BioShock

BioShock

  • Publisher
    Feral Interactive
  • Developer
    2K Australia
  • Release date
    21 Aug 2007

BioShock is a shooter, not at all like anything you've ever played previously, wealthy in weapons and strategies more than ever. A total arms stockpile is available to you, from straightforward guns to projectile launchers and substance slingshots, yet you are likewise required to adjust your own DNA to make a much increasingly deadly weapon: you. Injectable plasmas invigorate you superhuman: shoot electric stuns into the water to dispose of numerous adversaries without a moment's delay or freeze them, and afterward crush them with a straightforward wrench.No adversary experience resembles some other and no other player turns into this game precisely like it You play. Adjust your body: fingerstorms and swarms of executioner hornets that incubated from your own veins. Hack into frameworks and outlines and improve your weapons and make new sorts of ammo. Transform everything into a weapon: the earth, your body, discharge and water and even your deadliest enemies.Experience a novel world in the profundities of the oceans.BioShock: Breaking the MoldThis free download takes you in the background of BioShock. Download now!

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AGM score 94%
IGN 9.7
GameSpot 9
Metacritic 95
sci-fi
economy
game critics awards
rock music
health
first person shooter
death
explosion
flags
male protagonists
corrupt government
bink video
turret
gun
crouching
wasd movement
pistol
first aid kit
melee
crosshair
real-time combat
political thriller
reloading
respawn
mercenary
sniper rifle
boat
communism
villain
suicide
wrench
scope
fascism
binoculars
strafing
recoil
polygonal 3d
robots
achievements
mad scientist
digital distribution
power up
crate
rocket launcher
downloadable content
water
single-player only
steam cloud
credits menu option
sausage
bird
breaking the fourth wall
terrorists
steam
puzzles
steam achievements
ps3
enemies on cover art
swarming enemies
mustache
enemy health indicator
bridge
game over
multiple protagonists
revenge
hammer
shotgun
controversy
horde mode
molotov cocktail
eating
playstation trophies
nut
stealth
action-adventure
door
the locked door
loot gathering
priest
moral decisions
self-referential humor
nuns
red herring
dystopian world
anarchism
voice acting
cannon
coin
rivaling factions
non-player character
gatling gun
a.i. companion
fireball
bed
table
gloves
cloud
water effects
first-person perspective
currency
alternate historical
betrayal
tragic hero
boss fight
bosses
female protagonists
jump
pipe
explosives
damsel in distress
save point
staircase
heads up display
secret area
final boss
mini-boss
statue
liberation
can't kill innocents
scripted events
ghosts
fire
backtracking
easter egg
teleportation
shield
silent protagonist
shovel
switch
ladder
fish
human
book
shopping
bow
lantern
hat
electricity
key
bench
bottle
saving the world
heart
player character
vision obstruction
tombstone
curtain
map
been here before
shoes
waking up at beginning
dimension travel
valuable garbage
saw
context sensitive
falling object
duality
statue mimic
monomyth
contest-driven development
multiple endings
traps
rock
bee
tree
mind control
loading screens
message on the wall
playstation plus
resistance
barrel
crying
meat
cake
infinite resource spot
horse
capitalism
steam trading cards
gold
bag
searching corpses
banker
steampunk
insanity
artificial intelligence
open-world
singing
toilet
knife
male antagonist
floating island
message
anti-hero
hallucination
elements
plot twist
poverty
steampunk machinery
new protagonist in sequel
psychopaths
women in refrigerators
working for the enemy
airship
bad parents
parents
fictional currencies
god complex
buff
redemption
e3 2006
underwater gameplay
coffee
xbox 360 controller support for pc
apple
banana
melon
orange
difficulty level
xbox one backwards compatibility
bell
games that ask you to "press start" but will accept other buttons
crafting
mask
upgradeable weapons
motion control
environmental puzzles
rpg elements
exploding barrel
healing food
wind
physics manipulation
light bloom
fire manipulation
beard
balloon
top hat
checkpoints
street light
umbrella
horror
echolocation
piano
truck
cup
shelf
racial stereotypes
warning sign
unreal engine 3
games with gold
facial hair
wooden chair
vending machine
lifesaver
cover system
shipping container
hardcore mode
zoom
boots
games on demand
high definition graphics
dlc season pass
collector's edition
chest-high walls
shirt
headshot
secret achievements
execution
bullet sponge
e3 2011
gamescom 2011
normal mapping
pax prime 2011
pax east 2011
victory gong
subtitles
monks
alcoholic beverages
disembodied voice
time travel
murder
shadow
tea
flowers
fruit
trash can
vine
playing cards
rope
pop culture reference
frying pan
lily pad
white noise
photo
sink
smoke
pillow
necktie
hot dog
fence
french fries
carrot
fountain
lgbt
nonexistent light source
poster
couch
falling sequence
bucket
stained glass
cheese
cart
fireplace
experiments gone awry
suit and tie
revolver
gramophone record
dress
foreshadowing
teapot
potato chips
minigames
saw blade
auto-save
footprints
twister
breakable glass
chandelier
radial menu
alternate reality
finishing move
air manipulation
assassin
blood
racism
game of the year edition
plate
log
window
candle
retail games with steam activation
basket
first person melee
crepuscular rays
bread
interactive environments
stool
high dynamic range
dolby digital
street sign
lock picking
lock picks
sweeping vista
goblet
hand rail
tomato
reversible cover art
sociopath
potato
e3 2012
lightning manipulation
freezing weapons
slip cover packaging
bread crumb trails
immersive sim
gull
full body awareness
physx
iron sights
screen splatter
weapon bob
hacking
propeller
cage
religion
one-man army
skill points
full motion video
chains
blood splatter
protagonist death
pre-order exclusive
interactive cutscene
superpowers
playstation home tie-in
divine punishment
pedestrians
guitar
torture
newspaper
camera
graffiti
government
cane
cash register
mayor
paper
fake in-game advertising
radio
flip off
ceiling fan
cigarette
office chair
clock
phone
electric fan
broom
lighthouse
smoking
enemy sniper
wardrobe
handcuffs
fire hydrant
surveillance camera
russian accent
benchmark included
beer
d.i.c.e. awards 2014
wheelchair
luggage
light up crosshair
blimp
matress
urinal
lock
censored version
badge
game developers choice awards 2014
wallet
rich snob
prostitution
narcissist
research
microtransaction
telekinesis
guided by radio
southern american accent
the 1980s
decoy
evil old white guy
killing children
sneaking mission
ball
coat
watermelon
teddy bear
locker
bible
dancing
first-person regain consciousness
wwise
glowing eyes
audio logs
unseen recurring characters
scientist
role-playing shooter
aquarium
disfigurement
psychics
biblical quotes
shooter game
christianity
aural characters
theme song
pov cutscene
player taunting
playstation move support
angel
child art
bloody wall
rubble
movie reference
sounds of despair
coal
purse
item combination
urinating
environmental kill
charging heavyweight enemies
stock up area
monster infighting
onion
demonic infants
spiritual successor
mauser c96
concept art
gun smoke
fireworks
directx
atheism
ice cream
popcorn
pear
black-and-white
cults
paintings
cult leader
changing sides
anvil
verticality
hunting trophy
random character speech
unreliable mentor
psycho villagers
ghostly manifestation
totalitarian government
e3 2007
konami code
film noir
screwdriver
photography
psychic abilities
sidekick
multiple ammo types
propaganda
anti-villain
the end is the beginning
first person
stainless pot
episodic content
bowler hat
homage box art
sandwich
combat knife
tesla coil
jump scare moment
lamp post
oar
functional toilets
production babies
grandfather clock
playstation now
substitution cipher
rose
vision cone
flickering light
substance abuse benefit
parking meter
acoustic guitar
nosebleed
record player
cereal
inebriation
supernatural arm
consumables
typewriter
banjo
bust
mid-game haircut
gatling turret
chinese accent
violin
whiskey
cockroach
pax east 2012
ashtray
frame rate lock for console games
movie projector
clerics
bonesaw
big daddy
little sisters
exploding props
plasmid
bathysphere
coat rack
cello
steam pre-purchase rewards
matryoshka doll
zealot
absinthe
sightseeing binoculars
time since last checkpoint
functional faucet
southern american themes
pickle
aerial lift
animal weaponry
cotton candy
thimble
cannon turret
vox populi
the founders
boys of silence
barbershop quartet
zucchini
sky-hook
respawn justification
underwater
1950s
survival horror
plastic surgery
drill arm
creepy children
faceless hero
irish accent
retro future
scary children
loud ambient noises
electrified water
image flashes
whale
arrival by crash landing
mysterious ally
biotechnology
utopian civilization
adam
splicers
objectiveless beginning
hypnosis
insect swarm
starter weapon
patricide
eve
electro bolt
omnipresent villain
slow in-game introduction
objectivism
dud grenade
gatherer's garden
u-invent
power to the people
surgery
unreal engine 2.5
interactive achievement awards 2008
game developers choice awards 2008
first person shooter game
bioshock
bioshock game
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About BioShock

BioShock is released by Feral Interactive in 21 Aug 2007. The game is designed by 2K Australia. BioShock is a typical representative of the Role-playing (RPG) genre. Playing BioShock is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay BioShock will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.

In addition to it in 21 Aug 2007 released games such as:

In addition to BioShock, the representatives of Role-playing (RPG) games also belong:

A complete list of games like BioShock can be found at AllGame here.

BioShock is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.

BioShock is perfect for playing alone or with friends.

At AllGame you can find reviews on BioShock, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.

The story

This section tells the history of the world of BioShock

BioShock takes place in 1960 in the middle of the Atlantic Ocean, where Jack, sole survivor of a plane crash, discovers the entrance to the recluse underwater city of Rapture, at the end of a civil war which left most of this utopia in disrepair. Finding himself in an alien world, he has no choice but to fight for his survival against the Splicers, degenerated citizens addicted to the genetic material known as ADAM, and all the traps laid down by the city's visionary founder, Andrew Ryan. His only help lies in Atlas, a revolutionary man seeking to escape safely to the surface with his family.

BioShock - game review

Date: 2007-08-28 10:52:00
The review was based on the PC version.

Features of a perfect game! They exist? The perfect game doesn't have to be non-linear, it doesn't have to give us 150 hours of gameplay, it doesn't have to have a multiplayer mode or 300 types of cars to choose from. These types of measures - conscientiously scored pros and cons - are fun to save average people, pull them into the status of "events", or God forbid hit. Meanwhile, truly great titles do not have to boast of a substantial list of advantages that would look nice on paper and in the browser window. At such an altitude the air is already thinned out enough that the standard procedure cannot cope. Because you see: we seriously considered placing BioShock on the first hundred points on our scale. In a world where 2-3 titles are hype every year, judging them at something of 95%, the production of 2k Games would deserve it. But on the other hand - the assessment is just a label that so high could raise unnecessary controversy and distract attention from the essence of the problem. And the problem is that BioShock mercilessly humiliates the entire video game industry.

You know how this epic begins. The hero participates in a plane crash, as a result of which he lands in water in the middle of the ocean. Not having a special choice, he swims to a nearby structure, reminiscent of a lighthouse. He finds an elevator that takes him to the underwater city. Utopia, created by a visionary and madman at the same time. An ideal world in which science is not bound by ethical norms. However, it immediately turns out that something is wrong. The city is overrun by psychopaths, destroyed, slowly agonizing, under ocean pressure. Having no special choice, the hero begins to follow the indications of a certain Atlas, with whom he establishes radio communication.

Incredible views, the music cuts into the heart, the action does not slow down for a moment - the first hour spent with BioShock is the most intense piece of introductory gameplay that saw the light of day. The game starts with an earthquake, and then the tension increases. We hear the backing track - some missing Debussy prelude? We hear the voice of the city's creator, who greets us in his possessions - did Orson Welles rise from the dead to record it? Opponents appear. We acquire the ability to use magic. Explosions. Water breaks into the corridor. We're running away. We're running. And we'll run like this for several hours. The game will not give us peace, it will not let us fall asleep until we finish it.

The game follows ruts created over a dozen years of FPS development. We have here some Doom , some Call of Cthulhu , many System Shock . It was not decided to spice up the gameplay with any RPG elements, although we still have a lot of scope when it comes to character customization. The most important are of course the so-called plasmids, or "magical" skills of our hero. Some of them can be obtained while following the main axis of the plot, but most of them are prizes for sticking the nose into the deep recesses of the city. The use of most of this type of talent is twofold: on the one hand, they are used to eliminate opponents (electric shock, arson), on the other, they help overcome various obstacles (causing a short circuit, melting an ice block). In addition to plasmids, the hero will acquire a whole lot of passive skills, divided into 3 categories: physical, technical and combat.

Eliminating opponents is not easy. We are constantly suffering from a lack of ammunition and magic energy (EVE), and the artificial intelligence of opponents distinguishes them from the typical cannon meat for FPP. When they are injured, they retreat and look for medical equipment. They can hide behind obstacles and combine to get us from behind. Some are also terribly fast. The role of the greatest bastards is obviously taken by the characteristic characters in the costumes of deep divers, known as Big Daddies. It may seem that these are slow and clumsy mountains of flesh, but nothing could be more wrong.

In addition to a range of magical skills, you'll find a fairly large arsenal of conventional weapons in BioShock. The game requires that we use all available destruction tools. If you think that gameplay coloring is just a look at your eyes, because in every FPS you play the same way, you can go a bit here. Combining with the use of plasmids and using them in combination with a gun, shotgun and a rifle is the essence of the game. We have a lot of freedom in inventing ways to defeat opponents, and yet there are times when we feel helpless. The way out to the players was to place special capsules in the game world in which we respawn in the event of death. Without any consequences. It disturbs the balance of fun a bit, but without it the high level of difficulty could be an obstacle for many players.

Big Daddies are creatures very important for the course of the game, just like Little Sisters - the little girls they look after. "Sisters" deal with obtaining the priceless substance ADAM from the corpses. Without entering into the story details, for us it primarily means the possibility of upgrading statistics (health bar length, mana bar, additional skill slots, etc.) - very important from the point of view of the overall gameplay. Here also appears the famous moral dilemma that the player must face. To get to Little Sister, we have to get rid of her guardian (read: kill him). When we deal with him, we will face a choice: kill the little sister (160 ADAM) or save her from the claws of the "curse" (80 ADAM). The difference is noticeable, and this choice - in a broader perspective - affects the end of the game. So act wisely, player.

It is difficult to point out the most amazing aspect of BioShock . By way of elimination, I narrowed this dilemma to two categories: climate and visual design. The first one takes a handful of System Shock . Just like in the legendary cosmic horror movie, here too we have a constant sense of being watched. The "big brother" is Andrew Ryan, the already mentioned visionary and creator of the underwater city. Going through the subsequent levels of his psychedelic work will often feel like a laboratory rat. What are Ryan's true intentions? Is he really evil, responsible for the lurking evil in the city? Or maybe his intentions were honest? This ambiguity pleases and causes the story to avoid a clichรฉ. We don't really know which direction it all goes, and we have no reason to expect a special happy-end.

The game is an aesthetic experience that has never been seen in the history of video games. It's ubiquitous art-deco, this retro-atmosphere soaked in the aesthetics of fallout propaganda. Color! Intense, disturbing green. These ubiquitous advertising posters. Really amazing what is happening on the screen. And despite the general splendor, the charm of all this is not in the sheer volume of textures, effects and triangles. No, the essence is the idea, adopting an unusual convention and staying in it. Let's remember this when we go through the game with the action set in a space station, in a tower block, on the streets of the city, in an unconvincing cave. Thinking does not hurt, and the creators of BioShock know this very well.

And the music? It divides into two planes. The first is an orchestral soundtrack, which some time ago was made available for free download from the web. Gershwin is heard there, and Penderecki can be heard. 20,000 miles of undersea shipping like music. The second, for many more tasteful face of music in BioShock is quite a rich resource of oldschool hits from the forties and fifties. Point your thoughts towards such artists as Duke Ellington, Billy Eckstine and The Ink Spots, and you will be at home.

Speaking of dryness, BioShock is the most moving production in recent years. Moving in a way even absent in video games, reserved rather for more developed and emotional arts. It does not bring a technical revolution, it does not create a new genre - but it causes us to start seeing * more * in the game than just the purpose of the mission and the enemies standing in the way. Interactivity becomes a blessing. We are aware that we might as well watch a movie telling this story. Meanwhile, we are the center of events, we are looking around the ruined, underwater city, we find tapes with the terrifying recordings of its inhabitants. We regain faith in the creators of computer games.

Krzysztof "Lordareon" Gonciarz

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Other reviews

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Screenshots

Screenshots will help you evaluate the graphics and gameplay of BioShock.

BioShock - scene 1
BioShock - scene 2
BioShock - scene 3
BioShock - scene 4
BioShock - scene 5

Videos

If screenshots are not enough, you can enjoy creative videos from Feral Interactive

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