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Number 25 - Volume 3/Issue 1 - Defunct Games

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PubliSher: 2K <strong>Games</strong><br />

DeveloPer: irrational<br />

releASe DATe: 8/21/2007<br />

Genre: FPS<br />

On November 5th, 1946, Andrew Ryan<br />

founded Rapture, an underwater<br />

city where “the great will not be<br />

restrained by the small.” He built<br />

Rapture as the ultimate capitalist<br />

dream, where both commerce and<br />

science could grow without limits.<br />

Fourteen years later, after surviving a<br />

plane crash, you accidentally find your<br />

way into Rapture. In the intervening<br />

time, Ryan’s dream has gone rancid.<br />

CATeGory: undersea Conspiracy<br />

# of Players: 1<br />

The entry terminal is heavily damaged<br />

and littered with picket signs (“Ryan<br />

Doesn’t Own Us”), and the only people<br />

you see have gone mad. Your only friend<br />

in Rapture is a voice over a radio who<br />

calls himself Atlas, who’s trying to give<br />

you the information you need to stay<br />

alive, but he’s not all that sane himself.<br />

Rapture’s scientists, freed from the<br />

burden of morality, have created<br />

plasmids: injectable genetic cocktails<br />

that give the user superhuman powers.<br />

Overuse of those powers, however,<br />

drives the user homicidally insane.<br />

That’s exactly what’s happened<br />

to most of the people, you see.<br />

To survive, you must use plasmid<br />

powers yourself. The question that<br />

no one’s asking is whether what<br />

you’re doing constitutes “overuse.”<br />

By Wanderer<br />

All Sides Against The Middle<br />

BioShock is, in a quiet way, a game about<br />

choices. None of them are right and, unless the<br />

aftermath leaves you dead on the floor, none<br />

of them are wrong. No one is a hero, no one is<br />

a villain, and no one has the absolute truth.<br />

Every obstacle you encounter has multiple<br />

solutions, but once you get past a few<br />

introductory scenarios, nothing is highlighted;<br />

BioShock refuses to hold your hand and<br />

show you the path of least resistance. Your<br />

environment is your greatest tool, but to use<br />

it, you’ll need a little imagination. You can<br />

hack turrets and security droids, use your<br />

newfound genetically-activated powers in<br />

several different ways, turn enemies against<br />

each other and more, but it’s up to you to figure<br />

out how best to proceed. The unobservant or<br />

ignorant are going to get their faces caved in.<br />

The ultimate expression of BioShock’s choicebased<br />

gameplay comes from the Big Daddies<br />

34_PREVIEW_BIOSHOCK HARDCORE GAMER MAGAZINE_VOLUME 3_ISSUE 1_CHICCITAWICCITA<br />

HARDCORE GAMER MAGAZINE_VOLUME 3_ISSUE 1_CHICCITAWICCITA<br />

and Little Sisters, the bizarre duos which<br />

stalk through Rapture’s hallways. Little<br />

Sisters process genetic material from dead<br />

humans into a substance called Adam, which<br />

can be used to purchase new plasmids.<br />

You essentially need Adam to improve your<br />

capabilities and survive the game.<br />

To get to the Little Sisters, though, you need to<br />

defeat the Big Daddies, which are easily the most<br />

dangerous enemies in the game. They’re too<br />

heavily armored for you to defeat them through<br />

the typical shooter tactics. You need to find<br />

another way to defeat them, whether it’s hacking<br />

turrets, turning other enemies against them,<br />

luring them into ambushes, or whatever else the<br />

environment allows.<br />

Once you’ve managed to<br />

get to the Little Sisters,<br />

you have another choice<br />

to make. If you kill<br />

them, you’ll get twice as<br />

much Adam, but you’ve<br />

just murdered what looks like a little girl, and<br />

infuriated Tanenbaum, one of the surviving<br />

scientists. If you let them live, you can cure<br />

them using one of Tanenbaum’s plasmids and<br />

get some Adam in the process, but Atlas insists<br />

they’re inhuman monsters. What if he’s right?<br />

BioShock can be a very complicated game<br />

that way, or it can be remarkably simple.<br />

It has very few systems that govern its<br />

customizability and complexity, but both are<br />

still implicit in every action you take in-game.<br />

This is easily one of the most fascinating titles<br />

I’ve ever played, in more ways than one.<br />

BIOSHOCK_PREVIEW_35

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