
One of my all time favorite games is Bioshock. In anticipation of Bioshock 2, which sadly had its release date pushed back to an unknown date in early 2010, I'm posting a review I wrote of Bioshock from my first play through. The first part of the review was intended to be my initial reactions to the game after about an hour of play, but I got carried away and played for about three hours before I felt like I could pull myself away. The second half was written after finishing the game.
Session OneSummary:
Bioshock is a first person shooter with a bit of a twist as you control not only guns, but can also 'genetically modify' your character allowing him to shoot lightning or fire and use telekinesis to hurl objects. Bioshock starts out with the main character surviving a plane crash in 1960 somewhere in the middle of the Atlantic ocean. Surprisingly (or not, hint hint) there is a strange tower which turns out to be a gateway to the underwater city called Rapture. You find out that the city is now run down and populated by insane and mutated people called Splicers, mysterious little girls called Little Sisters and their guardians Big Daddies. I love that the Big Daddies are wearing what looks like ancient nautical diving suits. Playing as Jack, you must escape from Rapture fighting hundreds of gene splicing addicted mutants and making moral decisions about the best way to deal with the Little Sisters.
Game play:
My immediate reaction to this game was one of complete excitement. I absolutely LOVE the combination of old 40's music and advertisements mixed in with the horror of the mutant Splicers and the Little Sisters and Big Daddies. The combination of wholesomeness and disturbing genetic modifications creates an atmosphere that is intensely frightening and nostalgic all at the same time. I like how the game begins in the ruins of Rapture and you must discover audio diaries left by Rapture's inhabitants during its collapse to discover what really happened. For characters you have the playable character Jack, who has no dialogue besides a single line in the opening cinematic and you never get to see his face. This lends towards a feeling of emersion as Jack's past personality is irrelevant. What really matters is how he reacts to his current predicament which is, of course, up to you. He has tattoos of chain links on his wrists and has random flashes of a picture of his family that periodically pop in to his mind accompanied by a high pitch shriek that make me jump every time. These let you know that there is something mysterious about his past and his link to rapture and really boosted my desire to know more about the history of Rapture. The narrative is delivered through radio messages with your 'friend' Atlas and your 'enemy' Andrew Ryan. The exact relationships between the people you meet in Rapture are also ambiguous and reveal themselves throughout the game play at pivotal moments. Lots of hints and allusions keep the player interested and focused on exploring and finding out more.
The game play is very smooth and easy to control. One trigger fires guns while the other fires the genetic modifications called Plasmids. There is limited jumping required but a lot of crouching and slamming things with your wrench to knock obstacles out of the way. I really enjoyed exploring the world and finding more audio diaries. I often found myself stopping to read posters and looking out windows at the 'skyline' as fish swam by. I had a hard time stopping and played for about three hours in my first sitting because I was having so much fun.
Session Two As you get further in to the game the Little Sisters and the Big Daddies become a major factor in the game. In every level there are a certain number of the pairs wandering around and when you encounter them they will not attack you or hurt you unless you attack them first. Little Sisters carry a substance called Adam that is used as a kind of currency to purchase the genetic modifications that stand in for leveling up you character. New Plasmids and Tonics (upgrades that you don't actively use but that raise your stats) are vital if you want to be strong enough to face the enemies that get progressively harder as the game advances. Whenever I hear a Big Daddy stomping around or a Little Sister talking to her Big Daddy I immediately dispatch all Splicers in the area and hack every nearby turret so that in my battle with the Big Daddy I have every physical advantage leaning in my favor. Big Daddies are difficult to beat but you get a real sense of accomplishment when you finally succeed in bringing him down. Then you're faced with the next big problem, the dilemma of saving the Little Sister or killing her. Saving her yields less Adam but the payout in the end is much greater and you get to feel like a good person and get the special ending for your good moral behavior. If you kill the Little Sister you get instant gratification, a lot more Adam at the moment though probably less overall, and you get the greedy evil ending which I also rather enjoyed.
Design:
The 'moral' dilemma with the Little Sisters is by far the most innovative aspect of this game. The consequences of the actions you take while you play effect the outcome and the style of your game which makes the act of playing the game more fun and interesting. The nostalgic music and ambiance mixed with the horror story and the "science" and all of it taking place underneath the sea creates a mood I've never experienced anywhere else and that is probably my favorite in any game I've played..
The controls were very easy to use and did not hinder my enjoyment of the game one bit. The good control scheme made exploration and fighting smooth and fun. All of the menu screens, maps, and gauges were easy to understand and I felt like I really had a hold on how to play the game very quickly. The combination of plasmids, guns, new kinds of ammunition and manipulation of the environment allow for new styles of fighting that keep the game fun after hours of playing. I am a personal fan of lighting enemies on fire and shocking them in the water for extra damage when they attempt to put themselves out. Attaching proximity mines to exploding canisters to throw with telekinesis is another effective and satisfying combo. Another element of the game is the ability to hack security cameras and turrets so that they will attack your enemies. This game gives you a lot of options to develop your own style of play without making the player feel overwhelmed by options.
Each new area of the game is very individual with its own mood and atmosphere, but each level is without a doubt a logical environment in Rapture so it feels like you really get to explore the city and see every part of it. The moral question of the Little Sisters and the varying ideologies and ethics of the people you interact with really bring a more complex narrative to this game that the player is able to take part in. This made the game more than just mowing down enemies with cool guns, it made the game a fresh and unique take on a first person shooter.
By using the radio and the audio diaries to move the narrative instead of cut scenes the player is allowed to continue playing while the plot is being revealed. This led to a very smooth progression in the game as I was always able to keep moving and never had to stop and watch long cut scenes. Overall the mechanics, level design and creative aspects of this game are so amazing I really can't think of anything to improve on. I really love this game and promise that it is worth the money to get it.
End note:
After multiple play throughs, and I've played Bioskock about 10 times now, the debate about which moral path to take is not that difficult in the end. Save the Little Sisters or kill them, you get more Adam and additional perks for saving the Little Sisters so killing them is only really a novelty that most players will try in one play through and never use again. I still love the idea of a game where game play changes depending on the decisions the player makes, but Bioshock doesn't actually change regardless of what you do with the Little Sisters. There are absolutely no benefits to killing them. True you get more Adam at the moment, but there are so many of them lurking througout the levels that the time it takes to save two more and get the rewards for good behavior are minimal.