BioShock

Harvest soon.

"How can you do this to a child?!"

Um...

How could I? Oh God. But... But wasn't all this caused by her own hand? And how else can I save his family? And myself? "You're the only hope of me seeing my wife again," he says. That's not much of a choice is it? Besides, how can that thing still be called a child?

I've just harvested my first Little Sister. And it's one of the most arresting gaming moments I've experienced in a long time. Earlier this evening, Bioshock creator Ken Levine, facing the same choice, saved her.

"We're going to see what happens when she's turned back into a little girl," he announced. "She's a normal little girl there. In a minute she's going to run off and go back into the vent, and not until later on in the game will you find out what happened to them."

At the end of the first extensive section of Levine's sub-aquatic, dystopian thriller, all players will face that very choice. It's at the very heart of what Bioshock is all about; and your decision, Levine insists, will shape the rest of your experience. "Depending on who you follow, your character grows differently, you play the game differently."

'BioShock' Screenshot 1

Having seen Ken save the Little Sister, I was always going to go for the harvest option. Just for the sake of editorial balance, you understand. It was hardly a big deal. Until I saw what happens... But we'll get back to this later.

We've been tickled, teased and tantalised by Bioshock for what now seems an age; it rocketed up toward the top of our Eurogamer's Most Wanted list immediately after Kristan emerged slack-jawed from last year's E3 presentation. "Game of the show!" lots of people gushed, despite not having got within harvesting distance of a joypad.

The story should be familiar to anyone who has followed the game's progress since then. Set in the mid-20th century, post-WWII, Rapture is a utopian fantasy made real by Andrew Ryan, a renowned industrialist and capitalist who desires to create the perfect society on Earth, populated by the greatest human minds, to escape the corruption and poison of ordinary humanity. Rapture will be his apotheosis.

Unsurprisingly, it all goes wrong. As Levine notes: "The trouble is philosophies are these ideals and people are not ideal. And what happens when people mix up with these ideals? That's what Rapture is - really interesting ideas screwed up by the fact that we're people."

'BioShock' Screenshot 2

Rapture's "interesting idea" was advanced genetic modification of humans, fuelled by the discovery of 'Adam', a substance made by a sea slug parasite found close to the sub-aquatic paradise. Tenenbaum, a brilliant scientist and Holocaust survivor, manages to harness these cells to create Plasmids - intravenous genetic hits which grant the user instant super-human abilities. But in the end, like Frankenstein's monster, the creation turns on its master.

Having selected either Easy, Medium or Hard difficulty, the playtest begins at the very beginning, during the much-discussed but never previously seen opening sequence. Your plane has crash-landed in the ocean. Alive, and disoriented, you guide you character swimming through the burning wreckage until you catch site of the looming presence of a lone, dark lighthouse. This, as you'll find, is your one-way ticket to Rapture.

Inside the lighthouse, plaques for Science, Art and Industry indicate the intellectual ideals sought by Ryan. A capsule in the basement of the lighthouse is your vehicle to Rapture. There follows a cinematic, sweeping voyage to the bottom of the ocean, as Rapture's magnificent art deco structure reveals itself. All areas of the city we're seeing, Levine assures us, we'll visit during our adventure.

'BioShock' Screenshot 3

"All good things of this Earth flow into the city", proclaims the motto above the entrance to the city, with unintentional irony. Still inside the capsule, our first hint of the horrors within presents itself, as a hideous, disfigured man slaughters another right in front of the capsule.

This is a Splicer, a citizen of Rapture turned genetic monster through the sinister side-effects of Adam. It's unsettling stuff, and a fantastically engaging opening sequence that sets the scene for what lies ahead.

You're contacted by a mysterious Irish man named Atlus, who will be your guide through Rapture. His wife and child are still alive somewhere in the city and he needs your help to rescue them, in exchange for helping you to survive. Having just witnessed an hysterical, vicious murder from six feet away, it seems like a fair trade-off.

As you begin pacing around the environment, you immediately appreciate the staggering attention to detail hinted at in previous demos and trailers. The post-lapsarian devastation wrought by mankind on its own earthly paradise is captured brilliantly by the battered, punctured shell of Rapture. Water is seeping in everywhere, as reality inexorably bursts into this hermetic bubble of life; fish flap wildly on the floor, gasping for air; vast streaks of blood paint the floors and walls, hinting at the violence that lurks within; discarded, bloodstained placards tell a story of broken dreams - "Rapture's Dead"; "Ryan doesn't own us".

Atlus urges us to search the still-warm corpse of the victim. We pull out an Eve hypo and inject it into our arm. The effects are immediate and overwhelming, screaming as our body spasms uncontrollably and bolts of electricity flare from our veins. We've just had our genetic code rewritten, Atlus helpfully informs us. The Plasmid we just mainlined gives us our first taste of the power of Adam: Nanobolt, the ability to fire bolts of energy from our hand.

Eve, Adam's counterpart, is the serum that carries the Plasmids, providers of all the super-human abilities we'll evolve during the game. As well as a regular health bar, there's also an Eve meter, which depletes when abilities are used, and can be replenished via pick-ups and items purchased from vending machines found throughout Rapture.

You can also pick up a series of Gene Tonics, either Physical, Engineering or Combat, which provide more limited boosts to various abilities, as the names suggest.

Bioshock employs basic first-person controls with a few additions. The left bumper equips Plasmids, and the D-pad can be used to cycle between various types of ammo, for instance.

'BioShock' Screenshot 4

In the opening section of the game your traditional attacking options are limited to a couple of guns. But ammo is incredibly scarce, and faced with hordes of rampaging Splicers, we frequently found ourself reduced to smacking the freaks across the skull with a wrench.

You'll also have your genetic powers, of course, but again, these are strictly rationed and it's vital that you make every strike, every last bullet count, as you never know where the next ammo or Eve pick is going to be. And since the Splicers apparently spawn randomly, an itchy trigger finger will put you in some pretty deep water, if you'll forgive the pun.

This deliberate stinginess with ammo is clearly designed to ramp up the tension and stop deathmatch nutcases from storming around raining bullets in every direction. Tense, yes, but also occasionally frustrating as we're reduced to the wrench, without a sniff of ammo, against some pretty substantial odds. But then, your correspondent is probably just an FPS pussy. And the sense of achievement is palpable when a particularly gruelling section is cleared.

One of Bioshock's major selling points is the promise of attacking options limited only by the player's imagination. Levine has waxed lyrical about 'AI ecology' and the freedom of expression afforded by a truly interactive environment.

'BioShock' Screenshot 5

Before our playtest, the point was hammered home by a demonstration of a later section of the game approached in three distinctive, increasingly experimental ways. Despite the clear brief, the demoer was still required frantically to improvise because of the random distribution of foes.

In practice, and even at such an early stage of the adventure, we're delighted to report that Levine is as good as his word. (Frankly, there'd be riots otherwise). Splicers come as single tormentors and in battalions. And you never know where these ugly bastards are going to spring from. I lost count of the number of times I flinched in my seat, reeling from a surprise assault, stumbling around to get bearings, steady the weapon of choice and fight back.

When weapons are coupled with Plasmids, your options multiply dramatically. Nanobolt can temporarily stun Splicers, giving vital extra seconds for you to unload a couple of rounds to the face, or deal with any additional fiends. Back a few Splicers into standing water, and a quick blast fries them spectacularly where they stand, a fabulously orgy of electric death.

The Plasmid that produces flames works in the same way with oil. And Splicers set ablaze are just as likely to use water literally to save their own skin. Telekenisis is the final power available in our playtest, and if you've watched the trailers released so far you'll be acutely aware of its potential. The wasted art deco disaster zone or Rapture provides the perfect projectile playground, and a lifeline when ammo has been exhausted.

'BioShock' Screenshot 6

And then there's hacking. Machines can prove a deadly foe - stumble before the cold glare of a security camera, and hovering sentry robots are promptly dispatched to spray your brains up a wall.

Yet these can be adapted as an extra dimension to your arsenal through hacking. So a successfully hacked sentry suddenly becomes a Splicer-blasting scout for you, or can create the perfect diversion while you slip through an area unharmed. The penny finally drops for this formerly frustrated FPS pussy.

Vending machines are also susceptible, a successful hack revealing more items and cheaper prices. But while the results of hacking are a multitude of approaches, the actually act of hacking is something of a let down.

The game switches to a mini-game in which pipe sections must be rearranged in a grid to facilitate the flow of liquid. It's reminiscent of The Assembly Line's Amiga puzzler Pipe Mania; and, more recently, the bomb defusing mini-games in Spider-Man 3.

In the context of Bioshock, these serve to, for this writer at least, puncture the illusion and atmosphere, dragging you out of a tense, seamless, captivating gameworld to complete an arbitrary logic puzzle. None of which is particularly strenuous or taxing in the first section of the game; though we'd expect them to increase in complexity at the very least as the game progresses.

Special mention must go to the design of the Splicers. Alive, they terrify with lunging movements and screeching, barely comprehensible rants. On one occasion, what appear to be husband-and-wife Splicers can be heard screaming domestic abuse at each other, before turning their attention to murdering you once you intrude.

But only on viewing a pummeled corpse do you truly appreciate the violation of humanity they represent. Still dressed in period clothes, yet hideously disfigured, their collapse into genetic oblivion retains a painful human element - some even wear masks to hide their shame from the world. The breathtaking artistry ensures players register a profound sense of sadness at the folly of over-reaching human endeavour.

And such images say more than pages of dialogue. Levine doesn't really do cutscenes, because he doesn't have to. There are other ways to tell a story.

"It's great to be able to tell the core theme of the game just by looking at it," he explains. "You don't need to hear a word; you just look at it and go, 'I get a little bit of what's going on here just by looking at it'."

Equally, rather than subjecting the player to a boring monologue, the pivotal relationship between the Big Daddies and Little Sisters - genetically engineered protectors and collectors of Adam - is captured majestically in a brilliant scene in a theatre.

You watch from a safe distance, as the childish L'il Sis' skips nonchalantly towards a corpse as her Daddy paces menacingly behind. How exactly does she extract the Adam anyway? Ah, by using a giant syringe and then gulping down the contents as if it were a yard of ale on a stag weekend.

'BioShock' Screenshot 7

A Splicer, craving the Adam, suddenly races in to attack the Little Sister, at which point the monstrous, hulking Daddy shudders into life and savages the Splicer to death. Even though the scene is obviously scripted to a degree, by 'happening' upon it and sneaking around for a vantage point, the illusion is brilliantly maintained.

The Big Daddy/Little Sister relationship, and how you deal with it, is the game's nexus. Little Sisters are your source of Adam, which you'll need to develop your special abilities. And to get at that you have to get to them, by getting past them. One of the game's central themes is thus communicated .

The story is moved on in other ways, notably through personal audio files and logs you'll find. Finding some of these become mini-missions in themselves, containing information essential to progress. The rest are strewn throughout Rapture awaiting your attention. It's up to you whether you want to go that deep, but Levine claims they provide a "novelistic level of detail" if you want it.

It might not be a particularly realistic way of telling the story of Rapture, but it should mean that the storyline is never over-bearing in a 20-minute Final Fantasy cutscene way, which many gamers will appreciate.

'BioShock' Screenshot 8

Choice is all. Re-emphasised by your first proper encounter with a Big Daddy late in the stage. You can stay and fight, using every trick and tactic at your disposal to wipe out the brute to get to the Adam. Or you can just run away like a coward, but forfeiting the potential upgrade to your abilities.

The game's not entirely free-form, of course, and dynamic goals will be set as you complete various tasks. To help you navigate, a compass point will lead the way to key areas. And maps and messages are all stored via a menu system for you to check up on at any time.

In terms of impact and atmosphere, our initial experience with Bioshock thrills and captivates in this taster of Rapture's hidden depths. Other areas you'll visit, revealed but inaccessible on a menu, include Arcadia, Hephaestus, Point Prometheus, Neptune's Bounty, Fort Frolic and Apollo Square.

There are a few hangovers from old-style game design. Explore and find heat Plasmid to melt ice and progress; find telekinesis to move object and progress, and so on, which jar slightly with the otherwise impeccable structuring. Limited ammo and the need to improvise also requires a lot of weapon and action swapping on the fly which can prove a little clumsy and consuming at first, though hopefully familiarity and practice will cure this issue. And when using the wrench to tackle a horde of Splicers, resorting to wild, aimless flailing is not uncommon as you struggle to get a hold of the situation.

But these are minor niggles far outweighed by our thirst for further exploration of Rapture's astonishing, unique innards, and the dizzying scope and potential of the main action, only hinted at in the early stages as players are eased in.

'BioShock' Screenshot 9

At the section's climax, we meet Tenenbaum and a Big Daddy-less Sister is at last offered to you for Adam-grabbing immolation.

So here we are again. Rescue or harvest? Harvest or rescue? Tenenbaum, whose unchecked ambition, after all, caused this whole sorry mess, is begging you to spare her. Atlas, however, observes that these genetically modified freaks have already been stripped of their humanity; and you need the Adam to survive.

The game then spells it out to us. If we harvest, we get maximum Adam, but she dies. If we rescue, we get substantially less Adam but, Tenenbaum desperately appeals to our conscience, it will be worth our while. Our call.

We grab the girl and draw her right up to us. She's screaming, fear etched into her face, hopelessly, pathetically writhing and trying to push us away. "No! No! NOOO!" She still seems pretty human to us...

Sod it. "Harvest".

The hysterical child moves briefly out of view, there's a skin-crawlingly grotesque sound effect and... Well, you'll want to see this for yourselves.

"How could you do this to a child?!"

For more on BioShock, check out the latest Eurogamer TV Show featuring brand new hands-on footage and an interview with Ken Levine.

Comments (67) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • MrBiggles #1 5 years ago

  • absolutezero #2 5 years ago

    "Do you wish to harm this thing that looks kinda like a child that just survived a full on fire-fight without a scratch"

    "Yes / No"
  • rudedudejude #3 5 years ago

    Sounds Great!

    A nice Upgrade in August should let me play QW and this at max detail :D

    My only worry is - "Splicers apparently spawn randomly" which could be dodgy depending on how it's implemented.
  • wonton #4 5 years ago

    i really, really hope this lives up to the hype.
  • asharkman #5 5 years ago

    Sounds like they've taken system shock 2 and updated the graphics. Which to me sounds absolutely brilliant! Cant wait for this gem of a game.
  • dirigiblebill #6 5 years ago

    Looks pretty bloody spectacular, with the emphasis on 'bloody'.
  • Overlush #7 5 years ago

    Hmmm. It sounds good on paper, but would it quench my FPS thirsts or is it just a 'please let it be different' reviewer's wet dream?

  • hamstand #8 5 years ago

    mmmmm underwater atlas shrugged with guns.
  • Yossarian #9 5 years ago

    spoilers! my eyes!

    *skims for the comforting, story-neutral praise*
  • Dizzy #10 5 years ago

  • The-Bodybuilder #11 5 years ago

    I was still uncertain of this game. I loved the first page, but was put off due to the jump-out-of-you-seat random generating splicers, but this bit got me hooked..

    >"We grab the girl and draw her right up to us. She's screaming, fear etched into her face, hopelessly, pathetically writhing and trying to push us away. "No! No! NOOO!" She still seems pretty human to us... "

    SOLD.

    It's a good time to be a 360 owner.
    Edited by 1 at 08/06/07 @ 12:25
  • The-Bodybuilder #12 5 years ago

    >"evil is simply motivated restriction on many pschologically unbalanced levels drived by the boundaries that contain them."

    ???
  • The-Bodybuilder #13 5 years ago

    And like others, I'm concerned over the amount of subjective influence this impression displays.
    EG are notorious for getting carried away over a game that tries to be "different", even if it's not fun.
  • space_ace #14 5 years ago

    "where masks"

    or "wear masks"?
  • rudedudejude #15 5 years ago

    "would it quench my FPS thirsts"

    Depends what type of thirts - I Imagine like SS2 it's much more of a strong narrative led Thriller / RPG as opposed to an all out action FPS - Action still occurs, but it's pacey and heightened when it does.

    I'm concerned how it will play on a console, imagining System Shock 2 on an Xbox sounds painful, but any self respecting pc owners who's played SS2 will know this is gonna be a cracker.

  • sharky_ob #16 5 years ago

    Overlush - "Hmmm. It sounds good on paper, but would it quench my FPS thirsts or is it just a 'please let it be different' reviewer's wet dream?"

    Transparent

  • alco75 #17 5 years ago

    "This deliberate stinginess with ammo is clearly designed to ramp up the tension and stop deathmatch nutcases from storming around raining bullets in every direction.

    Tense, yes, but also occasionally frustrating as we're reduced to the wrench, without a sniff of ammo, against some pretty substantial odds."

    Very low ammo in SS2 was one of the main reasons the game was so tense and atmospheric. I can already see hordes of fuckwit reviewers, and far more dumbass mainstream gamers, whining about this. There are HUNDREDS of bland FPS for you; piss off and play those.
  • BremXJones #18 5 years ago

    absolutezero: The one thing the preview doesn't say is *how* you harvest. And thereby hangs a tale.

    KG
  • Machiavel #19 5 years ago

    Okay, which NPC turns out to be a computer then? ;)

    /hey, it is the System Shock guys
  • afghan_jones #20 5 years ago

    I know this meant to be grand and everyone loves it but nothing about it grabs me at all.

    Is it wrong nowadays to just want to play games where you are a big man with lots of guns and bombs and you shoot your guns and the bullets make everybody die and then you shoot them again in slow motion and then blow up a car or sometihng and look really cool? Why do people need to put puzzles and morals in games?

    question? is hacking vending machines going to make me feel like 'I'm. The. Man.'? if not, why is it in the game? And low ammo? yes it makes it tense but also a complete pain. I remember playing large sections of early resi games over and over, trying to only use pistol headhsots or the knife so i wouldnt waste shotgun shells. It wasnt fun.

    Also, harvest, definitely harvest. If you dont she will maybe syringe your brains out later for sure. Probably. It almost definitely counts as self defense....
  • SBfistfun #21 5 years ago

    Adam and Eve...groan that was clever..

    Sounds promising apart from the mini game, why didn't they at least go for a rip off off paradroid?
  • souljacker2000 #22 5 years ago

    It sounds more amazing every time i hear sumit about it.. cant w8
  • Dizzy #23 5 years ago

    "Is it wrong nowadays to just want to play games where you are a big man with lots of guns and bombs and you shoot your guns and the bullets make everybody die and then you shoot them again in slow motion and then blow up a car or sometihng and look really cool? Why do people need to put puzzles and morals in games? "

    Because we already have plenty of those games?
  • Talha #24 5 years ago

    Anyone knows what will be the reqs of the PC version and whether it will be Direct X10?
  • BremXJones #25 5 years ago

    Afghan: Buy EDF2017. It will satisfy all your I AM THE BIG PENIS MAN dreams.

    KG
  • dirigiblebill #26 5 years ago

    @ Afghan

    Horses for courses, and there are many different courses. Stick to Crackdown, perhaps?
  • souljacker2000 #27 5 years ago

  • PearOfAnguish #28 5 years ago

    Afghan, there are plenty of mindless shooty games too. There's no reason you can't play both.
  • Mercatoria #29 5 years ago

    As good as this game looks and sounds the idea of "harvesting" little girls just sounds wrong. I guess we'll all have to wait for the game to come out before anymore can be said on the subject, but my first impressions of the "harvesting" drama is putting me off.
  • rudedudejude #30 5 years ago

    good point, wait till the Sun gets hold of it.


    "new paedophile game disgrace with small girls!
  • SBfistfun #31 5 years ago

    "I was harvested, hard, everywhere.."
  • reality_cheque #32 5 years ago

    I WANT THIS GAME

    I don't think I can make it to the 24th August, that's a lifetime away!
  • spongebob #33 5 years ago

    I'm having serious problems understanding why people are raving about this "doing nasty things to a little girl" game mechanic. I hope it's one of those things that you need to experience yourself to understand and that the player really learns/understands something from doing it.
  • bdc #34 5 years ago

    Afghan mate, people like you are why FPS games often suck so much.
  • Machiavel #35 5 years ago

    The lead character should be an enemy from Half Life 2, breaking into this underwater Utopia.

    Then he'd be (giggle) a Combine Harvester...

    /watery coat
  • enzima #36 5 years ago

    @ Machiavel

    Fuck you! i hope it doesnt turn out to be true, if you spolied me the game with your stupid comment......please god, dont let that happen!

    EDIT: your first comment, of course.
    Edited by 1 at 08/06/07 @ 13:38
  • sanctusmortis #37 5 years ago

    Hacking sounds amazingly like System Shock. This is, officially, A GOOD THING™.
  • Caimbeul #38 5 years ago

    "A nice Upgrade in August should let me play QW and this at max detail :D"
    - You hope! ;-D

    @ Eurogamer - so you tell us more than we want to know (spoilers) without warning us and then dont really say if it is great just imply a few things.

    Also any word on what will be needed to run this game in the PC dept?

  • Staninator #39 5 years ago

    Talha: DX9 and 10 obviously with improved graphical features on the DX10 setting.
  • absolutezero #40 5 years ago

    "absolutezero: The one thing the preview doesn't say is *how* you harvest. And thereby hangs a tale. "

    And now im interested again. One thing about Bioshock is for everything that gets changed something else interesting seems to pop up in its place.
  • [maven] #41 5 years ago

    Are there a fixed number of enemies that spawn randomly, or do they keep endlessly reappearing?
  • chudders #42 5 years ago

    Whilst I love the scenario and setting, the excellent art style, and the heritage, I do have some concerns.

    My main bugbear - randomly spawning enemies. Imagine your surprise when on backtracking to a previously safe haven (which I'm sure you will have to do), a splicer spawns in a toilet cubicle to savage your ringpiece whilst you have a piss. It ruins the continuity and as Arbiter says, if it is truly random then you could be in for an easy ride, or a tough journey depending on whether you're a leprachaun or Rod Hull.

    Minigames aren't very inspired either. I'm not really into plumbing, unless it's giving the good lady wife's 'pipes' a thorough cleaning.

    Finally, I'm concerned about the interface. I hope its been optimised for PC usage, and is full of options so you can tweak the game to your hearts content.

    I like the thought of harvesting little girls though. I wonder if this game will spawn a new generation of nonces, or if indeed, I am one?

    Yours, grooming on the internet,

    Chudders
    Edited by 2 at 08/06/07 @ 14:05
  • Dunneh #43 5 years ago

    Am i the only one who didn't understand a fucking word of that preview? Like i couldnt pull out a single detail from it about what the game is about.
  • AcidSnake #44 5 years ago

    Sounds very good so far...

    I hope that with 'random' they mean the enemy could spawn in the building on the far left, or the far right...And in any case buildings you haven't visited yet...
    Finding them in your safe havens is indeed not a good idea...
    Unless ofcourse the story allows it...
    So if you murder everyone in a room and lock it to return to later it should still be empty...
    If you leave doors open or something then the enemy could just have wandered into the room...
  • G-Money #45 5 years ago


    Fuck you! i hope it doesnt turn out to be true, if you spolied me the game with your stupid comment......please god, dont let that happen!

    EDIT: your first comment, of course.


    Wow!! I'm clearly not applying enough emotional attachment to games I haven't even played yet.....

    "please god, dont let that happen! " - LOL!!!!!


  • rudedudejude #46 5 years ago

    I'm pretty sure with SS2 once you cleared an areas it stayed mostly safe, i.e you'd kill 15 enemies in it on your first sweep, and then every 5/10 minutes or so one would spawn back (but never more than about 5 there), so it was still mostly safe, and it worked quite well.

    With a 360 port, let's hope the interface isnt fisher price style for the pc.
  • afghan_jones #47 5 years ago

    @ basically everyone.

    Hey dont get me wrong, I like innovation in games, its grand. But they still have to be fun. The game so far hasnt given me much motivation. I (as the main character, still somewhat faceless) stumble into a weird underwater world and nonce about harvesting kids.

    The game looks to be both different and morally disturbing, but is it fun??

    I dont mean fun in the sense of happy clappy loco roco fun, but fun the sense of being enjoyable to play. All previews so far focus on the kiddie harvesting stuff and the AI 'ecology'. There isnt much on the basics, like is the combat fun, does it work? How are the weapons balanced? what effect does the random enemies have on the atmosphere? Some of the tensest moments in horror games like Resi are the scripted moments, how will these fit into having random enemies? Also, the interaction between low ammo and random enemies surely leaves players at points that are nigh impossible to complete if they have had to use unforeseen quantities of ammo on random enemies?

    Different and innovative doesnt always = automatically good.

    But I guess we shall wait and see.
  • Wendelius #48 5 years ago

    "Are there a fixed number of enemies that spawn randomly, or do they keep endlessly reappearing?"

    I'd like to know that too. Not a big fan of constant respawns.

    Wendelius
  • skuzzbag #49 5 years ago

    @Yossarian - Bioshock is fast becoming the game with the most plot details released ASAICS. Every time I see a preview they don't seem to be able to keep the bloody plot details secret for more than a few words.

    I read down until I saw one word then bottled it. This game is now on my not to be read about at all list along with Assasins Creed (happily I read the comments before reading the preview of that game).
  • Meho #50 5 years ago

    @ Afghan:

    Look for the gameplay trailers on the web to see how it all happens in real time to answer your legitimate 'but is it fun' question. There is a long video clip that demonstrates how a fight with a big daddy goes and that was the one that sold me on the game. In essence: big daddies are exceptionally hard to kill: they require you to sink hideous amounts of ammo into them and are tough, strong and will fight back and attack you aggressivelly all the time. And you basically have a shitty handgun. So what you have to do is improvise and so the person demoing the game does.

    So what you can see is a lot of improvisation using the environment, weapons and those plasmide-fueled abilities to take down a really big enemy. It lasts several minutes and it's really good because you can tell that there is no prescribed way of killing the guy and that whoever plays the game has to strategise and improvise their way around it. I think it's the lower left-hand corner video on this page

    http://me dia.pc.ign.com/media/707/707640...
  • The-Bodybuilder #51 5 years ago

    >"There are HUNDREDS of bland FPS for you; piss off and play those. "

    Gaming snubbery at its dumbest.
  • The-Bodybuilder #52 5 years ago

    This harvesting little girls does sound a bit on the peado-esque side.

    Daily mail are gonna have a field day with this.
  • Hypercube #53 5 years ago

    @afghan_jones - IMHO if it's anything like System Shock 2 it should be great (that is still one of my top 3 favourite games), but you never can tell. I hope they release a demo so I can check whether it runs on my PC as well.
  • morriss #54 5 years ago

    Sounds perfect to me. Absolutely perfect. Need a demo soon.
  • Scimarad #55 5 years ago

    I really can't imagine anyone actually 'harvesting' the little girl. I mean why would you do that?
  • Obsequious #56 5 years ago

    Surely everyone has to have seen this game running by now, multiple times; what the screenshots "look like" ceased to be relevant long ago.

    It's a stunner. End of.
  • SomaticSense #57 5 years ago

    Not that I personally am that bothered (I read though it anyway, as I know I'm likely to have forgotten it come release time knowing my memory), but isn't it basic gaming journalism ettiquete not to post a whole bunch of spoilers in even a review, let alone a preview?

    Bad form.
  • itamae #58 5 years ago

    What now? Is this guide guy called Atlus (which would be kind of hilarious) or Atlas?

    "I really can't imagine anyone actually 'harvesting' the little girl. I mean why would you do that?"

    /shrugs

    Why not? As long as you get, um, Adam...

    /Heimlich maneuvers random little girl
  • davisorle #59 5 years ago

    More reading about this game and no demo or anything is getting on my nerves already. Its taking too long to wait and Im loving this game the more I think of it. It just great from what Ive seen and not what just heard. Look all the trailers at Gametrailers.com and you'll probably feel the same about this game. ^^
  • thinred #60 5 years ago

    The game's looking pretty good on the whole.

    But the screen shot with the butchered guy in the blood-stained operating theatre on Page 2???

    PURLEASE! How many freaking times have we seen the exact same thing before? Half-Life 2, FEAR, Condemned: criminal origins, and a few others come to mind.

    Is it really that hard for designers to come up with original ideas? I don't know, it's disappointing, in a game that's been so hyped up
  • Rirekon #61 5 years ago

    I. Need. This. Game.
  • Verwandlung #62 5 years ago

    sweet bioshock love
  • Lukus #63 5 years ago

    Well done for telling us everything that happens over 3 whole pages. Bloody hell. I remember the Official Playstation Magazine doing the exact same thing with Metal Gear Solid. Where's the logic in that then? Ruin my experience?
    Edited by 1 at 09/06/07 @ 13:32
  • UnConeD #64 5 years ago

    If this is anything like System Shock 2, the parts of the story that Eurogamer has seen and (sort of) spoiled aren't really that relevant. Fifteen minutes in you'll have forgotten everything you've read or heard, and you'll be firmly entrenched in the mad, mad world of Rapture.

    I can't wait!
  • alco75 #65 5 years ago

    "Gaming snubbery at its dumbest."

    But it's true. There ARE hundreds of bog standard FPS, and virtually no survival-horror FPS. Why should moronic reviewers and Sun-reading fuckwits be allowed to destroy what little taste and originality is left in the games industry?

    "Dude, where's my ammo?!"
    "This game sucks, man".
    etc

    And considering your 5 most wanted, it's sounding very much as though you're exactly one of the two figure IQ gamers I was talking about.
    Edited by 1 at 10/06/07 @ 14:52
  • Vandrius #66 5 years ago

    This looks like it could be amazing.

    I still don't understand how/why anyone could possibly prefer playing a game like this on a console over a PC though (excluding price issues)... Unless they start adding auto-aim to all the pools and oil puddles (barrells, movable scenery, etc,etc,etc) you'll be frantically trying to electrocute/explode/move.

    Only way this would make its way onto my 360 is if my pc spontaneously combusted, and my insurance providers went broke, and my bank account got hacked. All at once.
  • sharky_ob #67 5 years ago

    Nice one Groovemeister!

    +1 for the Queens English.
  • SomaticSense #68 5 years ago

    @ Vandrius

    "This looks like it could be amazing.

    I still don't understand how/why anyone could possibly prefer playing a game like this on a console over a PC though (excluding price issues)... Unless they start adding auto-aim to all the pools and oil puddles (barrells, movable scenery, etc,etc,etc) you'll be frantically trying to electrocute/explode/move.

    Only way this would make its way onto my 360 is if my pc spontaneously combusted, and my insurance providers went broke, and my bank account got hacked. All at once.
    "

    What was the fucking point in that comment?

    I'd prefer it because my PC is shit, and I don't feel like spending nigh on a grand to experience it at the same graphical quality and smoothness as on the 360. Saying "excluding price issues" is stupid, as for many people that is a huge reason as to why they are not PC gamers.

    "Unless they start adding auto-aim to all the pools and oil puddles (barrells, movable scenery, etc,etc,etc) you'll be frantically trying to electrocute/explode/move. "

    Believe it or not, some of us have been using controllers long enough for precision aiming to not be a problem. Are you suggesting that using a controller's right analog stick to aim is so difficult that they need to add auto aim to everything? Or is it just because you are shit with a controller?

    "Only way this would make its way onto my 360 is if my pc spontaneously combusted, and my insurance providers went broke, and my bank account got hacked. All at once."

    Fine, you've got money to throw around. No need to be such a close-minded twat and holier than thou about it.