Sunday, January 17, 2010

Game Review: Bioshock



    This is the plot to Bioshock: you are trapped in an underwater city. In order to survive, you must harvest drugs from eight-year-old girls who have slugs in their stomachs guarded by giant killing machines fondly referred to as ‘Mister Bubbles' (see above picture).

    I love this game.

    There are a lot of great points to talk about-effective atmosphere, levels that are not repetitive, way above average voice acting, an immersive plot-this game won a lot of awards, and rightfully so.

    It's debatable whether or not this game is challenging, with health and ammo scattered everywhere and a convenient resurrection booth posted at every intersection (minor sidenote-do the Cloud People from Super Mario drag your corpse back to the booth every time, or are you just cloned a thousand million times?) However, it was somewhat challenging for me, the average gamer (in other words, someone who plays more games than Bejewelled but not spending thousands of hours on WoW) because many times I would find myself in desperate need of those resources. I would also say this game is a little too much like System Shock, but it's a somewhat pointless argument, as they were both created by the same people.

    Unfortunately, there is a flaw in Bioshock. Every single time I faced a supposedly-easy objective, there are about three barriers standing in my way. It got to a point where I was expecting the characters to say, ‘I'm sorry, Mario, but your princess is in another castle. Now go create an air filter to save an artificial forest so you can unlock a door. You know, because that's way easier than blowing up the door itself with your grenades'. Eventually I was banging my head against the keyboard because it always felt like I was so close to the end, but I wasn't. Nevertheless, I did beat the game, and of course what I did earlier determined what kind of ending I got.

    Final Grade: 4 ½ stars out of 5. Perfect game except for that one annoying detail.

    I spent way too much time at night wondering how Andrew Ryan built an underwater city in the 1960s.

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