

Reviewed by Barry Little -
September 20, 2007
ESRB Rating: M (Mature 17+)
I’m Andrew
Ryan and I’m here to ask you a
question: Is a man not entitled
to the sweat of his own brow?
No, says the
man in Washington. It belongs to
the poor.
No, says the
man in the Vatican. It belongs
to God.
No, says the
man in Moscow. It belongs to
everyone.
I rejected
those answers. Instead, I chose
something different. I chose the
impossible. I chose…Rapture.
A city where
the artist would not fear the
censor. Where the scientist
would not be bound by petty
morality. Where the great would
not by constrained by the small.
And with the sweat of your brow,
Rapture can become your city as
well.
Billed
as a “Genetically Enhanced First-Person Shooter” by
the folks at 2K Games, BioShock
combines traditional first-person shooter combat
with character development and strategy elements.
Art Deco
and 1950’s Sci-Fi are skillfully blended and woven
into every aspect of the game, from Rapture’s
architecture to the smallest game world item like a
pack of cigarettes. Brought to life by the renowned
Unreal Technology
graphics engine with stunning and eerie realism, to
say that BioShock is the most unique and
beautiful shooter to date, would be an
understatement.
BioShock
begins with a flight across the Mid-Atlantic in
1960. The game’s protagonist is having a cigarette
while looking at the photo in his wallet of himself
and parents, and a gift-wrapped box from them. The
note on the box reads “To Jack with love from Mom &
Dad,” with the request “Would you kindly not open
until—” The rest is obscured by the fancy ribbon and
bow. Glimpses of the unusual tattoos of broken links
from a chain on Jack’s wrists, and the
kindly-not-open-until request of the note are subtle
but significant hints not only of things to come,
but who (and what) he really is. Jack speaks
(the only time in the game that you will hear him do
so), preparing the player for what will soon be an
amazing journey.
"They told me: Son
you were born to do great things. You know what?
They were right..."
Suddenly, the plane
crashes in the ocean. Barely reaching the surface,
Jack is the only survivor. The cold, dark
waters surrounding him are ablaze with wreckage from
the plane. He desperately swims for what appears to
be lighthouse, bathed in moonlight like an ominous
beacon, as the tail section of the doomed plane
slowly sinks beneath the waves.
As it turns out, the
lighthouse is a doorway to Rapture—an
incredible, self-contained underwater metropolis on
the ocean floor, built by a wealthy, powerful and
somewhat eccentric businessman named Andrew Ryan.
Bitter and disillusioned with church, state and
the affairs of the world Ryan hand-picked and
populated Rapture with the world’s best and
brightest artists, scientists and industrialists—a perfect
society for the world’s elite. Of course, any
time you turn science loose without concerns for
“petty morality,” something really bad is
bound to happen.
And in Rapture, it
did.
No sooner than the
bathysphere that takes you down to the city reaches
its destination, you witness in the shadows the
gruesome murder of a terrified man pleading for his
life by someone who appears to be human, but
is horribly disfigured and moves with the unnatural
speed and agility of an animal. Whoever—or
whatever it is, leaps on top of the bathysphere
with an crazed shriek, trying to claw and pound its
way inside before finally giving up and leaving. The
awe-inspiring, majestic view of Rapture you saw
moments ago is quickly forgotten. Alone and unarmed,
you know you’re in a world of trouble.
You nearly leap out
of your skin when you here the squawk of a portable
radio inside the bathysphere. It’s a man who calls
himself Atlas—the only friendly voice you’ve
heard since this ordeal began. Atlas has been cut
off from his wife and child who are waiting for him
in a small submarine, by the mutated humans that are
Rapture’s only “survivors.” Everyone else in the
underwater city has been slaughtered in the ensuing
chaos when a violent struggle broke out between
Andrew Ryan and his rival Frank Fontaine for
control of the city, and the mutants went on one
final, bloody New Years Eve rampage.
Atlas agrees to you
help you survive and escape the city if you can
clear the way for him to his wife and child who are
waiting for him in a small submarine, but have been
cut off by the mutated humans. Armed with just a
Wrench (your default melee weapon) and injected
with a mysterious serum that has altered your DNA
and allows you to hurl electrical bolts from your
fingertips, you make your way into the city to save
Atlas, his family—and yourself.
Not only do you have
the usual weapons at your disposal for dealing with
enemies, but BioShock allows you to perform
genetic modifications to your body and make it
a weapon as well, giving you a number of interesting
(and entertaining) ways of dispatching your foes.
There are more genetic mods in the game than you can
possibly utilize as you play through it. So it’s up
to you to decide which ones are the most useful to
your individual playing style and preferences.
ADAM
is the substance that became the cornerstone of
Rapture before its downfall, and is critical to your
survival now, as you fight to survive and escape the
city. Secreted by a deep-sea parasite discovered by
Rapture’s scientists when attached to a human host,
ADAM not only generates mutated stem cells that
endow the host with incredible healing powers, but
the ability of instant, external genetic
modifications ranging from cosmetic to extreme.
There are two types of these instant genetic mods
available through ADAM: Plasmids and Gene
Tonics.
You begin BioShock
with two available Plasmid slots, and two available
Gene Tonic slots. Your supply of ADAM is used as
“genetic currency” to purchase more slots, as well
as more Plasmids, Gene Tonics, and other genetic
upgrades at Gatherer Garden Machines .In your
explorations of Rapture, you will undoubtedly come
across more Plasmids and Gene Tonics than you have
available slots for, even after you have advanced
through BioShock and installed the maximum
number of slots (six for Plasmids, and six for each
of the three Gene Tonic categories). At that point
you can either swap out existing Plasmids and Tonics
for the new ones, or store the new ones for later
use. All unused Plasmids and tonics can be retrieved
and equipped in your available slots at the Gene
Bank Machines you’ll find throughout the city.
BioShock’s
Plasmids are “on-demand” genetic weapons and
counter-measures. Each one has unique visual effects
on the player’s body when activated. The Winter
Blast Plasmid turns you into BioShock’s
version of Iceman from the X-Men comic
books—covering you in a layer of frost as icicles
burst through your hands. Winter Blast allows you to
literally freeze enemies in their tracks,
where you can shatter them into a thousand frozen
pieces with a whack of your wrench—or a few
well-placed bullets. With Electro Bolt, you
can temporarily short-circuit or stun enemies, or
electrocute them if they’re standing in water, as
well as open doors with damaged controls panels by
giving the panel a quick zap. Grabbing out-of-reach
supplies and ammunition or hurling a propane tank at
a foe sending them to an explosive, fiery death is
no problem with the Telekinesis Plasmid.
There are three
levels of Plasmids in BioShock. The more
powerful ones whose effects last longer or do more
damage will not become available to you until you’ve
advanced further into the game. You equip and switch
between your different Plasmids the same way you
would with ordinary weapons in any first-person
shooter. Whenever you find a new Plasmid, a campy
little 50’s-style cartoon will play giving you a
brief explanation and demo of what it does.
EVE
is the serum that fuels your Plasmids. Hypos of the
stuff can be looted, found and purchased throughout
Rapture. You replenish EVE by equipping any
available Plasmids and pressing the Reload
key, where you’ll inject it into your wrist. If your
EVE reserves run dry while using your Plasmids,
you’ll automatically inject yourself with a hypo
from your inventory to replenish it. Just as it’s a
good idea to keep your regular weapons loaded
between battles, you should always reload and keep
your EVE reserves full charged between
confrontations. Some foods and drinks can be
consumed to restore small portions of EVE to your
reserves as well.
Gene Tonics enhance
specific abilities and are always active the moment
they are placed in any available Gene Tonic slot.
There are three different types. Physical Gene
Tonics enhance your body. Engineering Gene
Tonics increases your ability to hack and
circumvent all kinds of locks and security systems,
and invent things using fewer components. Combat
Gene Tonics increase your ability to deal out
and resist damage—like the Armored Shell Tonic,
that allows you to take more physical punishment and
survive injuries that would normally kill you. Gene
Tonics come in different “strengths,” so if you load
an Armored Shell and Armored Shell 2 Tonic in your
available slots, the Armored Shell effect becomes
cumulative.
You’ll come across a
lot of alcoholic beverages in Rapture. Drinking them
will temporarily make you woozy (the effect is
nicely rendered with blurred and double vision while
the screen wobbles). Even worse, alcohol will
drain your EVE reserves. Later on in the game,
you’ll find Gene Tonics that will allow you to
consume liquor and wine, while boosting your
EVE levels. Until then, you’ll live a lot longer in
BioShock if you avoid getting sloshed…
BioShock
features most of the conventional weapons you’d
expect to find in a first-person shooter—Pistol,
Tommy Gun, Shotgun, Crossbow, Grenade Launcher
and Chemical (Flame) Thrower, with a few
interesting and refreshing twists. First,
BioShock gives you different ammunition types
that are more effective against specific enemies
than others. Then there’s the appearance of some of
the weapons themselves. The Grenade Launcher and
Chemical Thrower distinguish themselves from the
rest of the weapons in your arsenal by being cobbled
together from all kinds of crazy odds and
ends—wrenches, spark plugs, paint cans. This gives
them a rather unique and wildly refreshing “Crude
but Effective” look seldom found in other shooters.
Weapon
upgrades can be installed at Power To The People
machines around Rapture that can increase damage,
range, rate of fire, reduce recoil, etc. Using them
is free; but you can only perform one upgrade on one
weapon per machine. Once the upgrade is performed,
the Power To The People machine is permanently
disabled. Even the upgrades for weapons have that
MacGyver-does-Art
Deco look.
Once a thriving,
living testament to Andrew Ryan’s vision and genius,
Rapture is now a dying, disintegrating testament to
his vanity and megalomania—an underwater City of
the Damned. Death and destruction are almost
everywhere. Recorded diaries left behind by
Rapture’s citizens are as chilling as the icy waters
of the Atlantic seeping and pouring in through
structural damage and flooding parts of the city,
vividly describing Rapture’s descent into madness
and anarchy. Through them, not only do you gain
valuable information that can assist you, but you
gain greater insight into why things went so
horribly wrong. As Atlas guides you through the city
performing tasks that bring you closer to your
goals, and you scrounge for money, ammo, Plasmids,
Gene Tonics and anything else that can aid in your
survival, you come to the conclusion that the dead
all around you are the lucky ones.
And then there’s the
Splicers.
Nicknamed as such for
the way ADAM “splices” itself into DNA, Splicers are
former shells of their human selves—disfigured and
driven insane from the excessive consumption of
Plasmids and Gene Tonics, Splicers roam through the
city ranting, singing and scavenging the dead for
ADAM and whatever else they can find. Psychotic and
homicidal to the extreme, Splicers not only attack
each other, but anyone who is not a Splicer—which
unfortunately, includes you. The most
frequently encountered foes in BioShock,
whether male or female, they are not to be taken
lightly—especially in groups.
Thuggish Splicers
are your basic cannon-fodder types armed with
makeshift clubs and pistols. Confronting one at a
time isn’t too much of a problem. But if you’re
forced to fight more than one, they can easily
overwhelm and kill you.
Leadhead Splicers
are tougher versions of their Thuggish brethren,
armed with Tommy Guns. Fire Bombs are the
weapon of choice for Nitro Splicers. Their
uncanny aim makes them dangerous ranged combat
opponents. The explosives hidden on their bodies
that detonate when you kill them at close range make
them even more dangerous, especially if your health
is already low.
Spider Slicers
get their moniker from their superhuman speed,
agility, and ability to crawl across ceilings for
ranged attacks, Spider Slicers hurl Meat Hooks
at their victims like
Shurikens
with lethal precision, and their slashing attacks
with these hooks are even more devastating. The most
dangerous Splicer of them all is the Houdini
Splicer who can vanish and reappear at will, and
is armed with Winter Blast and Incinerate
Plasmids.
You won’t have to
spend much time in Rapture before you come across
two of its most notable inhabitants that are both a
necessity and a threat to your
survival in BioShock—the Little Sisters
and Big Daddies. Small, dirty, with
unnaturally pallid skin and glowing orange eyes,
Little Sisters are young girls serving as hosts for
the ADAM parasite who prowl Rapture’s decks carrying
huge, wicked-looking syringes used to “extract” ADAM
from the bodies of the dead, for their own
nourishment. Virtually indestructible and walking
ADAM refineries, these mutated little girls with
their creepy, sing-song voices never travel alone.
They are escorted and fiercely protected by huge,
Frankenstein-like creations in metal diving
suits—the Big Daddies, who are the meanest and
toughest opponents you’ll encounter on a regular
basis.
Like Rapture’s
previous and current inhabitants, you need
ADAM to enhance your body with Plasmids and Gene
Tonics. The good news is, Little Sisters are the
most commonly available sources of ADAM in
BioShock—and there are two or more on each level
of the game. The bad news is, you’re going to have
to fight and kill the Big Daddy before you
can get to the Little Sister.
Taking on a Big Daddy
is like going head-to-head with a pair of
pissed-off, charging Rhinos on steroids—Rhinos that
also happened to be armed with Ore Extraction
Drills, Grenade Launchers, Rivet Guns, and one
serious, bone-crunching “body slam” melee attack, no
less. Still, Big Daddies aren’t as indestructible as
the Little Sisters they protect. Generous
applications of firepower with Gene Tonics that can
harden your skin against damage and boost your
health are your best friends when dealing with these
intimidating brutes.
Once the Big Daddy is
out of the way, you have two choices in extracting
ADAM from the Little Sister. You can Harvest
her, which removes the parasite from her body and
gives you the most ADAM at the expense of her
life. Or you can Rescue her, which will
give you some ADAM—though not as much as you
would have gotten had you harvested and killed her—turning
her back into a normal child. Your choice has
consequences, with the potential to make your
already difficult life in Rapture easier or harder.
As tempting as it might be to try and avoid Big
Daddies, Little Sisters and the whole genetic mods
thing, I have one word for you: don’t. You
cannot and will not get far in BioShock
without ADAM, your Plasmids and Gene Tonics.
There
are a number of machines throughout Rapture with
resources and services that you’ll need to stay
alive and advance through the game. One of the most
important beside the Gatherer Garden is the
Vita-Chamber. There are several Vita-Chambers
strategically located on every level in BioShock.
If you are killed, you will automatically be
restored to the last Vita-Chamber that you
encountered on that level. You’ll have the same
resources and gear that you had at the time of your
death. The state of the level—enemies killed, still
alive, etc.—be also be the same at the time of your
death.
Health Stations
can provide you with First-Aid kits to heal
yourself. However, your enemies can also use
them as well. Vending Machines dispense
everything from ammo to EVE hypos, while Ammo
Banditos sell ammunition only.
In your explorations,
you’re likely to find all kinds of seemingly mundane
items and material. Unlike some games, in
BioShock these items and materials aren’t just
useless clutter or “stage props.” Go to your nearest
U-Invent Machine and you can turn that “junk”
into anything from specialized ammo like
Exploding Buckshot and Heat-seeking RPGs,
to Gene Tonics.
Unlike Gatherer
Garden, U-Invent and Power To The People Machines,
all the other dispensers in BioShock require
money to use. You can find money in cash
registers in most of Rapture’s establishments, as
well as on corpses and the bodies of fallen enemies,
and in a number of other places. Your wallet
can hold a maximum of $450 at a time.
Fortunately for you
(and much to Andrew Ryan’s chagrin), with some of
the brightest people in the world assembled in
Rapture, it’s no surprise that someone would find a
way to hack just about every machine and
security system in the city. In BioShock,
hacking involves changing the circuit flow on a
machine or lock, making it more “accessible” to the
user. Hacking numerous vending and service machines
in Rapture not only allows you to gain items at a
lower cost in cash or other resources, but also
unlocks things that are normally inaccessible. Hack
a Security Bot, Turret or Camera, and
you can use them against your enemies.
Anything that can be
hacked will present you with a prompt when you are
close to it. Pressing the <Hack> key will
take you to the machine or object’s Hacking Menu,
where you can determine the difficulty of the hack
and how to proceed. There are three ways to perform
a hack:
-
You can physically hack the
device.
-
You can use an Autohack Tool.
-
You can use Cash (Hacking
Buyout).
Choosing the first
method takes you to BioShock’s
connect-the-dots—or more accurately—connect-the-pipes
puzzle. Your task is to connect a series of straight
and angled pipes from Point A to B as a “metallic
liquid” flows through them. First, you must uncover
a grid of tiles to expose all of the different pipes
that make up the “circuit.” Naturally, these are all
mixed up, so you must drag and drop the right one in
place to make the completed circuit connection as
quickly as possible, while staying ahead of the flow
of liquid.
To complicate things,
there are damaged junction points you must avoid
along the route. If you don’t complete the
connection by the time the fluid reaches the last
pipe, the hack fails and you get a nasty
“short-circuit” shock that takes a bite out of your
health. If you abort the hack before you complete
it, you also get zapped.
As you progress
through BioShock, the hacks get more
complicated, the fluid flows faster, and the penalty
zaps get even nastier. Fortunately, some hacks have
special pipes that can slow down the flow of fluid,
giving you a few more precious seconds to complete
the connection. There are also Gene Tonics that
boost your hacking abilities, giving you an edge
against even the toughest hacks.
The Autohack Tool
does exactly what the name implies—it automatically
and instantly completes the circuit flow override,
unlocking the machine or device. The Autohack Tool
can only be used once. Afterwards, you throw it
away. You can only carry five at a time. And they
are very hard to come by in Rapture, even after
you’ve gained the ability later on in the game to
make your own from a number of common materials. The
Hacking Buyout works the same as an Autohack Tool,
except you use cash instead. Obviously, the number
of Hacking Buyouts you can perform is limited to the
amount of money you have at any given moment.
Although cash is a lot easier than Autohack Tools to
come by in BioShock, the hacks with more
valuable buyouts are very expensive. As a
side note, the higher the buyout is, the more
difficult the hack will be, should you attempt it.
Hacking presents the
highest risks in time and potential injury (or death
if you fail a hack while your health is critically
low), but is the most “economical” in terms of your
resources, as it does not require cash or an
Autohack Tool. But if you need to hack something in
a hurry—like a vending machine or security camera
with enemies patrolling nearby—then cash or an
Autohack Tools are the way to go. Fortunately,
BioShock isn’t so restrictive in terms of
individual player skill and preference, that you are
locked into one way of solving a problem, so you can
do whatever is comfortable and expedient for you.
Some
games leave you twisting in the wind trying to
figure out where to go, what to do next, and even
wondering what some things are and what you should
do with them. Aside from the obvious frustrations in
this, it also bogs down and distracts from any story
the game is trying to tell. BioShock’s
Quest Marker (a fancy name for a directional
arrow) always keeps you homed in on the direction of
your current objective. You can also get hints on
your current goal from the Status Menu, or by
pressing the <Hints> key.
BioShock’s
unique Adaptive Training system automatically
reminds you about things you may have missed while
you are playing. One example is that it will prompt
you with a message to purchase more Health Kits or
EVE Hypos if they’re getting low in your inventory.
Another is a warning about trying to move on to the
next level without harvesting ADAM. This is a great
feature for players new to games like BioShock
who may be wary of thoroughly exploring the game’s
large and varied levels for fear of getting lost.
For more experienced players who find the feature
more of a nag than help, Adaptive Training can be
turned off.
Placing the reticule
over searchable items will bring up a “Search”
prompt—which you can then do by pressing the
<Use> key. If the item has already been searched
and its contents removed the “Search” prompt is
grayed-out, so you don’t waste your time searching
an empty container or desk again—a simple yet
effective feature that surprisingly is omitted from
a lot of games. Holding the reticule over anything
that you can interact with for longer than five
seconds, will bring up the “What Is This?” prompt.
Pressing the <Help Message> key, will give
you information on the item.
You might think that
managing the usual shooter elements (health,
weapons, ammo) along with a wide range of genetic
enhancements would result in a cluttered, confusing
and awkward interface. That might be true for some
other games—but not BioShock. Switching
between conventional weapons, different ammo types
and Plasmids are quick and intuitive with hot keys,
or you can use the <Shift> key to bring up
the Weapon/Plasmid Selection Menus.
As with most PC games
and first-person shooters in general, although
BioShock supports Microsoft’s Xbox 360
Controller for Windows, the game really shines with
a keyboard and mouse, and you’re free to map the
keys and mouse buttons pretty much to your liking.
Although BioShock uses checkpoint saves, you
are also free to save your game at any point and
reload it—a user-friendly concept of choice
that is sadly being discarded by far too many game
studios these days.
Rapture’s Security
Cameras can really make your life difficult in
BioShock—and short if you aren’t careful. If you
are spotted by a Security Camera, an alarm will
sound, and a countdown meter resembling an old-style
automobile odometer with a red light next to it,
appears on your HUD. The meter starts a sixty-second
countdown as waves of Security Bots are sent
after you, and there are few places to hide where
they won’t seek you out and drill you full of hot
lead. Like most problems and challenges in
BioShock, there more than a few ways to deal
with them.
-
Avoid the cameras in the
first place.
-
Observe the camera's
field-of-view and search pattern (which is easy
as it shines a wide, red arc of light on
whatever it sees). Then duck past the camera
while it is looking away from you.
-
Hack cameras so the work
for, rather than against you.
-
Destroy any cameras that
are out of your reach that you cannot hack.
-
Find a Bot Shutdown Panel before
the Bots overwhelm and kill you (using the
Shutdown Panel will cost you twenty bucks). Not
only does this kill the alarm and prevent more
Bots from spawning, it disables any nearby Bots
so you can hack them and use them to escort and
protect you.
-
Do it it "Rambo" way and try to
take out all the Bots. Hope you've got a lot of
ammo, EVE Hypos and Health Kits.
-
Find yourself a Shorten Alarm
Gene Tonic that cuts the duration of alarms
in half (even Rambo needs a little help every
now and then).