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BioShock Reader Review

Reader Review by DuBBle

6 September, 2007

I'm awash with disappointment. Bioshock is not the exceptional game that I'd been told (and sincerely hoped) it would be. High production values and a no-doubt talented development team have combined to found an exhibit of the most paradoxically ocean-deep yet Serious Sam-shallow soggy mush of storytelling and saline gaming. I summon Sam because Bioshock all too often betrays its simple-shooter essence. The truth is, despite its sprawling cityscape, voice-recorded backstory, and literary-inspiration, Bioshock herds the player along a pre-defined path in a manner akin to a headless kamikaze. Once the basic rules have been defined (hack the cameras, electrify the water, exploit the Daddies), Bioshock is a tiresome and repetitive trawl, although it is trawl through some eye-searing and ear-arousing locales.

Ken Levine - Bioshock's project director - once worked as a screenwriter for Paramount Pictures. I find Mr. Levine fascinating because he opines that a player must retain freedom of control throughout the telling of a game's story, yet I think that Bioshock has failed to bring this premise to fruition. Rapture is introduced through a torrent of set-pieces that revolve like a whirlpool around the player. I think that the first fifteen minutes of Bioshock may be one of choreographed-gaming's greatest achievements. Then, like a hurricane, Bioshock's energy dissipates upon dry land, and tiresome convention sets in. Bioshock's story is largely told through the discovery of superbly voice-acted tape recordings that are scattered like jetsam throughout the city. The recordings serve to permeate ripples from Rapture's past, describing one man's impractical ideology and the dystopian implications of remaining doubtless when reality's tide erodes a ruler's fantasy. One could argue that this system gifts the player with a freedom to continue their game whilst revelling in Rapture's past, yet I felt that the recordings necessitated my standing still in order to avoid triggering combat, or any other such noisy distraction, until the playback ceased. There are a few pipette-drops of genius dispersed within this inverted fish-tank of disembodied storytelling - Brechtian acknowledgments of gaming's similarity with theatre - but they remain sadly infrequent tips to an iceberg that remains largely submerged below the high tide defined by Deus Ex.

Almost every room in Rapture contains a few bad guys and represents an equipment-expending battle. I'm the kind of person who likes to thoroughly explore the games I play, so I felt unduly punished when I found that areas I'd previously cleared of enemies had become re-populated with another happy-go-lucky set of spritely psychopaths. An internal conflict emerged: should I continue to explore this level and risk the loss of my best ammunition or should I continue to the next in the hope that I'll get to appreciate the city's intricacies without suffering through the wasteful chore of combat? There was a solution: play the game like an online shooter and treat the ability to re-spawn upon death as advantageous excuse to skimp on using med-kits. By half way through Bioshock, I'd even grown accustomed to teasing the baddies with telekenetically-thrown scraps of rubbish to the face so that I could be fatally flung as a shortcut to the nearest re-spawn point. When I'd completed the game, I felt as though I'd failed to fully understand Bioshock, yet I'd loathe to live another few hours playing it.

The bloody ballet of Bioshock's combat is renditioned through use of plasmids (think Jedi force powers) and conventional weaponry. Together they fuse to become complimentary methods of mass maiming. An early example of the plasmid and weapon's symbiosis comes in the form of Atlas' 'one-two punch': the sadist's catatonic coupling of the lighting plasmid's stunning shock and the wrench for good old fashioned bludgeoning. I fumbled around in the settings to find the button I should press to lean - to no avail - there isn't one! Merely entering a room is usually enough to alert all of its inhabitants to your presence, signaling the development team's departure from common sense and a welcome to Rapture. Later in the game, two separate tonics (subtle plasmids) negate this problem, imbuing the player with silent footsteps and Predator-style camouflage. Oddly, the player's enemies seem to have their own set of poor-man's plasmids (and, in some cases, no special powers at all) even though their character as 'splicers' hinges on their overuse of super-human augmentation.

If the player wants to save themselves a bit of dosh (and blood), they'll have to learn to plumb. That's because a vital component of Bioshock comes in the form of tubes, which need to be neatly arranged to form a channel so that liquid may flow from one point to another. You see, the organisation of pipes acts as a 'fun' metaphor that represents the hacking of equipment such as turrets and vending machines. I'd previously had a wholly unrealistic and romanticised opinion about the excitement of hacking, but after playing Bioshock I realise that the life of a hacker is simple and brimming with mild stimulations. Hackers are no risk to the US government because their role can be simply outlined using the 'series of tubes' language that senators are able to understand.

Without spoiling anything, I can say that I'd expected to be granted a degree of freedom after a major event that takes place during Bioshock. Perhaps the player's avatar has a chain tattooed on his wrists for a reason: to signify total adherence to each order he will be given during the game. Bioshock's publishers framed their game as an intellectual stimulation, so it's sadly ironic that the only choices to face the player regard violence and occasionally the choice to refrain from killing someone.

Perhaps I've been too harsh on Bioshock. Perhaps it deserves the uproar that it has provoked through its commercial and critical success. I remain firmly unimpressed. I expected so much more. If you've yet to play Bioshock then I recommend you think twice before you make a purchase.

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Comments: 1-14 of 14 in total

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Dr_Lobster
06/09/07 @ 16:47
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Odd. If you think of it as a "soggy mush of storytelling," what would be considered fresh and firm?

"Player choice" is a buzz phrase, for sure, and I recognize that there's linearity as well, but the Vita-Chambers are meant as alternatives to re-loading save points and creating weird redundant realities within the player. It keeps them in the game. More genuine "choices" could've been integrated (a better weapon customization system, I was expecting), but the level design is simply some of the best you'll ever find, I think, both artistically and structurally. The encounters are organic. There's so much more than "open door, shoot foes, advance" going on here, and the distribution of ammunition, radio tapes, and the wandering 'Daddies themselves encourage some wandering and back-tracking.

Likewise, the environment would feel considerably more empty if splicers didn't respawn -- they're there to enhance the already-existent claustrophobia that Rapture promotes. It's strange to me that you felt at odds with exploring vs. expending ammo. Resource management is central to the gameplay, and I felt it worked nicely with reinforcing the idea that yes, this is a legitimately dangerous setting, and you're not simply sight-seeing through it with some buckshot spread along the way.
Saladin
06/09/07 @ 17:14
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Why do you feel the need to hoard ammo? After all, you're given it for a reason - to shoot it into pesky foes. If the game didn't intend on you using it until later, it would make sure you weren't given it until later.
DuBBle
06/09/07 @ 19:38
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Dr Lobster:
We (obviously) disagree, but I can understand why many people feel the way you do. Honestly, most video games are "soft and mushy" in the respect that game directors have yet to refine their storytelling techniques to a point where I'd scream, cry, or laugh, in the way I would watching a film. Currently, the best method a game can follow if it wants to tell a tale is to *stop trying to tell a tale* and let the player utilise the game's tools to conjure their own rationale and interpretation.

To Saladin:
Hoarding ammo is probably a psychological quirk I possess. I'd want to use the wrench on the weak and limitless splicers so that I could engage in a satisfying and varied battle when it came to 'Daddy time.
Edited 2 times, most recently on 07/09/07 @ 00:44
dirigiblebill
06/09/07 @ 20:18
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'Ear-arousing', eh? BAN THIS SICK FILTH.
Bongo
06/09/07 @ 21:58
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I'm with the reviewer on this. I guess I'm around halfway through, and after being impressed at the start, it's really not that amazing a game.
Sad, really, as it has a genuinely stunning atmosphere.
Edited 1 times, most recently on 06/09/07 @ 22:58
Raya
07/09/07 @ 11:18
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YES! At last somebody tells it how it is. Dull and repetitive! Finished it and I had to will myself to do so. It's a 6/10 for me. Handfull of samey enemies. Samey big daddy fights - they just dish out more damage as it goes a long and you have a load of options for weapons but at the end of the day one does the job as good as another. The final boss fight is an absolute joke - he fights like a big daddy - snore.

What I don't get is why the underwater aspect is so poor. The same arthritic rubber fish twirl about (sometimes not even animating and definately not shoaling) out side windows and that's about it. The water is for the story but couldn't it have played a bigger role in the game. Inside, gorgeous and the outside is reduced to wavey bitmaps and rubber fish. This will be the same as Doom 3. Rave reviews and then a year on it will get knocked by the same people that gave it a 10
JEPC123
09/09/07 @ 16:27
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An excellent review, and one with which I agree wholeheartedly. I have just completed Bishock in the last hour, and on the whole was thoroughly disappointed with it. Sure, the use of plasmids and the interactivity with the environment during combat is great (indeed only when fighting without plasmids do you consider how boring 'normal' combat can be), and the graphics are stunning (although my PC struggled somewhat with texture loading)... but the storyline was a let down for me. I'm not saying it's not good, it's just that I never really felt that Rapture was what the story made it out to be - I never believed that the small, enclosed environments were once part of a grand city housing many people; they felt more like gaming set-pieces, albeit rather beautiful ones. The same is true of the whole Adam element - yes, I saw the Little Sisters and the Big Daddies, I heard the audio diaries and comprehended the way it was supposed to work, but it always appeared more as a gameplay mechanic than a genuine ecosystem, if you will.

I think half the problem is that the reviews gave me an impression that this would be more like Deus Ex, or at least System Shock II, than it actually is. Ultimately, I haven't been this disappointed since I played the first Deus Ex: Invisible War demo. I can understand, to an extent, the 'artistic' elemt most reviewers have raved about, but for me the moments when I thought 'this is really stunning, envoking in me an emotion that games don't normally lead me to experience' were few and far between; and marred by the aforementioned lack of belief in the entire world and backdrop as a once-functional city. That upsets me. Rather than restore my faith in gaming, Bioshock has forced me to ask myself whether I'm seeing things in the same way as other gamers.
Edited 1 times, most recently on 09/09/07 @ 17:30
BillyBrush
11/09/07 @ 15:34
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Odd. If you think of it as a "soggy mush of storytelling," what would be considered fresh and firm?


@DrLobster

Well for starters how about a game that doesn't take the central plotline straight outta a south korean movie (that did it 10 times better) and treat you like a brainless idiot when Frank reveals all (twice in the same scene in case anyone couldn't work it out straightaway) the golfing scene is so ham fisted i winced many a time during it

How about ICO, Half life as examples..
captain_cupcake
12/09/07 @ 06:43
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A refreshing counterpoint to the usual paean.

/this includes needing a dictionary to hand, it's a metaphorical jungle up there :D
Edited 1 times, most recently on 12/09/07 @ 07:46
wiiluv360andps3
15/09/07 @ 14:23
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Totally agree with your review. This game is as monotonous and formulatic as hell. Gimme a wii game instead
TexMurphy01
15/09/07 @ 20:04
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And you didn't even mention the glaring similarities with System Shock.
stoopidgreg
17/09/07 @ 01:50
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great review
Gazz
19/09/07 @ 08:13
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Oh my god, reading this review is like reading the contentius crap printed in Edge every month. Sure there may be a point to whats being said, but I really cant take someone seriously when they struggle to make any sense using lines like :

"An early example of the plasmid and weapon's symbiosis comes in the form of Atlas' 'one-two punch': the sadist's catatonic coupling of the lighting plasmid's stunning shock and the wrench for good old fashioned bludgeoning."

"Rapture is introduced through a torrent of set-pieces that revolve like a whirlpool around the player."

Good points, but reads like an old English wine tester talking nonsense about tasting the "mid day summer rays" in their "1907 Red Wine Special".
mumtoucher
19/09/07 @ 10:17
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and there was me thinking i was the only who didn't enjoy bioshock.

Excellent review by the way.

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