Overall Score

5 stars - Click for rating criteria
Pros:
Unique location and story; interesting weapons and powers; Believable AI; Excellent pacing
Cons:
Minor interface weirdness; Disappointing finale
  • Graphics 5 stars - Click for rating criteria
  • Sound 5 stars - Click for rating criteria
  • Gameplay 5 stars - Click for rating criteria
  • Story 5 stars - Click for rating criteria
  • Interface 4 stars - Click for rating criteria
  • Multiplayer 0 stars - Click for rating criteria

A unique and amazing shooter takes you to Rapture, in more ways than one.

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By: Tom Chick

Roll over, Half-Life. BioShock is the best single-player shooter out there. It's one of those rare games that comes along every five or ten years, sucks you in, knocks your socks off, and haunts you for years after you've played it.

Granted, it's hard not to get carried away by the breathless enthusiasm you'll feel as and after you play BioShock. This is, after all, only a game. More specifically, it's a shooter built from the Unreal engine. It unfolds a mostly predetermined story, letting you play in a variety of combat sandboxes along the way, forcing you to make some tough choices as you go. Which powers do you want? Which weapons will you use? How will you get around that security camera? Do you choose the door on the right, or the door on the left? As far as the basics of game design, this isn't anything that hasn't been done before.

But what sets BioShock apart is how it flows from a story. There is virtually nothing about this game that doesn't feel like it grew from the narrative, which is the rise and mysterious fall of Andrew Ryan, a man who got fed up with the world and built his own undersea utopia. His ideas and the people who joined him are a constant part of the game. The technology he created, the aesthetic of his time, and the natural progression of his philosophy are BioShock's game bible.

The fallen city of Rapture, crumbling and leaking, is as grand and memorable a place as you'll ever go in a video game. You literally come crashing into this drowning Shangri-La, adorned with the trappings of the '40s and '50s: music, architecture, clothes, advertisements, transportation, dialogue, and even the weapons. Nearly every square inch of BioShock feels as if it's been lovingly crafted by a storyteller with a keen keen eye for production design. Everything feels like it was put there for a reason. There are almost no instances of something there because it would look cool. If you take the time to look -- and in a place such as this, how could you not take the time to look? -- you'll find a hundred vignettes, told through tableau, recordings, invisible narrators, or even written in blood.

The battles that punctuate your discoveries are a heady mix of fancy powers, weapons with personality, gorgeous locations, and thoroughly believable AI, all interacting with each other in new and surprising ways. A variety of "plasmids" (active powers) and "tonics" (passive powers) let you build your character without bothering with numbers or statistics. Even your guns can be customized. The settings are littered with important interactive bits and the enemies know how to use them. Every gunfight plays out according to what you do, and how you do it. These battles are your doing, and not the game designer's.

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Posted: 20 Aug 2007

BioShock
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Also Available: PC

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