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Bioshock Nega-Review
Posted on Sunday, January 6 2008 @ 15:57:23 Eastern

For a fairly 'indie' game, Bioshock has made quite a name for itself, garnering the top spot in nearly every Game of the Year listing so far. And this isn't without reason: Bioshock is a beautiful, wonderfully crafted game with a perfectly bizarre and intruiging story and the best voice acting and atmosphere in any game I can remember. Enough has been said in superlatives describing Ken Levine's spiritual successor to System Shock, but I couldn't help but feel disappointed with it, even just a little bit, in the end. So where did they go wrong with Rapture?

Disembodied Floating-Arms Syndrome
A staple of the FPS genre since the very beginning, the fact that you can look down and see no legs on the ground and no torso attached to the arms doing all the action is a complete immersion-breaker. Metroid Prime has shown us that FPS games can be character-centric, and reinforce to the player that there is someone behind the mask with reflections of their face and even a third-person view of the character. With all the water and glass of Rapture, the lack of any sort of reflection or look at the protagonist (who is mostly mute) now seems like a sloppy shortcut.

Easy-Peasy (Would you Kindly?)
In what may be an appeasement to the Halo-playing FPS generation, Bioshock is incredibly easy. Ammo is almost as free-flowing as first aid kits and eve stims, and you're never short of cash or ADAM to get the things you want and need. Even the game's signature 'Big Daddies' become stupidly easy to kill on even the most difficult setting. This is a far cry from System Shock 2, which had you scrounging up ammo and made psi powers increasingly difficult to use with higher levels (a neat psi-burn mechanic that requires quick reflexes and timing), which makes for some white-knuckle fights later on. I was expecting epic fights with Big Daddies that would require strategy and some skill to avoid their massive screw-arm and an arsenal of weaponry to pierce their armor. Instead, they're as tame as housecats once you can pummel them with RPGs and completely disable and kill them with the electric-charged chemical thrower. Which leads me to...

Lackadaisical Role-Playing Elements
System Shock 2 even made your character-upgrade currency (the equivalent of ADAM) hard to come by, which required some really key choices about whether you became a technologist, psi-user or gunslinger. Whether you choose to kill the Little Sisters or save them, Bioshock hands you more ADAM than you'll know what to do with, and enough slots to have every useful plasmid equipped at all times. You'll become an expert hacker, deadly marksman and savage plasmid powerhouse with ease by the end of the game. For a game that was supposed to be based on choices and their effects, the single-track character is a huge letdown and also stymies the replay value of the game. I played System Shock 2 at least 6 times playing as each major class and choosing different 'school year' specializations and found a different and enjoyable game each time. Bioshock basically limits itself to two plays: one 'good', one 'evil'.

Good and Evil
The end-result of this only real choice in Bioshock are some jarringly extreme endings. *SPOILER* If you harvest the Little Sisters, you are cast as a Neo-Hitler who takes command of Rapture from Atlas for a nefarious assault on the free world. If you save the girls, you grow old playing ring-around-the-rosie with a troupe of identical doting women. Uhh....what? I suppose System Shock 2 had a fairly comical ending (I'm referring to the shooting Shodan in the face cutscene), but neither of these really gives closure to the world of Rapture or sets the stage for the (inevitable) sequel. Even story elements that pertain to this choice are really contrived: the only difference is that the Little Sisters call you a meanie/saviour when you're in their little den after killing Andrew Ryan, and the doctor's dialogue changes to fit. */SPOILER*

In the end Bioshock is still a fantastic game that should be coveted by any self-respecting gamer, but I can't help but feel that it won't have the same fanatic longevity as its older brother.
Comments
  • Longo_2_guns
    Longo_2_guns

    Joined: Jun 2003
    Posted: Jan 7th, 2008 at 10:36 pm
    System Shock 2? I've never heard of it.
  • thetank
    thetank

    Joined: Jul 2006
    Posted: Jan 8th, 2008 at 1:16 am
    No offense Longo, but even I've heard of it, and my gaming knowledge tends to be zip all outside of Squaresoft and Insomniac. go to wikipedia.org/wiki/System_Shock_2 to find out all about it.
  • Longo_2_guns
    Longo_2_guns

    Joined: Jun 2003
    Posted: Jan 8th, 2008 at 1:52 am
    It was sarcasm. I know what System Shock 2 is. I even have a copy of it on my computer.
  • Bipumaster
    Bipumaster

    Joined: Mar 2007
    Posted: Jan 8th, 2008 at 7:10 pm
    Longo, in case you didn't know, it's impossible to distinguish a sarcasm from a honnest comment on a website...
  • Cartos
    Cartos

    Joined: Nov 2006
    Posted: Jan 8th, 2008 at 11:27 pm
    Yeah ok.. You cant create a good game what the **** ill destroy you for **** you say like this.. It was an excellent game and did you play it on hardest difficulty it wasnt easy lol... ill use kamea meha on yo ass
  • Frungi
    Frungi

    Joined: Jan 2008
    Posted: Jan 9th, 2008 at 12:09 am
    He has Dragonball Z attacks. Be afraid. BTW, it's not impossible to catch sarcasm in text, you just have to make sure it's clear. Since people do exist who haven't heard of System Shock, it wasn't.
  • Frungi
    Frungi

    Joined: Jan 2008
    Posted: Jan 9th, 2008 at 12:22 am
    For the reading-impaired, some highlights: "... stupidly easy to kill on even the MOST DIFFICULT SETTING." "... Bioshock is still a fantastic game ..." The internet has more than enough stupidity already; please pay attention so you don't embarrass yourself.
  • SaveFerris
    SaveFerris

    Joined: May 2007
    Posted: Jan 9th, 2008 at 4:18 am
    I haven't played this game at all yet, and I probably won't if this is anything to go by. I try to steer clear of easy/short games.
  • thetank
    thetank

    Joined: Jul 2006
    Posted: Jan 10th, 2008 at 4:20 pm
    Okay, I guess I walked into that one. I generally thrive on sarcasm, the fifth food group, but Bipumaster is right, to effectively convey sarcasm, you need inflection. CURSES, TEXT MEDIA, O BANE OF MINE SARCASTIC EXISTENCE!
  • DKR1138
    DKR1138

    Joined: Nov 2005
    Posted: Jan 11th, 2008 at 10:08 am
    I thought the enemies were realistic to their world, Shooting someone a squillion times to kill them, I think, would have taken away from the semi-realistic quality to the game. The game was more a fun experience rather a massively challenging FPS which IMO would have taken away from the game, which is were people loose the point... Its visually stunning game telling a story as you carry out the sequences, more than it is a challenging game were the plot is thin and your environments are lacking. Rapture is a character in itself and because of the work put into it the tapes, design and overall mood the certain sections start to divulge a story in your mind even without a prologue to the area. To make the enemies the bigger focal point would have diverted attention away from that character and the feelings it was supposed to produce with the player.
  • Hawkeye84
    Hawkeye84

    Joined: Mar 2007
    Posted: Jan 11th, 2008 at 10:31 am
    Chin up Longo, I thought your sarcasm was obvious.
  • Geodole
    Geodole

    Joined: Oct 2005
    Posted: Jan 11th, 2008 at 3:18 pm
    @SaveFerris- note how I said that this is an absolutely wonderful game aside from my comments above. I think I was a little let down by it, but it is still the best game to come out last year and every self-respecting gamer should see it @DKR1138: I disagree. The Big Daddies are the focal point of the "moral choice" mechanic of the game, and should've been much harder to kill. I wanted to not have enough ammo, and have to kite them to defenses I've hacked, or use the plasmids in very strategic ways. The fact that I can stand there on Hard difficulty and empty a quarter clip of electroshock goo or whatever into a Big Daddy and he is completely incapacitated and killed by it is so damn boring. They play them up as killing machines and make you afraid of Big Daddies early on, and then make them no more challenging than switching to AP rounds and letting loose- really a poor decision in my mind, and hampers the development of the characters and the world of Rapture.
  • MindEclipse
    MindEclipse

    Joined: Jan 2008
    Posted: Jan 11th, 2008 at 6:59 pm
    I was disappointed with Bioshock as well. I actually went out and bought an Xbox 360 and Bioshock the week it came out, the system and game were brand new. The game gorgeous, no doubt about it. The atmosphere is outstanding, one of my all time favorites, the 50's music, the tapes and voice acting, was all amazing. I can understand going with the "Gordan Freeman" idea of having a lead that doesn't say much, if anything at all...but even Gordan Freeman has a face. I was expecting more of a specific class choice too, being able to master everything the first time through absolutely killed the re-playability. Good or Evil...that is the only real choice in the game. I played a good character, saved some little kids...and that was it. There wasn't enough there to get me to want to play through it again, just for another 30 second clip. Youtube ftw. =)

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