If you were to ask 100 avid FPS gamers to list their favorite shooters from the past decade or so, there is one series of FPS that
probably won't feature as much as it should - System Shock. Despite being an excellent RPG/FPS hybrid, unfortunately System Shock just never
truly found its potential marketing wise, coming up short against the heavy weights such as Doom, Quake and Half Life across the life
span of its two releases. After being acquired by
Take-Two Interactive in early 2006, Irrational Games, developers of the excellent System Shock 2, set about taking the FPS/RPG genre by storm once and
for all with a title known as BioShock, which is claimed as the "spiritual successor" to the System Shock series. Despite
this hefty benchmark and the hype that surrounded this title pre-release, it is safe to say Irrational Games, or 2K Boston/Australia are they are now known,
have finally found their place in the sun with
BioShock.
First and foremost, unlike most FPS/shooting games these days, it must be made clear that BioShock is a single player only experience. This is a
questionable decision by 2K as
it obviously
puts immense pressure on the single player story mode not to mention throws out a freebie way to enhance the game's replay value, but it won't take long into
the game's spectacular single player experience for you to forgot all about this omission, as you find yourself completely engrossed into the world that is
'The
Rapture'.
The Rapture at first is not a very clear entity to understand. Is it a place? is it a belief? is it an economic and social system? In many ways, it
is all of these. The Rapture itself is an underground city created by self proclaimed genius Andrew Ryan to escape the Capitalist, Communist and
Religious ways of the above ground world, creating a way of life and social structure that truly frees man to live life and excel. Well, that was the theory
anyway, because as you'd expect in such an ambitious
project, The Rapture is not all that it's cracked up to be, and things start to make a turn for the worst.
Set in the late 1950's after a plane crash in the open sea, your character survives the impact but finds himself gasping for air and dodging the
flaming remains of the downed flight. As you make your way through the rubble in the water, you spot a mysterious tall and skinny building like
structure in the distance planted on a minutely sized island barely wider than the tower itself. With nothing but destruction and open deadly
sea behind, you move forward and enter the structure, curiously
poking around as you descend into the earth and find what seems to be a pod. You enter, pull down on the only lever you see, and begin your journey deep
under water into the world of The Rapure, only your arrival couldn't have come at a worse time.
The Rapture is in chaos as you arrive,
although you're not initially privy as to why, and the game does a good job of creating and maintaining the expected confusion at the start of the game as
you are abruptly introduced to this self destructing underwater world. However, the mystery does not last for long, as you team up with a citizen
separated from his family via radio link, and start to uncover the secrets and factors at play behind The Rapture's troubling times. While I don't want
to delve
too deeply and spoil any part of the storyline, the major force behind the fall of this world comes from one source - 'Plasmids'.
Delivered to the body in the form of a large syringe, plasmids are basically 'insta-powerups' allowing you to do things you definitely wouldn't otherwise
be able to do, such as launch fire at an enemy, use telekinesis to throw objects around a room, temporarily freeze enemies in their tracks, or make
enemies mad with rage so they attack one of their own while you spectate safely from a distance, to name but a few. It isn't hard to imagine a
society gone crazy with
powers such as these, is it?
In any case, to survive in this world you must fight fire with fire and experiment with the plasmids yourself, granting you these and many more abilities.
Your repertoire of powers develop over time and you largely have a choice over which powers you possess and which you're best at, although this isn't
done in a traditional RPG sense based on experience, but rather through a direct control method with a slight tweak - rather than just letting you pause
the game and access a menu to acquire new powers or rearrange your accessible powers, you must interact with carnival like themed machines within the
world of BioShock to
control most of the RPG elements in this game, such as the "Gatherer Garden" to acquire more plasmid slots and other goodies, the "Gene
Back" to change which powers and abilities you are currently equipped with, and more, all of which are a nice touch that help to keep the game's
atmosphere that much more authentic.
To say these plasmids influence the way you play BioShock is a massive understatement - in fact, after finishing this game, you'll probably
wonder how other FPS games manage without them. While some powers such as the telekinesis can be seen in other games in the form of "gravity
guns" and the likes, the amount of unique powers you can obtain in this game and their influence on how you play it is astounding. Maybe you want a
freeze an enemy and then smash him to bits with your wrench?
You can do that. Maybe you want to electrocute a bunch of baddies as they step over a pool of water? Easy as pie. Maybe you just want to launch a gas
cylinder at someone? Sure, why not. Then you can use that enemy's dead body to launch at someone else. There are even a few remote based powers as well, such
as the ability to launch a ball of contamination at an enemy that makes them vulnerable to gun turrets and security bots/cameras, or, as mentioned above, the
ability to temporarily instill blind rage within an enemy who then proceeds
to attack the closest person. The amount of ways to tackle any given situation in this game is amazing and definitely the strength of the
gameplay.