Bioshock
Format reviewed: Xbox 360
Developer: Irrational Games
Publisher: 2K Games
Yes, the biggest game of the year sneaks in whilst other contenders slip back. Its received some astronomical critical praise but opinion is divided and some super spastics are selling it on. So, how do I feel about the spiritual successor to System Shock 2? Pretty good, actually.
System Shock 3
In essence, this game is a System Shock title running in an Unreal 3 environment. It borrows heavily from the 1999 PC release and then adds more to the mix. Youve got the regurgitating chambers thatll respawn you after death; youve got vending machines to buy stuff and you have a hacking system that can pretty much become a regular occurrence, if you let it.
Also, it thrives on its atmosphere. You get nice ambience throughout this game and no score is needed to set any tension up. Enemies will give up their position with their ramblings (which, while good, tend to repeat themselves too much) and water flows from every orifice in Rapture. Youve got this wonderful art deco design littering the place and skylights letting in whatever light you can get at the bottom of the ocean.
In fact, thats probably my first criticism of the game. Whilst some areas are wonderful and try to offer some variance in the games look, it still looks grim. Yet, I cant honestly see Rapture looking any other way. Much like how I cant see any of System Shock 2s ships looking any other way. How else do you expect a man-made underwater city to look?
Bioshock offers more systems, though. Hacking is completely overhauled into a mini-game reminiscent of Pipemania. It can get massively repetitive and some of the hacks you have to perform seem unforgiving. Luckily, some machines will offer buy-outs or you can automatically hack it with tools. There are also the ADAM and EVE systems. ADAM is the main currency of Rapture as everybody scrambles for some self-improvement. To get it, you must get to Little Sisters. Once acquired, you can gather some extra Plasmids, open up new slots for them and basically power-up your nameless antagonist as you see fit. Money is used to buy items such as medkits and ammo. You can also invent ammo with little tit-bits you grasp along the way.
Gather Round, Kens got a Story to Tell
The game opens with a tiny cutscene that basically outlines the fact youre in a plane crash and youve managed to become the lone survivor. Luckier still, theres a lighthouse ahead and the sea is calm enough for you to swim to it. Once you enter the lighthouse, you discover its actually Raptures discreet entrance. One the lights kick in, youre confronted with a spectacular gold bust of Andrew Ryan, Raptures architect.
Along the way youll pick up more of the story via audio diaries and some radio chatter. To get to these diaries, you have to explore Rapture. Plenty of them are dotted around the main drag but ultimately, you wont get a complete picture of Raptures downfall. The tale this game tries to tell is rather deep. Touching on philosophies and the futility of man, Raptures narrative intends to really provide an ambitious story. Coupled with the atmosphere, it can really pull you in.
Artificial Intelligence
Now we come to what Ken and the others were raging about with all their gameplay videos and show demos. The ecology of Rapture or, to put it another way, how the AI react or go about their daily business. Its a bold idea and a difficult one to achieve, but its managed. Enemies will basically stumble around looking for things and usually continue until they clock eyes on you. At which point combat takes over. Now, FPS purists dont seem to like the splicers methods of execution. Personally, I love it.
Rather than them developing military tactics, running for cover and trying to outwit you, they become rather erratic, strafing and becoming rather difficult to anticipate and destroy. Much like when you step into a deathmatch mode on any other first person shooter. Theres also a sense of planning that seems to creep in to certain fights. Thanks to the Plasmid system, youre given the option not to waste bullets. See on oil slick on the floor? Entice splicers into it and light the buggers up. Set one on fire and watch as they run for water. Then promptly shock them to death. It encourages you to be inventive. You can have some real fun with the system. You can also rig healing machines to poison splicers.
Then we come to the Big Daddies. Theyre at the heart of one of the most intriguing relationships of the game. They protect the ADAM-rich kiddies known as Little Sisters. ADAM makes the world go round and splicers will regularly throw hands with the tankish drill-armed bodyguards. When not in battle, they wander around whacking on vents to bring the Sisters into play. You can have a lot of fun just watching them jog along like wildlife. Obviously, the game has always played up to this morality aspect.
Thats another wee criticism. The morale choice isnt much of a choice at all. Its straight-forward, black and white stuff. Kill the bairn or divnt. Either way youre rewarded. Theres no grey middle with you genuinely thinking about it.
Theres also an issue with Vita Chambers. Theyre a system you can really abuse. Still, they come in very handy with certain boss fights and Big Daddy scraps. Ultimately, its up to you if you want to use them.
In Conclusion
So, is it really deserving of the critical orgasms its provoking? Not entirely. Bioshock, however, is a really impressive and ambitious experience. It rewards exploration and inventiveness. As a shooter, its hardly top of its class but as a whole package, it certainly should be a game worth playing. Certainly the 360s game of choice, in my eyes. One of the real milestones of this generation, I would say. It gets me really thinking with its handful of intriguing characters and a game hasnt done that to me in a long while. I would certainly encourage others to give this a spin.
On the negative side, combat can become repetitive, not aided by the potentially gamey but necessary respawning of enemies. Vita Chambers provide players with the possibility of cheating the way through and wearing down tougher enemies and Raptures environments dont particularly seem varied. After seeing the grandeur and spectacle of the games opening, it seems disappointing.
Overall, though, its a stunning 12-20 hours of your time and it encourages you to replay it. With any luck, you can get it second-hand for 30 from some elitist prick who didnt like it.
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