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BioShock
File:Bioshockcoverfinalcropped.jpg
Developer(s)2K Boston/2K Australia
Publisher(s)2K Games
EngineCustomized Unreal Engine 3
Platform(s)Xbox 360, PC (Windows)
Release


[citation needed]
[1]
Genre(s)First-person shooter, Adventure, Action RPG, Survival horror
Mode(s)Single player

BioShock is a first-person shooter video game by 2K Boston/2K Australia (previously Irrational Games[5]) The game is a PC and Xbox 360 title. It was released on August 21 2007 in North America and on August 24 2007 in Europe and Australia.[6]

Set in 1960, the player assumes the role of a plane crash survivor named Jack, who must explore the dystopian underwater city of Rapture and survive the mutated beings and mechanical drones within it. The game incorporates elements found in role-playing and survival horror games, and is described by the developers as a "spiritual successor" to their previous title System Shock 2.[7]

Gameplay

BioShock is a first-person shooter with RPG customization elements similar to System Shock 2. A 14 minute video showing gameplay and some of the game's AI was released on September 20, 2006.[8]

The player collects weapons, health packs, and Plasmids that give him special powers such as telekinesis or electro-bolt, while fighting off the deranged population of the underwater city of Rapture. The player at times will need to use stealth to slip by security cameras and foes, and can also hack into security stations to turn automated drones to his side.

The main resources in the game are ADAM, EVE, and Money. ADAM is used for character growth, EVE (which is similar to "mana" or "MP" in fantasy RPGs) allows the use of Active Plasmids, and Money allows the purchase of special items and ammunition as well as "buying out" (effectively bribing) security bots and turrets.

To adapt and advance his or her character, the player can spend ADAM to gain Plasmids to give himself new or enhanced abilities. These are grouped under the Combat, Engineering, Active, and Physical trees. The "Active" Plasmids are essentially alternate weapons, activated by the player in order to be used. The other classes of Plasmids (referred to as Tonics) are passive ability-boosters. One Tonic (Camouflage) causes the character to become invisible when he is not moving.

Plasmids are versatile, and the player can use them in concert with each other and the environment to great effect. For example, one of the first bosses the player will face is a crazed surgeon. The player can use Incinerate to set him on fire, then as he tries to put himself out in a pool of water the player can use ElectroBolt to electrocute the water. While he is stunned and convulsing, the player can hack a nearby medical station, which can be facilitated with plasmids like Speedy Hacker, so that it will poison the surgeon when he tries to heal himself. Telekinesis can be used on all physically simulated objects; not only can the player catch grenades or rockets and throw them back at an enemy, he can also pick up a burning object or corpses and throw it to set an enemy on fire, or even defuse and re-set traps. The player has a limited number of slots to use on different types of Plasmids, so they have to decide which ones to arm themselves with and which to put into storage.

Some (if not all) Plasmids alter the character's appearance, keeping up with the theme of "sacrificing your humanity" referenced by Ryan in one of the game's trailers.[9] For example, upon selecting Incinerate the character's skin begins to glow red and flames radiate from his fingers. However, selecting a weapon will revert the skin back to normal, suggesting that any physical alterations Plasmids confer are temporary. The 'improved' versions of Plasmids have a more drastic effect on the player's appearance; the initial Electro-Bolt Plasmid has little effect on the player's appearance - when upgraded to Electro-Bolt 2, however, warts and skin disfigurations can be clearly seen on the player's hand. In all, there are over 70 plasmids and tonics.

The player can customise weapons to hold bigger magazines, to augment firepower, etc. at special-purpose machines called Power To The People stations. The player can also equip each weapon with three different kinds of ammo (for example, the revolver can shoot normal, anti-personnel and armor piercing bullets). There is also a camera in the game that analyzes enemies, granting the player increased damage, Plasmids, and other bonuses when more pictures of certain enemies are taken.

The player also has access to several types of vending machine, including: U-Invent, which combines several types of scrap found in Rapture to make ammo, tools, and more; The Circus Of Value, which is essentially a regular vending machine dispensing anything from cakes to first aid kits to ammunition; The Ammo Bandito, which is another vending machine that specializes in ammo and offers more specialized types of ammo; and other more specialized machines such as health stations.

Instead of reloading a saved game state if death occurs, the player will simply respawn at the nearest Vita Chamber.[10] This convenience is not available during the final boss fight.

Story

Setting

The underwater city of Rapture

The game takes place during 1960 in Rapture, a fictional underwater city built on the mid-Atlantic seabed. Constructed in late 1946 by industrialist Andrew Ryan, Rapture was envisioned as an Objectivist utopia, entirely self-sufficient and geothermally powered by submarine volcanoes. During the early 1950s, Rapture's population peaked at several thousand, though ranks of elite grew out from the rest, discomforting many.

The discovery of ADAM, stem cells created from a species of sea slug, by Dr. Bridgette Tenenbaum further upset the social balance. ADAM's prevalence greatly accelerated genetic engineering research, creating a plasmid industry that sold everything from incredible cures to telekinesis, with active abilities like the latter requiring a serum, EVE. To effectively harvest ADAM, Dr. Tenenbaum created Little Sisters: young girls with the slug embedded in their bodies and mentally conditioned to recognize the dead as "angels" and extract the ADAM from them, processing it within their own bodies.[11] The Big Daddies were simultaneously created to protect them, armed and highly-enhanced humans within diving suits that escorted the Sisters.

Ultimately, Ryan's paranoia of the outside world led to the city's downfall. Strictly forbidding outside contact to keep Rapture a secret, a black market in smuggled goods arose, and former mobster Frank Fontaine came to dominate it. Fontaine's resulting wealth, combined with his early and constant support of Tenenbaum's research, soon gained him enough power and followers to challenge Ryan for control of the city. At the same time, a man known as Atlas began organizing the lower classes to further undermine Ryan. On the eve of the 1959 New Year, Atlas initiated a riot that collapsed Rapture's society, the lower classes using all the ADAM they could find to overwhelm the upper classes.[12] A few members, such as Ryan and Dr. Tenenbaum, were able to lock themselves away from the riots, but most of the population was killed in the attacks. The surviving attackers became known as Splicers due to their excessive use of plasmids, and have continued to scavenge the city ever since.[13]

Plot

Two Splicers attack a Big Daddy defending a Little Sister while the player watches

The player takes the role of Jack (taken from the name on the package he holds), a passenger on a plane that crashes over the Atlantic Ocean in 1960. After surfacing, he swims to a lighthouse near the crash site, and finds a bathysphere terminus inside. Descending into the ocean, he discovers Rapture, which has fallen into chaos. Upon arrival, Atlas assists Jack via radio in making his way to safety through the Splicers, while Ryan, believing Jack to be a government agent, uses Rapture's automated systems and his pheromone-controlled Splicer armies to try to kill Jack. Atlas tells Jack that the only way he can survive is to inject himself with plasmids and to use the abilities they give him, as well as killing the Little Sisters to extract their ADAM. However, Dr. Tenenbaum insists that Jack only kill the sea slug embedded in each Little Sister, so as to rescue the human girl; she promises that she will reward him greatly for saving the girls.[14] As Jack works his way through the city, he learns through audio journals and diaries of the inhabitants about Rapture's fate. Atlas' past actions have led Ryan to kidnap his wife and child and lock them in a submarine. While Atlas and Jack are able to make their way to submarine bay, they are not able to stop Ryan from blowing up the submarine; an enraged Atlas tells Jack he must find and kill Ryan.

Jack makes his way to Ryan, who then stops putting up any resistance to Jack's efforts. Instead, he reveals to Jack why he is here: Jack was actually born in Rapture two years ago, having been genetically modified to mature rapidly; he is Ryan's illegitimate son as a result of an affair with Jasmine Jolene, an exotic dancer.[12] Ryan further informs Jack that he was trained by Fontaine to be an assassin through mental conditioning triggered by specific phrases, then sent topside with specific instructions to hijack and crash an airplane to allow Jack to return to Rapture. Ryan calmly demonstrates Jack's lack of free will by using the trigger phrase "Would you kindly...". He then orders Jack to kill him. Jack realizes that Atlas has been using that same phrase since he arrived in Rapture. After Ryan is dead, and Jack puts the city in his hands, Atlas reveals himself to be Fontaine. With Ryan dead, Fontaine no longer needs Jack, and leaves him at the mercy of the reactivated security systems. However, Dr. Tenenbaum and her Little Sisters help Jack escape trough the vent system, where he falls and loses consciousness.

When Jack awakes, Dr. Tenenbaum assists him in breaking the remaining conditioned responses, some of which she had deactivated previously. During the subsequent pursuit of Fontaine, the doctor predicts that the only way to get through the last few obstacles would be to assemble a Big Daddy suit and follow the rescued Little Sisters through passageways only they can open. By the time Jack reaches him, Fontaine has injected himself with vast amounts of ADAM, becoming an inhuman monster. Jack and the Little Sisters are eventually able to subdue Fontaine, when the Little Sisters swarm Fontaine and stab him to death with their ADAM needles. Three endings are possible depending on how the player interacted with the Little Sisters. If the player did not harvest any, the ending shows the rescued Sisters returning to the surface and living full lives under Jack's care. Otherwise the ending shows Jack turning on the Sisters after defeating Fontaine; at some later point, a naval submarine carrying submarine-launched ballistic missiles comes across the wreckage of the plane, where it is surrounded by bathyspheres and attacked by Splicers. There are two variations of the "harvest" ending; if the player only harvested Sisters, Dr. Tenenbaum's voice during narration is harsher, while if the player both harvested and rescued the Sisters, Dr. Tenebaum's voice is softer and resigned in tone.

Development

BioShock/sysreqs

Story

Originally, BioShock had a significantly different story compared to the released game, where the main character was a "cult deprogrammer"—a person charged with rescuing someone from a cult, and mentally and psychologically readjusting that person to a normal life.[15] For example, Ken Levine cites an example of what a cult deprogrammer does where "[There are] people who hired people to [for example] deprogram their daughter who had been in a lesbian relationship. They kidnap her and reprogram her, and it was a really dark person, and that was the [kind of] character that you were."[12] This story would have been more political in nature, with the character hired by a Senator to initiate these actions.[12] While the gameplay with this story was similar to what resulted from the released version of the game, the story underwent changes, consistent with what Levine says was then-Irrational Games' guiding principle of putting game design first.[15]

Influences

In response to an interview question about influences from the gaming website IGN, Levine said, "I have my useless liberal arts degree, so I've read stuff from Ayn Rand and George Orwell, and all the sort of utopian and dystopian writings of the 20th century, which I've found really fascinating."

In regards to artistic influences, Levine was quoted in Electronic Gaming Monthly as saying, "As a kid, I was obsessed with 1984 and Logan's Run. I love exploring what happens when good ideas fall apart." One reviewer has also compared BioShock to Orson Welles' 1941 film, Citizen Kane; although the film and game are set on opposite sides of the World War 2 era, they share some symmetry in their themes of lost innocence.[16]

In the realm of current events, Levine has also mentioned an interest in "stem cell research and the moral issues that go around."[17]

Similarities to System Shock series

According to the developers, Bioshock is a spiritual successor to the System Shock games, and was developed by former developers of that series. Levine claims his team had been thinking about making another game of that type since System Shock 2.[18] He pointed out many similarities during his narration of a video initially screened for the press at E3 2006:[19] There are several comparable game play elements: Plasmids serve the same function as Psionic Abilities from System Shock 2; the player needs to deal with security cameras, turrets, and drones with the abilities to hack these; ammo conservation is stressed as "a key gameplay feature," and audio recordings serve as the same storytelling device that email logs did.[19] The use of "ghosts" from System Shock 2, phantom images who replay tragic incidents in the places they occurred, also exist in BioShock, as do modifiable weapons with multiple ammunition types. Additionally, Atlas guides the player along with a radio, much in the same way Janice Polito did in System Shock 2.

Engine

BioShock was initially developed using an enhanced version of the Vengeance engine, the highly modified version of Unreal Engine 2.5 technology used by previous Irrational titles Tribes: Vengeance, SWAT 4, and SWAT 4: The Stetchkov Syndicate. In an interview at E3 in May 2006, Levine announced a switch to a modified Unreal Engine 3.0. Levine emphasized the enhanced water effects, which he claimed would be very impressive: "We've hired a water programmer and water artist, just for this game, and they're kicking ass and you've never seen water like this."[20]

BioShock utilizes the DirectX 10 feature set when available, but it will also run on older DirectX 9 hardware.[21]

While industry rumors suggested that there might be a PlayStation 3 version of BioShock, based on the presence of text referencing the PlayStation 3 in the PC demo's configuration files, Ken Levine has denied that there is any PS3 version in development. The demo is reportedly from an older build of the game, and an exclusive deal has been signed with Microsoft since then, limiting the title to Windows and Xbox 360.[22]

Demo

A demo was released on Xbox Live Marketplace on August 12, 2007.[23] The PC demo was officially released on August 20, 2007.

Larry Hryb chatted with Ken Levine on his podcast about the BioShock demo.[24] The demo contains the first 45 minutes of the game and includes a beginning cinematic that established a setting and beginning plot lines. The demo also introduced some minor changes such as an extra plasmid and weapon, alongside an earlier security system presence. These were introduced to give players a better idea of the full game.

Updates

On September 6th, 2007, the Xbox 360 version received an update that "improves stability when loading autosaves and overall game stability, corrects audio during title menu loading, and addresses AI behaviours regarding use of health stations." Users will be prompted to download the auto update next time they start BioShock. The patch, however, has been critized of introducing several problems to the game including occational freezes, bad framerates and even audio-related issues. The problem seems to be with the game's caching and is quite easily fixed according to news at Worthplaying. Immediatly after the game is started, the player should hold LB and RB until the 2K logo has appeared, thereby clearing the games cache. This should eliminate any patch-related problem that the player has experienced prior to the fix.[25]

Reception

Reviews
Publication Score
Xbox 360
1UP.com 10/10[26]
Electronic Gaming Monthly 10/10[27]
Eurogamer 10/10[28]
GameSpot 9/10[29]
Game Informer 10/10[30]
Gametrailers 9.5/10[31]
IGN 9.7/10[13]
Official Xbox Magazine UK 10/10
PC
PC Gamer UK 95/100[32]
PC Zone 96/100[33]
Compilation review site Aggregate score
Game Rankings Xbox 360: 96% (52 reviews)[34]
PC: 96% (23 reviews)[35]
Metacritic Xbox 360: 96/100 (61 reviews)[36]
PC: 96/100 (23 reviews)[37]

Pre-release awards

At E3 2006, BioShock was given the "Game of the Show" award from various online gaming sites, including GameSpot,[38] IGN,[39] GameSpy[40] and GameTrailers's Trailer of the Year.

Reviews

BioShock has received "universal acclaim" from critics and has been reviewed very highly.[41] At Game Rankings, BioShock holds an average review score of 96% for the Xbox 360, making it the highest rated Xbox 360 game released to date and the 7th highest rated game of all time,[42] and 96% for the PC, making it the highest rated PC game released to date and the 8th highest ranked game of all time.[43] The game has been cited as having an "inescapable atmosphere,"[44] "inconceivably great plot" and "stunning soundtrack and audio effects."[45] The gameplay and combat system have been praised for being smooth and open-ended.[30][13] Overall, reviewers have noted that the combination of the game's elements "straddles so many entertainment art forms so expertly that it's the best demonstration yet how flexible this medium can be. It's no longer just another shooter wrapped up in a pretty game engine, but a story that exists and unfolds inside the most convincing and elaborate and artistic game world ever conceived."[28]

A few points of criticism have come across so far. The recovery system through Vita Chambers, which revive a defeated player but do not alter the enemies' health, possibly makes the game too easy for more experienced gamers.[46] In the PC version, IGN noted that switching between weapons or plasmids is easier using the mouse than the radial menu in the Xbox 360 version, as well as the graphics being slightly better with higher resolutions.[47]

Sales

By September 10, 2007, 2K Games has stated that over 1.5 million copies of BioShock have shipped since release.[48]

Post-release awards

BioShock received an award for Best Xbox 360 Game at the 2007 Leipzig Games Convention.[49]

Technical issues

Issues with the Field of View

Overlay of two screenshots, one taken using widescreen settings, and one taken using standard 4:3 settings, demonstrating the differences in the field of view. The red tinted areas are those present in the standard image only.

With the release of the PC demo, several players noted that BioShock "seemed to use a cropping method for its widescreen display, cutting down on the vertical view rather than expanding the horizontal width."[50] This display method seemed to contradict a previous statement made by 2K Boston lead programmer Chris Kline in May 2007 that "the game will render in full 16:9 aspect ratio, with no letterboxing" and "you will see more in widescreen. We use a different projection matrix; there is no squashing or stretching of the image involved."[51] However, it was determined that it was not the case that the widescreen version was a letterbox version of the 4:3 display, but instead that the field of view (FOV) was set in such way that gave the 4:3 screen a larger vertical view. 2K Games stated that the FOV was designed this way intentionally.[52][53] On August 23, 2007, 2K Games announced that they will release a patch that will allow PC users to change the FOV value.[54]

Issues with SecuROM activation and copy protection

When BioShock was released, the client only allowed for two installations and required an Internet connection in order to activate the product. Due to criticism, this limit has been increased to five activations. After the five activation limit is reached, the user must manually activate the product again via telephone support due to a new version of the content protection system known as SecuROM.

2K Games has responded to the criticism by stating that a special-purpose pre-uninstallation utility that will refund activation slots to a user will be developed and made available in the future.[55] If the yet-to-be-released application is not used before uninstalling the game, SecuROM considers the player to still be using the game, and the activation is unrecoverable without contacting SecuROM and sending them a picture of the DVD and the booklet with the CD key in order to get a new key or deactivate old installations.

SecuROM will abort running (thus aborting the game too) if it finds specific blacklisted tools running. Microsoft's RootkitRevealer software tool identifies SecuROM as a possible rootkit due to the insertion of null keys into the registry that cannot be removed using Windows' built-in Registry Editor.[56] This has caused some confusion, but 2k Games has confirmed that it is not a rootkit.[57] These keys remain on the system even after BioShock and SecuROM are uninstalled,[58] with SecuROM currently providing no means to delete the registry keys, instead one may use Microsoft's RegDelNull to remove the registry keys. According to Ken Levine, what is installed on the user's system is not a rootkit.[59]

SecuROM has also been reported to be responsible for a cancellation of a midnight release in Australia due to downtime of the 2K Games servers on August 23, 2007, as the game would be unplayable until they were back up.[60]

The BioShock demo also installs SecuROM.[61] The SecuROM software remains on the system with no option for uninstallation, even if the demo itself is removed.[62]

Ken Levine, lead designer for the game, stated that it will be removed at some undisclosed point in the future.[63]

Limited Collector’s edition

On March 29, 2007, Take-Two Interactive responded to a fan-created petition for a special edition. Take-Two stated that they would publish it if the petition received 5,000 signatures. The number was reached after five hours. Subsequently, a poll on the Cult of Rapture website was posted where visitors could vote on what they would most like to see in a special edition, and the developers would take this poll into serious consideration.

On April 23, 2007, the Cult of Rapture website confirmed that, within the US and Canada, the Limited Collector’s Edition would be sold exclusively from EB Games and GameStop stores.[64] It would include a 6" tall Big Daddy figurine (many became damaged from improper packaging, although a replacement scheme for the USA and Canada is in place), a "Making Of" DVD and a soundtrack CD. The soundtrack CD was reduced to an EP titled The BioShock EP and contains three tracks from the game remixed by Moby and Oscar the Punk. The tracks are "Beyond the Sea", "God Bless the Child", and "Wild Little Sisters".[65] The box features a cover graphic designed by a graphic competition winner Adam Meyer.[66]

Art book

On August 13, 2007, "BioShock: Breaking the Mold" was released for free by 2K Games on their official website. Containing artwork from the game, it is available in both low and high resolution PDF format.[67][68] 2K Games has stated that a printed version of the art book will be sent to owners of broken Big Daddy figurines as compensation for the time it will take to replace them.[69]

Soundtrack

On August 24, 2007, 2K Games released an orchestral score soundtrack on their official homepage. Available in MP3 format, the score composed by Garry Schyman contains 12 tracks from the game.[70]

The Limited Edition version of the game came with the Rapture EP, a disc of remixes by Moby and Oscar The Punk.[71] The three remixed tracks on the CD include "Beyond the Sea", "God Bless the Child" and "Wild Little Sisters", variations of which appear in their original format in the game.

Licensed tracks

In BioShock, the player will encounter phonographs that broadcast music of the 1940s and 1950s. The following is a list of licensed music tracks that can be heard throughout the game.

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  70. ^ Cult of Rapture Orchestral Score Released for Free
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