September 15th, 2007
Review: Bioshock
Game of the year! According to all the hundreds of reviews on ‘reputable’ sites on the internet. Yeah, it’s good, but the amount of hyperbole used to describe Bioshock make it out to be the single greatest thing to happen to videogames since Pong. A Gamerankings average score of 95.4%, means that it’s just outside of the top 10 most critically acclaimed games, which is no mean feat, for a ‘new’ game.
But I dunno….after spending a week or so with it, I’d have to disagree with the sentiment. Not to be contrary or anything, of course, but simply because it’s heritage has meant that, if anything, in some respects, it’s a step removed from what it could have been.
Because, of course, as most of you would know, it is, to all intents and purposes the third in the ‘Shock’ series. System Shocks 1 and 2 were PC only affairs, and were woefully ignored on release. System Shock 2, in particular, is one of the best games that I never completed. Not because it was too difficult, oh no (:)), but because it was so scary. In that game, you found yourself crashlanded on a seemingly deserted space station, with physical weapons and mental upgrades that could affected the diseased enemy, that seemed to be the only survivors, but whose only intent was to kill you. Along the way, you found recordings from the deceased that gave you some idea what had happened to turn the space station into a ghost land, and all this time, you were watched by the omnipresent baddy of the piece, SHODAN, who made sure that you felt unease with every step.
Now, replace SHODAN with Andrew Ryan, the Space station with Rapture, and the mental upgrades with Plasmids, and you’ve got Bioshock. What’s lacking in this update is the micromanagement of your person, and tools, which far less dull that in sounds, and added greatly to the sense of unease and fear. Finding your favourite weapon isn’t enough when you know that there’s a chance that your using it is going to break it, requiring you to find the parts to repair it. In Bioshock, this doesn’t happen. In fact, the exact opposite occurs - at no point do you really feel like you’re about to end up in the proverbial shit as far as firepower is concerned, thanks to the plentiful supplies of cash bandied about the game, and Rapture’s decision to have an ammo shop on every corner.
As for your own welbeing, in SS2, you upgraded your personality over a number of areas, meaning that you had to make the decision to specialise either in the physical, or mental capabilities of your character. The great thing, in this respect, is that the game could be whatever you wanted - would you decide to go all out and kill shit with guns, or would you go ‘psychic’? In Bioshock, it’s all open to you, and the only decision is what upgrades to choose at a particular point, as aside from the limit is the number of each type you can have at any one time, although they’re all interchangeable anyway.
But enough of that - the decision to ‘dumb down’, is probably a conscious decision, and my desire for it to be a true sequel to one of my favourite games ever is rather selfish in the respect that it’s fairly obvious, just by looking at the sales figures of SS2 that something had to give if this type of game was to be successful. And in almost every other respect, it succeeds admirably.
The game looks and sounds absolutely wonderful - they’ve nailed the 50’s Art Deco look perfectly. The atmosphere’s there, and the story is reasonably gripping. The action itself is OK, although, it can be hard, thanks to the busy surroundings, to work out what’s happening when you’re being attacked by 200 baddies at the same time.
When all’s said and done, though - I had fun. Which is way more than can be saide for Prey. It’s just a shame that it’s not what everyone wants it to be, but I’m very happy that they’ve decided to tray and turn this into a franchise - here’s hoping that they’re try and be more true to it’s predecessors in future releases.