As game technology increases by leaps and bounds every
generation, the hardware has become more and more capable of delivering incredibly
cinematic and emotional experiences, which are the best examples of videogames being
art.
It’s the late 1960s, and main character Jack is on a flight
crossing the Atlantic. The plane soon comes
into contact with severe turbulence, and crashes into the sea. Quickly
surfacing, Jack swims to a lighthouse, which is found empty and abandoned apart
from a bathysphere, which upon entering, descends into the world of Rapture.
Rapture was built in the mid-40s by Andrew Ryan, an idealist who felt chained
by every form of government, so took it upon himself to build a city free from
rules, religion and scientific ethics. The product of such utopian desires is a
city which has destroyed itself through genetic engineering, and the once
prosperous and intelligent inhabitants of Rapture have turned into vicious and
mindless “Splicers” who are in constant need of the genetic material “ADAM”,
which maintains their unnatural evolution.
ADAM is harvested from Little Sisters, small girls whose
only purpose in life is to recycle ADAM. They are protected by Bioshock’s
mascot, the Big Daddies. These lumbering, mechanical beasts protect the Little
Sisters, and are the closest the game sees to a regular boss fight. The Little
Sisters bring up Bioshock’s major moral dilemma, on whether to harvest them for
ADAM, or save them from their torturous existences. Either choice delivers a
different ending, and the endings are so polarized between good and evil that
you’re either a saint throughout, or a Nazi, which distorts the game’s
ambitions of being truly non linear when dealing with the outcomes to the
decisions made throughout the game.
The rest of the world is portrayed through ghostly
projections and voice recordings left by the inhabitants before they met their
doomed fate. This helps to amplify the sense of isolation, as the only way the
player is ever exposed to the story is at arms length, forcing the player to be
an outsider always looking inwards.
From the get go, the world of Rapture feels 100% organic.
While so many other First Person Shooters are simply continuous corridors,
Rapture feels as if it wasn’t designed for a game, and was designed to be a
city. While there are numerous districts to Rapture, the ones that truly stand
out are; “Fort Frolic”- the entertainment district, and
the “Farmer’s Market”, due to their inspired design and interesting
architectural pieces. On a technical basis, Bioshock looks excellent, with
gorgeous water and fire effects, and a smooth frame rate even in the most
hectic of situations.
Rapture is given a harrowing suspense by the “Splicers”, who
stalk their prey throughout Rapture, breathing down your neck, whispering their
depravities into your ear. The voice acting for all the relatively “normal”
characters is spot on, nailing accents and dialects perfectly, helping to
reinforce the international feel of Rapture’s populous.
Of course, a perfect game world would be worthless without
strong gameplay to back it all up, and Bioshock has that side covered
perfectly.
Bioshock contains the usual array of firearms, but
throughout the game, as with all the other facets of the game, they evolve as
you progress. You will soon find Upgrade booths which dish out Steam-punk
looking improvements for all your firearms, and these will improve various
aspects of each weapon. More interestingly however is the Plasmids, which are
interchangeable abilities which allow you to shoot fire, ice, electricity or
bees, or you could use telekinesis to throw grenades right back, or turn your
enemies against each other. The range of Plasmids is great, and how they can be
used to manipulate combat situations is truly breathtaking, and keeps the game
from becoming monotonous. The game also has a couple of minigames running
throughout the game.
Firstly, you’re able to hack turrets to fight alongside you,
or vending machines to receive items for a lower price. Secondly, you are a given
a camera a little way into the game, and you can increase your advantages over
enemies by taking photos and “researching” them. These little facets, while
being meaningless in the grand scheme, help to create a more realistic world,
and shapes Rapture into something more recognizable.
Bioshock is quite a different beast from most other recent
First Person Shooters, as there is absolutely no online multiplayer, and the
focus is most definitely on a narrative driven single player experience. It
should take most players around 15 hours to get through, but because the world
of Rapture is so immersive, it’s easily conceivable to see yourself becoming
lost in Rapture for hours.
Closing comments: Bioshock is more than just a videogame. It
acts as the final stepping point to videogames finally being considered art, as
you’ll leave Bioshock thinking differently, and in that very way, it must be
considered art.