

One interesting and
useful twist added to BioShock that I really
liked, is the Research Camera. Obtained
during the Neptune’s Bounty mission, using
the Research Camera allows you to gain vital
information on the subjects photographed that can be
used to your advantage. The camera assigns a rating
depending on what you photograph and how. You get
higher ratings for multiple subject and action
shots; lower ratings if you’ve already photographed
the same subject, and a penalty if the
subject is dead when you snap the picture.
Photographing
Splicers, Big Daddies and security devices will
unlock vulnerabilities that you can use against
them. Knowing that Spider and Houdini Splicers can
be taken down a lot faster and more effectively with
Anti-personnel rounds rather than standard rounds,
or that Big Daddies are more vulnerable to
Armor-piercing rounds, not only helps you to
conserve precious ammo, but can save you fewer trips
to the Vita-Chamber. You can even unlock special
Plasmids and Gene Tonics that you won’t find lying
around Rapture!
Inspired by and
sharing some of the first-person shooter, RPG traits
of the Sci-Fi cult classic
System Shock 2,
BioShock isn’t so much about terror and
horror as it is about personal survival and the
moral dilemma of placing your survival above someone
else’s—someone who was, at the onset more vulnerable
than you and is really a victim of the
situation.
That’s not to say
that BioShock doesn’t have its share of
hair-raising or unforgettable moments that send
chills down your spine. Early in the game, you
witness a cut-scene of a Big Daddy defending a
Little Sister against a Splicer who tried to attack
and kill her for her ADAM. It was downright scary
how something so big, grotesque and awkward-looking
could move so fast. The Big Daddy shakes the
floor with each step, and was on the Splicer before
he could burn through the six shots in his
revolver—which may as well have been shooting
spit-balls rather than hollow-points at the huge
man-creature. It drives its drill-arm into the
Splicer’s gut as it nearly puts him through the
wall. Then it slams the Splicer head first through
the thick, wire reinforced safety glass of the
window where you are viewing the whole nightmare
before stomping off behind the little sister like a
huge, malevolent watch dog.
While rummaging
through a ransacked and water-logged dentist’s
office in Rapture’s Medical Pavilion, I heard
someone while my back was turned. When I spun around
with the Tommy Gun ready to open up on them, there
was no one there. I thought I heard a laugh, and
then someone turned on one of the pipes,
filling the room with steam. I couldn’t see a
thing.
I braced myself for
an attack as the steam cleared. The body of a female
Splicer that wasn’t there before, was sprawled
across the reclining chair for patients. Knowing
that Splicers often “play-dead” and then attack when
you walk by, thinking that they’re just another
corpse, I fired a few bursts into her head. Turns
out she really was just a corpse. But she sure as
hell didn’t get in that chair by herself.
I continued searching
the office, doing a quick 360 to make sure that I
wasn’t being snuck up on. On a desk was a Gene Tonic
vial and some other useful items No sooner than I
approached the desk, someone laughed and turned on
the steam again. Instinctively, I did a quick
reload of the Tommy Gun and turned. The steam took a
bit longer to clear. When it did, I found myself
standing literally face to face with a Splicer who
was once a doctor—inhumanly crazy eyes; filthy,
blood-stained smock and rubber gloves; a mask that
barely hid his disfigured face, one of those goofy,
oversized magnifying glass headbands, Gestapo
boots—and one nasty-looking knife. He screamed, I
think. Maybe it was me. I almost broke the button on
my mouse unloading the Tommy Gun into him.
Gamers that have been
patiently waiting for titles that are finally
optimized for multiple core processors without
having to set processor affinities, resort to .INI
or registry tweaks and the like to deal with “issues
(performance and otherwise),” will be pleased to
know that BioShock is been optimized for
dual-core processors. If you’re still using a single
core processor whether it’s AMD or Intel, it needs
to be at least 2.5GHz or better to get what 2K Games
describes as “reasonable” performance.
Owners of older video
cards that lack Pixel Shader 3.0 support probably
won’t want to hear this, but like many of the latest
and most anticipated upcoming games that are pushing
the envelope on visuals, BioShock requires
a Shader 3.0 (or higher) video card. The sun is
setting on Shader 2.0 and 1.1 so do yourself a
favor: upgrade your video card. If you’re going to
play BioShock with all the visuals pushed as
high as they will go at resolutions of 1680 x 1050
or higher, your video card should have at least
512MB of RAM. It goes without saying that you should
download the latest drivers for your video and sound
card. You should particularly be on the lookout for
beta drivers that specifically offer improved
“compatibility” for BioShock (check the
driver’s release notes).
Unfortunately,
BioShock doesn’t have in-game support for
anti-aliasing. Although most of the game is dark,
jaggies will become noticeable in more brightly-lit
areas and really ruin the look of the game. Owners
of AMD/ATI Radeon X1900 and X2900 series cards, and
GeForce 8000 series cards should have no trouble
forcing anti-aliasing through their driver control
panels. BioShock natively supports widescreen
LCD resolutions—though there was initially an issue
with how the FOV (Field of View) was implemented.
Fortunately, Racer_S over at
ToCA EDIT 3.0,
who is well-known for his elegantly simple utilities
that enable widescreen support in games that don’t
have it, stepped up and solved the problem with this
little utility
for BioShock (which now works under DirectX
10).
BioShock
supports both Windows XP (with Service Pack 2) and
Windows Vista, which offers some additional DirectX
10 eye candy—dynamic water ripples, soft particle
edges and crisper shadow edges—although as you can
see from the screenshots, with the right video card
you’ll hardly be dissatisfied with the way the game
looks under XP and DirectX 9 with all the visuals
maxed out. The game doesn’t have Tray n’ Play
support under Windows Vista, which is the ability to
play BioShock shortly after the DVD is
inserted in the into the disc drive, while the game
installs itself to the hard drive in the background.
Since BioShock is single-player only
PC and Xbox 360 gamers won’t be playing BioShock
against one another via Microsoft’s LIVE services
any time soon. And since there’s no Windows LIVE
support, you can’t earn Achievement Points
playing BioShock as you could with Halo 2 for
Windows Vista’s single and multiplayer campaigns.
What BioShock
does have that gamers could definitely do
without is product activation with a technology
known as SecuROM. When BioShock was
launched last month, there was justifiably a big
brouhaha over 2K’s activation servers getting
overwhelmed—resulting in a lot of people not being
able to activate and play the game they paid
for. Then there was controversy over the two
activations and “Yer Out!” limit (which has
since been raised to five activations). You can
check out the stir the SecuROM issue has caused over
on the 2K Forums
here. With
all the bad publicity, lost customers and sales
resulting from these draconian, anti-consumer
technologies, you’d think someone at 2K and
all these other companies jumping on the DRM
bandwagon would get a clue…
Normally
relying on recorded diaries to piece together the
plot of a game can be risky and ineffective if the
player doesn’t find all of the “pieces to the
puzzle” while exploring the game’s levels, as
information can be missed that can leave more
questions than answers. Fortunately the recordings
left behind by Rapture’s citizens that can clue the
player in to the main elements of the plot are
located in conspicuous places where they are
unlikely to be missed. All the others that you may
happen to come upon simply add additional “color” to
BioShock’s already fascinating and compelling
story. Thanks to the excellent voice acting behind
these recordings, it’s difficult not to feel
something—good or bad—about the people who left them
behind as well as Rapture’s few surviving characters
who have managed to hold on to their humanity.
Ryan’s harangues, threats and vicious taunts as you
defeat every obstacle he throws in your path as you
fight your way closer to him, are particularly good.
The authentic, period
music is excellent, as is the music that sets the
mood for different scenarios in the game. It’s
ironic that games are criticized for not being “art”
or having any redeeming artistic value. Thanks to
games like BioShock (and iTunes), an
entire generation are discovering classic artists
like
Bobby Darrin
(Bobby performs
“Beyond the Sea”
in the BioShock TV commercial, and on one of the
jukeboxes in Fort Frolic).
BioShock
will take you 15-20 hours to complete, which may
seem like a long time compared to single-player
campaigns in most games which also have multiplayer
content. But you’ll be surprised how quickly those
15-20 hours go once you start playing the game and
really getting into it. It would be impossible for
you to find and take advantage of all the Plasmids,
Gene Tonics and experiment with their use in just
one run-through of the game, so there definitely is
some replay value for those who want to try
different methods and tactics in dealing with
enemies and problem solving. The only effect that
BioShock’s three difficulty levels have are the
amount of damage that you and the game’s enemies can
dish out and take—with the scales tipped towards
your foes.
Choosing whether to
harvest or help the Little Sisters, or a combination
of both, doesn’t really effect events in the game in
a major way—though it will elicit certain
favorable or unfavorable responses from Dr.
Bridget Tenenbaum—the creator of the Little
Sisters and one of Rapture’s few surviving
scientists that hasn’t mutated into a Splicer. And
it will determine the cut-scene movie you’ll see
once you’ve finished the game. The final, epic
“boss” battle between you and a surprise enemy that
you “won’t see coming” until you’ve completed three
quarters of the game (while learning a few startling
things about our hero Jack), will end the same,
regardless.
I think BioShock
should have and would have been even more powerful
and edge-of-your-seat frightening, if more work had
gone into the appearance of some of the
characters. Obviously, the most menacing and
intimidating foes in the game are the Big Daddies.
The way dust rises from the floor and shakes with
each step like a small earthquake when they walk.
Their inhuman, whale-like moans. The way their
helmet lights suddenly glow bright red when they’re
angry, and the terrifying speed and agility they’re
capable of in spite of their size. Although I
absolutely dreaded having to take them
on—even with upgraded firepower and
Plasmids—fighting them was the most satisfying and
thrilling.
Splicers, on the
other hand, who were more than effective as crazed,
dangerous adversaries, were neither scary or
intimidating as they should have been—not even the
ones most deformed from excessive Plasmid and Gene
Tonic use. BioShock’s Splicers look more
comical than frightening or macabre, including
the ones who hide their faces under the New Year’s
costume masks. The blood they spill that looked more
like shiny, purple milk, didn’t help matters. Though
I suppose you could say that Plasmid and Gene Tonic
abuse might have been responsible for that. Even the
Little Sisters when rescued and returned to normal
look a bit too much like they belong in a
Saturday-morning cartoon. Had these characters been
made to look more human, they would have had
a much more dramatic and emotional impact on the
player. Interestingly enough, Sander Cohen—lunatic
avant-garde artist and musician of Rapture’s Fort
Frolic (who also enjoys mummifying corpses in
Plaster of Paris and turning them into statues in
his spare time), was the most convincing and
creepy-looking Adam-inflicted character of them all.
The
Vita-Chambers are bound to have their fans and
detractors. On one hand, they remove a lot of the
frustration many experience with games that drag you
through a “Die-Reload-Die-Reload” ritual with
enemies that have excessively high hit-points,
over-powered weapons, and respawn everywhere but the
kitchen sink in the name of creating a “challenge.”
On the other hand, combined with the ability to save
and reload games wherever and whenever you want, the
Vita-Chambers run the risk of making BioShock
a bit too easy, reducing some of the game’s fear and
tension you can experience knowing that one false
step or over-confidence can have severe
consequences. Until AI routines in games are
improved to the point where they can provide a
reasonable challenge for gamers at all skill levels
without making them feel unrealistically
overwhelmed, I’d rather see a game err on the side
of being a little too easy than being ridiculously
hard.
One issue I
encountered was after killing a Splicer. As they lie
dead, one part of their body—a hand, leg or
foot—would always move back and forth like a
windshield wiper. If this was intentional on 2K’s
part to be comical, then it worked, as more than a
few dead Splicers looked like they were lying there
waving “bye-bye” to me after busting a few caps in
them. Whether it was on purpose, or more likely, a
bug in BioShock’s physics engine, it turned
into a distraction after awhile. I also found it a
bit unrealistic and annoying that BioShock’s
enemies could always find you, no matter how much of
an effort you made to remain stealthy or hidden out
of sight.
Creative’s Sound
Blaster X-Fi is recommended as the sound card of
choice by 2K for BioShock. But even with the
latest Windows XP drivers for my X-Fi card, I still
experienced an issue with the game’s randomly
dropping out once in awhile. Finally, the Saved Game
menu doesn’t have a button or key that allows you to
delete some of your older saved games, leaving you
with quite a long list of saves to scroll through.
In spite of being
weighed-down by SecuROM, and a few minor issues,
BioShock is edgy, imaginative, exciting and
visually stunning with an intriguing storyline that
will keep you hooked and playing to the end, with a
near-perfect balance of action and strategy. No
gamer looking for a breath of fresh air among the
recent crop of “me-too” first-person shooters should
miss it.
