wholesome
character who questions whether the
maligned nature of Rapture is truly evil,
is Dr Tenenbaum, who goes so far as to
sympathise with the plight of Rapture’s
residents, comparing them to Nazi
concentration camp officers and musing
as to whether the fact that most were
institutionalised and encouraged by their
mutual cause makes them evil.
And then there’s your own confused
morality as a player in control of the
protagonist: no point in BioShock is more
poignant as when you’re confronted
with the option of killing a Little Sister
for a large amount of Adam, or turning
her back into a normal child for a lesser
reward. Irrational was originally going to
make them insects, but in the words of
BioShock’s lead designer, Joe McDonagh,
“no one cared”. But we care now that
they are little girls. Watching a Little Sister
hack into the face of a corpse with a
hypodermic needle, then egg her escort
on, screaming, “Unzip him Mr Bubble!
UNZIP HIM!” while the Big Daddy drills
a hole through your chest is particularly
disturbing. Having dispatched her
protector and watched her weep over
its metallic bulk, though, you can’t help
but feel a pang of guilt at the thought
of killing her, especially once you have
her struggling to wrest herself from your
fateful grip.
BioShock’s gameplay is a superb and
seamless fusion of plasmid use, more
conventional weapons, fixed object
interaction and thoroughly sophisticated
AI. Even with a basic armoury of
handgun, wrench, electro bolt and
telekinesis plasmids – and faced with
a single foe in a standard environment
– you still have a massive range of
options other than engage in a standard
FPS pitched battle. You can use the
telekinesis plasmid to pick up a gas
canister and throw it; shock a machinegun
turret, hack it and let it do the work
for you or shock the Splicer and then
batter it with your wrench. Later on,
combat will frequently involve multiple
and separate sets of opponents: you,
your hacked security drones, Splicers,
enemy turrets and drones and Big
Daddies, all fighting for a different cause.
As you pick up more plasmids and
weapons and the enemy roster becomes
more fleshed out, so your methods of
dealing out death begin to broaden.
The most interesting foe for all
these reasons and more still is the
iconic Big Daddy. When alone, he
won’t attack unless provoked and
when accompanying a Little Sister he
won’t attack unless you stray too close
or threaten her. Splicers, however,
will attack him on sight, so you can
usually let this tough opponent deal
with them, but the most fun you can
have with these powerful metal giants
is by purchasing the ‘Hypnotise Big
Daddy Plasmid’. We frequently used
this to force a Big Daddy to protect
us, just as it would a Little Sister,
although we liked the idea of having
this intimidating badass as an escort so
much we hypnotised one whenever we
could anyway. The crowning moment
that elevated this plasmid to being
our favourite was when our entranced
Big Daddy pushed us to one side and
attacked another Big Daddy who dared
to take a swipe at us, and a titanic battle
ensued – a gaming moment that will
stand out in our minds for an extremely
long time.
With between 20 to 30 hours of play
time and no multiplayer, BioShock isn’t a
massive game, and though there’s both
the illusion of choice in the path you take
and the option to backtrack if you miss
anything, ultimately you can only move
in one direction to progress. Despite
this, we’d still like to play the game over
again because, like a favourite film we’ve
enjoyed at the cinema, we want a fuller
understanding of its compelling story.
BioShock’s visuals make other FPSs look
drab in spite of a relatively standard
graphics engine and we know there
are a billion other ways we could have
used those plasmids. We’d also like a
better understanding because BioShock
actually moved us; we can still hear the
groans of the Big Daddy, the pitiful cries
of the Little Sisters, the insane ranting
of the Splicers and Andrew Ryan’s
ominous rhetoric in the quieter moments
of our day, such is their impact. We’ve
been playing games for so long, got so
caught up in the conventional means
of drawing the player into a game,
that we’d become somewhat blinkered
to the power that strong storytelling,
characterisation and especially the
impact emotion can give a big budget
title. BioShock is a standout game in this
respect alone, but given all the other
elements that make it such a compelling
experience, we’d go so far as to say it is
a masterpiece of high production values
and intelligent games development, and
will be a benchmark for any original
FPS in the near future. Regardless of
your purchasing priorities in the period
leading up to this Christmas, earmark
some cash for BioShock, because we
guarantee you won’t be disappointed by
this incredible game.
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