Every facet of BioShock is special: the haunting dystopia, incredible story, amazing atmosphere and excellent combat.

User Rating: 10 | BioShock PS3
Irrational Games found success with the critically acclaimed 1999 RPG shooter System Shock 2. Now, Ken Levine and co, fresh off the success of S.W.A.T. 4, have taken centre stage again to deliver, without doubt, one of gaming's greatest achievements. BioShock is a true work of art; a phenomenal experience that combines deft storytelling and characterization with outstanding gameplay to create, in this person's eyes, the greatest game of all time. One of the deepest, most engaging and emotionally powerful stories to grace a game, and has the unfounded gameplay depth to match.

The game is set on the eve of 1960 and follows a character named Jack who, after a plane crashes in the Atlantic Ocean, is forced into a bathysphere, a metal hub that transports him to the unnerving, unsettling and genuinely unforgettable city of Rapture - an underwater city created by the megalomaniacal Andrew Ryan. Exploring this place of violence and beauty is just the start of one of the most unforgettable experiences of our time. BioShock has such a dark, violent yet believable world that engrosses as much as it surprises. The story constantly keeps you guessing with its mysterious twists and turns and is paced to perfection, allowing for a deep, precise plot that will take your breath away. There are myriad secrets and places to discover in Rapture that it will be hard to focus on writing one aspect of the game. BioShock is a game that feels believable and huge, and exploring its halls, its hotel lounges and its unsettling smaller locales is shocking and captivating. There are over one hundred audio diaries scattered around the city that provide fully fleshed-out and intriguing backstory.

The story is also amazingly consistent, with revelations and shock events at unpredictable moments in the story. The political background, told through the audio logs, is hugely interesting. It makes you feel as though this isn't the first time chaos has reigned over Rapture, and that there are other parts of Rapture that are concurrently experiencing the same thing. This also makes Rapture feel and seem bigger than it is, which is surprisingly brilliant. There are also some moments during the story where white, static silhouettes will appear, providing flashbacks on what happened and how people were affected.

Characterization is something BioShock masters. Every character you meet is well fleshed out, and adds to the story and setting perfectly. Atlas, an accomplice you befriend upon obtaining a shortwave radio, is your guide around the city and, upon seeing the sights of this eerily distinct dystopia, is your only form of safety. The main villain, Andrew Ryan, is an aggressive, unpredictable fiend in every meaning of the word. Using his evil ways to constantly challenge you, Ryan is a determined man who will stop at nothing for answers are to your arrival and many more revelations that await. Other superbly drawn-out characters provide much of the downfall of the city in a way. This isn't just a city; it's a society. The means to divide the population are inexplicably intriguing and shed light on a broken humanity, if you like. Don't worry, I won't spoil anything, but giving you insights into the state of the human mind in Rapture is a dark, scary vision, one unenvied and with caution. You just don't see this kind of character and story detail in games much – its actually so absorbing it's like reading an interactive Ayn Rand novel. Quite the masterful plot indeed.

The city of Rapture is violent, but a beautiful kind of violent. There is something strangely, sadistically exciting about exploring a blood-soaked hotel lounge, or a bathroom with rotted corpses. This is a dehumanized city, one of disparate proportions. Lending to this tone is the sublime visual design. The graphics are incredible, with stunning environments and magnificent animations. The textures are solid and the weird, eerily old-fashioned art deco circa 1940 and beyond is wonderful. There are also some superb visual effects, such as fire and water physics that actually augment the overall atmosphere. You've never seen an enemy on fire like this before. Not only do you see it, but you feel it. The character models aren't the best around, but they are still good. The crumbling dystopia is immaculate, and you'll want to see it all. The environments are never repeated, which is quite stunning for a game set in one city, and with one overall colour palette. Speaking of colour, some sections of the game feature beautiful colour and art direction, and each level looks meticulously different from the last, which is even more impressive. The Unreal Engine 3 is put to fantastic use here; probably one of the best uses of the engine I've seen outside of Epic. There are some minor issues, such as some texture pop-in, clipping and slowdown, but there are infrequent and are only small blights on an otherwise stunning title.

The music is eerily stunning, with classics from the 1940s and 1950s acting as a backdrop for the tone of the game. Walking around a hotel with Ella Fitzgerald playing, exploring the bloodied corridoors is moody and atmospheric. How about then; listening to Bobby Darin's "Beyond the Sea" while traversing a bathysphere to Rapture – a classic moment of the game. The soundtrack somehow augments the sound to even greater heights, giving the game more believability and a chilling sense of dread. The sound effects are incredible. Gunfire sounds weighty and the brutal blows dealt to enemies feel gruesome and bloody, with some incredible, spine-tingling enemy chatter for good measure. I don't think I'll ever forget that moment when a bat-insane woman was crying to a child in a pram, and that child turning out to be a revolver. Or the guy crying for his wife who has left him and subsequently being hit by a burning, descending elevator cart, and his crying and wailing while set alight.

The voice acting is among the best in gaming, with expertly delivered lines of dialogue and emotional depth that is not rivalled to this day. The great cast of characters are fully fleshed out and bring the game to a whole new level of quality and immersion. Like previously stated, there are over one hundred audio logs scattered throughout Rapture. Some are easy to find, while most are well-hidden. The quality of these logs is incredible, and listening to them all is certainly unnerving and intriguing. There has simply never been a more involving audio design in gaming than BioShock. The selections of tracks are eerie and perfectly suited for the setting and enhance the atmosphere. There is also a beautiful but sad orchestral score that is understated for most of the game but when it is there, it is quite stunning. BioShock has an atmosphere unmatched.

Gameplay revolves around brutal combat with immense depth and flexibility. There is so much to say regarding the game that I'll try my best not to get carried away or repeat myself. Firstly, you will start off with a wrench, of which fights are brutal. However, there are more weapons as you progress through the game. There is a revolver which, for the most part, is your most reliable and powerful firearm. The game later opens up to more traditional guns like a machine gun and shotgun among other deadly weapons like a grenade launcher and crossbow. There are some other weapons that I won't spoil but, suffice it to say, you will be happy with the selection available.

Gunplay is intense, thrilling and responsive, thanks to fantastic controls. Switching between weapons is fast and efficient, and selecting weapons from the radial menu is good, though never great. Controls will never be an obstacle in the game. In tandem with weapons, there is the most interesting and best thing about the gameplay - plasmids. These are augmented powers that inject into your veins, giving you various abilities to rid of enemies. Electricity, fire, telekinesis and even hornets are just some of the amazing abilities on offer. These represent the most creative side of BioShock, as there is so much depth to the abilities. Bolts and fire, while being visually stunning, are overwhelmingly satisfying, especially when surrounded by multiple enemies. You can even fire at the ground and impending enemies will be set alight. A great thing about plasmids – and weapons – is that they can be upgraded, thanks to several machines around Rapture called a Gatherer's Garden. Here, you can spend ADAM and select stronger upgrades on your plasmids. You can also purchase a larger health and EVE meter.

ADAM is gained by finding Little Sisters, small girls who have been transformed into evil commanders who obtain this source from lifeless corpses. Beware though – there is an obstacle in the way this time – and some obstacle it is. The Big Daddy. These brutes pack heavy damage and can kill you in just a few hits. There are different variations of these creatures, and fighting them is among the highlights of the experience. The first variation, the Bouncer, is equipped with a Drill, while later versions use weapons. Once you have defeated a Big Daddy (and lost a lot of health in the process), you can proceed to the Little Sister, wherein you will have two options to choose from. You can either Harvest the girl (take maximum ADAM but kill her) or Save her (take less ADAM but save her). These decisions have consequences that can change the outcome of the ending. While not a substantial difference, I found harvesting the Little Sisters to be quite difficult, as there are heavy moral references in and around Rapture, and the game lends a kind of guilt over you if doing so. Saving them gives you less ADAM, but you will have a clear conscience. Dealing with them proves to be fun, as they are in every level along with their Big Daddy protectors. These represent the most dreaded video game characters in recent memory.

There are also Power to the People stations hidden throughout the city. These machines enable you to upgrade your weapons to better levels, giving them more firepower or deadly attachments. It's fun to experiment with these newly upgraded guns on seemingly weaker foes in early levels of the game, and satisfying to use against Big Daddies. Also, there are three different ammunition types for each weapon. Revolver, for example, uses traditional rounds as well as Armor-Piercing rounds and Anti-Personnel rounds. Machine gun rounds also use the same, while Shotgun rounds will eventually allow Electric Buck and Fire Buck. These are awesome alternatives and provide another dimension to first-person shooting. However, the Power to the People stations only allow one use per station, so choosing wisely is definitely the key.

The flexibility of the action is staggering to say the least. There are some many gameplay combinations to use, and the experimentation of these situations is immensely satisfying. Using electricity to shock an enemy and then using Liquid Nitrogen to freeze them followed by a final shotgun blast is a thing of beauty. When you explore these combat options, you will likely notice new situations to use. It's that deep. The Plasmid system is the best gameplay design choice I've ever acknowledged, and is the thing that will keep veteran players returning.

There are a dozen plasmid combinations – including downloadable content items that are automatically on the PlayStation 3 disc – so there are some great types. Cyclone Trap is, while initially ineffective, hugely rewarding for when you are low on EVE or have no ammunition. So different plasmids are suited for different areas, too. Incinerate should definitely be used in Arcadia, as it is mostly dry, green plains and small herbal areas. Then such places as Neptune's Bounty should be utilized with Winter Blast or Electricity.

The level design is phenomenal and the overall environmental architecture is breathtaking. There is an amazing attention to detail and creativity in the areas you explore and never feel or become repetitive. There are so many imaginative locales in the game touching on mythological references, such as Point Prometheus and Hephaestus. The levels usually contain underground areas where the action is chilling and tense. These places also most likely contain rewards and secrets. The depth to the level design is astonishing.

One of the strongest aspects of this is certainly the enemy AI. Completely dynamic and unpredictable, each enemy encounter is different from the last, which is an incredible programming feat. The AI behaviour is strange and eerie, as they wander around each level while muttering to themselves or fighting each other. The reactions and movements are top-notch, and unnerving in their sense of unpredictability. Many enemies will surprise you, lending to the survival-horror aspect of the game. This is one of – not many – games I've played where the enemies won't necessarily all attack you, but rather each other. Big Daddies may also become involved, where staying out of their line of sight comes highly recommended. Otherwise, you won't just have splicers to deal with. Like the Big Daddies, there are different variations to the enemies – aforementioned as "splicers". The origins of the crazed splicers revolves around the Rapture Civil War, wherein they killed most of the population of the city – many of themselves – and began to deform due to over-consumption of ADAM. Now entirely dependent on the formula, they have become physically and mentally deformed, leading to their eerie masquerade masks and costumes, and the crumbling dystopia of Rapture. Now there are different types of splicers.

Thuggish splicers are the enemies who carry wrenches and lead pipes. Then there are the Leadhead splicers who use revolvers and machine guns. Nitro splicers carry grenade boxes and throw them on the trail of pursuers. Houdini splicers are enemies who can teleport and use fire plasmids. Perhaps the most unnerving of the enemies – Spider splicers. They traverse the ceilings and walls of Rapture and are equipped with sharp circular blades that are thrown at others. This variety contributes to the fresh nature of each fight, which is fantastic. There also some boss battles in the game, which are well-created and superbly paced. Though not overtly challenging, they still provide something new to the design while trying to give a cinematic edge to the game.

There are also tonics. These enhance your overall attributes, and are aligned by three areas - physical, engineering and combat. These tonics enhance your plasmid and weapon abilities. For example, "Wrench Jockey" will increase your wrench damage, and "Human Inferno" and "Electric Flesh" increase fire and electric plasmids respectively, while also providing additional traits. Other entries into the three categories can also be purchased from a Gatherer's Garden when, if equipped with maxed out attributes in every area, you will be all the more powerful and agile when facing enemies. There are 58 tonics in the game, and these can also be found in Rapture. Some are minor tonics, while others are noticeable. For example, invisibility when idle is awesome, but having an ice wrench is too cool (no pun intended).

In addition to tonics, there are other ways to enhance abilities, and this is through the use of Research. You'll gain access to a camera during the first hours of the game, and you can take pictures of splicers and gain points based on the quality of the picture. For example, an "action shot" would have the splicer attacking the player, or being attacked by another splicer. These pictures level up parameters, and each level gives different rewards. There are four levels to gain, and increase your damage on the enemy. Research also works for Big Daddies and Little Sisters. This gives the game the RPG system that fans will love. There are also enemies in the game that can also be made allies by use of hacking.

Hacking is another big part of BioShock, and gives you another jump on enemies. There are Security Bots, which are small, flying turret bots that can wander through small gaps to assist you. Up to two of these can be activated at one time for maximum protection, which is awesome. There are also turrets that can activate from metal plates on the ground or are set up by enemies. Finally, Security Cameras are the most pain-in-the-ass form of security, and can spot you in an instant.

Hacking is easy - hit one of the aforementioned security drones with an Electro bolt, and then a mini-game begins, where you must connect tiles to one another perectly, and align them to the designated tile, and if the electric current flows correctly, you will gain control. Seeing an enemy attacking you, then fleeing from a now allied Camera is awesome. Hacking occurs frequently and, while sometimes tiring, is very rewarding, especially when gaining extra firepower.

There are other sources in Rapture, too. There are vending machines, where you can purchase health kits, EVE hypos and ammunition, as well as small nutrients. There are also ammunition machines, for an in-depth look at the different ammo and types available to buy. You gain cash throughout the game by looting enemies and Big Daddies – which is one of the most enjoyable parts of the game. Hacking these machines is the same as others, and will give you discounts on items if the hack is successful. You can also hack safes, which are the toughest sources for hacking. Requiring very fast hacking skills, successfully hacking these will give you excellent rewards such as multiple health kits and ammunition, EVE hypos and lots of cash. Hacking is fun, but if you fail you may regret choosing to hack in the first place.

Reason is, if you are spotted by a camera, a bot alert is made and Security Bots will come and dispose of you. There are Bot Shutdown panels and can turn them off, or you could hit them, hack them and use them against impending enemy bots – all three of those steps in succession is brilliant. You can also use Automatic Hack Tools, which are rare tools that give you immediate control of a bot or camera.

Automatic Hack Tools can also be created. Yes, BioShock even lets you craft different items provided you have the correct elements. During the game, when looting, you may come across different objects and items, most notably in drawers and desks, that may seemingly feel unnecessary. However, these objects can be used at U-Invent machines. These machines allow you to develop, for example, ammunition or grenades. This ability is potentially great, although underdeveloped. I wish Irrational expanded on this idea further, because it could have been an integral part of the RPG elements. Creating your own items sounds great, but perhaps developing your own health kits or EVE hypos would have been phenomenal. As it is, it is a bonus feature that you will probably ignore more often than not.

BioShock is such an amazing gaming experience, but it isn't perfect, and has some noticeable issues worth mentioning. The first is the most important, and that is regarding the story. Though the story is brilliantly written and is fleshed out, the final act of the game feels like it runs out of steam. It loses a bit of momentum after the twist, which already pushed the story into a corner because it was so well executed. Also, the finale is somewhat forgettable. The endings, of which there are three (the "neutral" ending is very similar to the evil one), aren't as memorable as anything that came before it, and doesn't stack up to the rest of the game. It isn't bad in any way, but it could have been done better.

There is no multiplayer, but that doesn't matter because BioShock is such an engrossing experience. The first playthrough could last you over 20 hours, which is exceptional for a modern title. Also, given the apt amount of variation, you could run through the game multiple times and kill enemies and complete objectives differently. It's such an amazing game all the more. The depth to the RPG elements means Hacking will become second nature upon replaying the game, and different decisions on the Little Sisters will yield a different ending cinematic. The main reason you'd replay, however, is the exceptional story and characerization. BioShock has the deepest, most powerful and touching story in gaming history along with phenomenal characters and outstanding writing. Ken Levine has done wonders with the plot and references to culture and moral consequences. This is a game that you will never forget, a game with incredible combat depth and unpredictable AI and level design that is monumentally recommended. The single greatest gaming achievement. An unforgettable experience.

SUMMARY

Presentation 10 - An incredible, brilliantly paced story with memorable characters in an amazing, unforgettable setting.

Graphics 9.0 - The art direction is superb, and the environments and lighting are great.

Audio 10 - Expert voice acting, fantastic sound effects and a great score.

Gameplay 10 - Engaging combat, wildly entertaining plasmids and unpredictable enemy encounters with fantastic AI. An amazing experience.

Replayability 10 - Worth playing again and again. A true classic.

Overall - 10/10