By Tom Cross
BioShock
for the PS3 isn't exactly a moot point, but it's definitely a footnote compared
to the original's huge footprint. BioShock is of course the hugely successful,
widely admired successor to System Shock. Made by a lot of the team members from
Irrational who worked on the adventures of Shodan, BioShock takes what it wants
from System Shock's legacy and leaves the rest behind, picking up a new, hip,
art deco-inspired design along the way. The result is a mixture of System Shock-lite
customization and gameplay, along with a healthy shot of Fallout-inspired retro
chic.
BioShock takes place in the 50's, deep under the ocean, in a gigantic
deep-sea biosphere of a city, called Rapture. Rapture was founded by the
ambitious, Ayn Randian egomaniac Andrew Ryan. Ryan's goal was to create a haven
for those too brilliant and perfect for the regular, petty world, but what he
did was create a breeding ground for destruction. With the advent of Adam, an
aquatic mutagen, the inhabitants of Rapture began to "splice" themselves to an
alarming degree, quickly taking sides in a brutal, genetically modified war that
has come and gone by the time your protagonist appears on the scene.
You arrive via plane crash, somewhere over the Atlantic, and are thrown into
a conflict that rages still, although it has exhausted most of its fury. In your
quest, you employ a stable of conventional (though potentially modified)
firearms, and more importantly, a vast array of "plasmids." Plasmids are the
game's magic powers, and come in offensive and support varieties. They are
powered by EVE, a kind of charger for the basic Adam mutations that the denizens
of Rapture found at the bottom of the sea.
As you explore the beautiful, decrepit halls of Rapture, the game's primary
upgrade system and moral quandary is thrown in your face: to acquire Adam (to
buy new and better plasmids), you must either kill or rescue "Little Sisters."
These young girls, frozen in time, travel the bowels of Rapture extracting Adam
from corpses. Their hulking guardians, the diving suit-sporting Big Daddies, are
by far the most interesting and formidable opponents in the game.
When the game came out, much was made of the choice that would face players:
spare the Sisters and receive less instant Adam bonuses, or kill them, receiving
larger amounts of Adam. In practice, it is far less affecting than advertised.
If you choose to sacrifice a Sister, the camera goes black, and when your vision
clears, you see a squirming worm (full of Adam) in your hands. It's alarming,
and not very pretty, but its game world consequences are not drastic. In fact,
if you save the Sisters, you receive bonuses of Adam over time, making it the
more economically viable option.
As previously mentioned, the game plays like an action-oriented version of
System Shock. There are no skills, hardly an inventory to speak of, and the only
upgrades you can get are from guns and advanced level plasmids. Sure, you can
get a plasmid that lets you heal yourself as you hack computers, or that
electrocutes attackers, but your choices are deceptively simple: you have many
ways to kill, but kill you must. Never do your skills allow you to follow a
different course in any situation. There is a branching point to be sure, but
it's a simple Good/Evil dynamic, keeping the gameplay linear.
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