Tuesday, March 9, 2010

BioShock

BioShock

It's hard to write a review of BioShock. Not because it is such a bad game that I couldn't make it through, or even because it is so good as to be flawless, just because so much ink has already been spilled on it. The limitations of writing about a game every single day while not being part of a media establishment that receives new games constantly has brought me to this.

BioShock is a first-person shooter, in the loosest sense, with several unique features, but most importantly is the story and writing, which are sharp, deep and much-discussed. But for me, it was the sound design and polish that totally drew me into the game.

The tiny visual cues, creaks and moans of a decaying undersea world really sold the game to me as almost a survival-horror experience, and even on Normal, when I rarely ran out of ammo or faced death, I found myself terrified to go around corners, listening to the inmates all around me running the asylum.

While much of the game is nonsensical (steam-powered chainguns with visual recognition devices in the 50's? Floating in midair while you hack cameras?), there's so many tiny little touches that completely immerse you in the game. It is far and away the game experience to have in 2007, so much so that we are still talking about it in 2008.

There are large swaths of the game that do not ever have to be explored to complete it, yet some of the most powerful moments are contained therein. In one section of Neptune's Bounty, we find a pair of near-mummified corpses on a bed, surrounded by open bottles of pills. A nearby audio recording details their grisly and tragic end, yet this section, full of original art assets and scripted events, is completely inacessible without working to find the unmarked secret entrance to the room. Why waste resources on this scene? Because BioShock is so wholly realized, so completely imagined it is more than the sum of its parts, which is why it rightly deserves the title of "Game of the Year."

Why much ballyhoo has been made of its relatively short length (less than ten hours from start to finish) and lack of multiplayer, I can't imagine it being any longer without beginning to drag, and multiplayer deathmatch would be an abomination, destroying the mystery and mystique of visiting Rapture by reducing it to specced loudouts and "nubby combo bxr" cries. Less is more, in this case.

Graphics: Perfect. Beautiful backgrounds and detailed effects, with fantastic water and finally real-looking fire. 5.
Sound: Eminently creepy. Disturbing and evocative, even without a real score. 5.
Controls: Nothing groundbreaking, but get the job done. Competency is the order of the day. 4.
Tilt: It's not Game of the Year for nothing. 5.
Overall (not an average): 5

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