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     BioShock

            BioShock, it would be easy to say, has been one of the most highly anticipated titles to arrive for the Xbox360 since launch. Alongside the likes of Halo 3, Lost Planet: Extreme Condition, Too Human, MElectronic Theatre Imageass Effect and Blue Dragon, BioShock is a title that’s been floating around the release schedule since before the systems launch, and so with it brings very high expectations.

            As the spiritual successor to the System Shock series (two releases from 1994 and 1999 respectively, System Shock and System Shock II) BioShock stands to gain only more anticipation, with the earliest of releases – although being the definition of a commercial “flop”, selling only 170,000 units – being acclaimed as one of the defining ancestors of the “intelligent” First-Person Shooter genre. With series as prestigious and varied as Half-Life, Resident Evil, Splinter Cell and the enigmatic Metroid Prime all owing a debt of gratitude to BioShock’s forbearer, it’s clear the pressure is mounting upon the title.

            BioShock does well to immediately disperse any preconceptions of the game. Although following the tried-and-tested route of creating a dramatic opening to envelope the player directly into it’s story from point-one, it does it well, and BioShock draws you into it’s world within minutes; the world of Rapture. An underwater civilisation built in the 1950’s (the title itself is set in 1960), Rapture has been ravaged by corrupt officials, and the gene-splicing discoveries of ADAM and EVE.

            As a story-driven game, BioShock doesn’t follow an a-typical Level Structure. Although it’s easy to define progression through the title and establish a personal scale for each players individual advances through the story, the only relation to such in-game would be the different locations visited within Rapture – separated by Bulkhead or lift – and while each location follows an exemplary Difficulty Curve, each varies drastically in scale with no relation between one-and-the-next. The Level Design, however, is near-faultless, with each area becoming more intriguing than the next. Unfortunately, the tales of a Free-Roaming experience Electronic Theatre Imageappear to have been greatly over-exaggerated by past Press Releases. While the title gives the impression that the whole of its’ subterranean-scape is at the player’s disposal at any point, the reality is a much more linear experience. Returning to key areas as requested times is vital, however voluntary re-treading is infinitely pointless.

            Drawn from the title’s predecessor are several inspired features. Much-touted are the Plasmids and Tonics, items which grant the player unique abilities when equipped, as are the customisation options for weaponry. While the abilities granted are clearly of benefit to the game, the truth in their use is more that of item-collecting akin to Metroid Prime as opposed to the “RPG-lite” tagline that has been thrown around the title for some months. Plasmids and Tonics are inserted into a limited number of Slots, of which the player can unlock more by purchasing the option with ADAM at the correct Vending Machine. Plasmids are assigned to the L Trigger, and are limited by the amount of EVE the player has – represented by a blue Meter and counter on the top-left of the screen, below the red Health Meter. An obvious evolution of the Psionic Abilities featured in System Shock, freezing enemies, electrocution, incineration and many other abilities become available, and often will also help towards finding hidden items. Tonics do not require the use of EVE, and are much greater in number. Offering extra Health from First Aid Kits or improved Hacking ability, amongst others, the Tonics are divided into Combat, Engineering and Physical Slots.

The titles' weaponry is well designed. Feeling somewhat limited, the guns have graciously been adjudicated to give a feeling of being overwhelmed at most points – another trait that has been continued from the title’s spiritual precursor. A couple of interesting additions to the generic line-up of Pistol, Shotgun, Grenade Launcher and co., and two optionsElectronic Theatre Image for upgrading with each weapon – typically one each for ammo consumption/quantity/reload time, and another for increasing damage - creates enough variety for the length if the title. Three ammo types are available for each weapon, selected via presses of the Up, Left, or Down directions on the D-Pad. Selecting either Plasmids or Weapons is placed upon the L Button and R Button respectively, and can be either scrolled through or utilised as a short-pause for selecting from a Wheel Menu when the button is held.

The enemy variety is poor, to say the least. While the main enemies, Splicers, come in a variety of forms, it is nigh-on impossible to tell which you are about to encounter until merely feet away, or under an incoming attack from their faction-assigned weapons. The Big Daddy’s come in two varieties. Undoubtedly, the player will recognise the enemy immediately upon first encounter, as no information about the game has ever been forthcoming without referring to the hulking monstrosities at some point. Bouncers and Rosies, combat and long-range orientated, are incredibly tough, and have the job of protecting Little Sisters; the game’s main morality twist.

Little Sisters harvest ADAM from corpses littered around Rapture. When encountered – after having defeated their accompanying Big Daddy – the player is asked whether to Harvest or Rescue to the Little Sister. Harvesting will result in a bounty of ADAM, whereas Rescuing the Little Sister will still grant the player with some, although considerably less. The truth about exactly what the Little Sisters are is far from clear when the player is propositioned with the conundrum, but the question has to be asked as to whether it’s actually the player’s morality, the delight in in-game catharsis, or the Achievements system that sway judgement?

The title’s graphics are an achievement. With a vast Draw-Distance in places, fantastic Real-Time Lighting and a steady Frame-Rate, the only let-downs are occasional delays from textures on common objects and manyElectronic Theatre Image of the jerky enemy death animations. Although being more of a balanced, paced First-Person Shooter as opposed to an all-out run-and-gun affair, BioShock still manages to throw its weight about on-screen with a large number of Character Models.

The atmosphere of the title is tangible thanks largely to its sound quality. The Audio Receivers littering Rapture feature real character, if actually adding very little to the story, and the effects of both the environment and the players’ weaponry are often astounding.

            BioShock is a title striving for greatness, and that it achieves within its limitations. While it would be very easy to recommend BioShock to those looking for an adult alternative to the bloodthirsty likes of ShadowRun and The Darkness, those enthralled with the bigger-guns-is-better philosophy of First-Person Shooters will find little to accommodate them. That being said, Bio Shock also fails to toe-the-line as far as recent puzzle/story-based First-Person Shooters such as Half-Life 2 and the Metroid Prime series have pushed the genre. While there’s no denying that BioShock is a fantastic creation relying heavily on both the developers’ collaborated mindset and players own involvement with the characters and the world of Rapture, the title simply isn’t quite as much of a thinking-man’s game as the pre-release press may have led many to believe. Neither ground-breaking nor under-achieving, BioShock sits humbly knowing it has delivered on its promises.Electronic Theatre Image

 

 

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Kev J.                                                                                                                                           Reviews Score Table Interpretation.

28/08/07

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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