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BioShock

BioShock is a 2007 first-person shooter video game developed by 2K Boston and 2K Australia, and published by 2K. The first game in the BioShock series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game follows player character Jack, who discovers the underwater city of Rapture, built by business magnate Andrew Ryan to be an isolated utopia. The discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape Rapture, fighting its mutated and mechanical denizens, while engaging with the few sane survivors left and learning of the city's past. The player can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them through hacking.

Synopsis
Setting BioShock takes place in Rapture, an underwater city built in the 1940s by business magnate Andrew Ryan, who wanted to create a utopia for society's elite to flourish outside of government control. To protect and isolate Rapture, Ryan bans contact with the surface world. As Rapture flourished, wealth disparities grew, and con man Frank Fontaine used his influence over the disenfranchised working class to establish illegal enterprises and obtain power—enough to rival Ryan. With doctors Brigid Tenenbaum and Yi Suchong, Fontaine created his own company dedicated to researching plasmids and gene tonics. As ADAM became addictive and demand skyrocketed, Fontaine secretly mass-produced ADAM through slugs implanted in the stomachs of orphaned girls, nicknamed "Little Sisters". Fontaine was killed in a shootout with police, and Ryan took the opportunity to seize his assets, including control of the Little Sisters. In the months that followed, a man amongst the poor named Atlas rose up and began a violent revolution against Ryan, with both sides using plasmid-enhanced humans (known as "Splicers") to wage war on one another. To protect the Little Sisters, Ryan created the "Big Daddies": genetically enhanced humans surgically grafted into gigantic lumbering diving suits designed to escort the sisters as they scavenged ADAM from dead bodies. Plot for much of its imagery. In 1960, the protagonist, Jack, is a passenger on a plane that crashes in the Atlantic Ocean. The only survivor, Jack makes his way to a nearby lighthouse; inside is a bathysphere that takes him to Rapture. Jack is contacted via radio by Atlas, who helps guide him through the ruined city. Atlas requests Jack's help in saving his family, who he says are in a docked bathysphere. When Jack first encounters the Little Sisters, Atlas urges him to kill them to harvest their ADAM. Dr. Brigid Tenenbaum intervenes and insists Jack should spare them, providing him with a plasmid that can remove the sea slug from their bodies and free them of their brainwashing. Jack works his way to the bathysphere, but Ryan destroys it before Jack can reach it. Infuriated, Atlas has Jack fight his way through various districts toward Ryan's lair, forcing Jack to contend with Rapture's deranged citizens along the way, such as the surgical doctor J.S. Steinman and artist and musician Sander Cohen. Jack enters Ryan's office. Ryan reveals the truth of Jack's origins: he is Ryan's illegitimate son, sold by Ryan's mistress as an embryo to Fontaine, who had Tenenbaum and Suchong rapidly age Jack into adulthood and turned into an obedient assassin, capable of accessing any of Rapture's systems locked to Ryan's genetic code and thus ensure Fontaine's victory in the war. Jack was smuggled to the surface with false memories of a normal life, waiting to be called back to Rapture when needed. Ryan takes control of Jack's actions by asking, "Would you kindly?"; a phrase that has preceded many of Atlas's commands as a hypnotic trigger, forcing him to follow any orders without question. Jack also realizes he was responsible for the plane crash, having read a letter onboard containing the same trigger phrase. Ryan chooses to die by his own will and compels Jack to beat him to death with a golf club. Atlas reveals himself to be Fontaine, having faked his death and used "Atlas" as an alias to hide his identity while providing a heroic figure for the poor to rally behind. With Ryan dead, Fontaine takes control of the city and leaves Jack to be killed by hostile security drones. Jack is saved by Dr. Tenenbaum, who helps remove Fontaine's mental conditioning, including one that would have stopped Jack's heart. Jack pursues Fontaine to his lair, where Fontaine transforms himself into a hulking humanoid creature by injecting himself with a large supply of ADAM. The Little Sisters aid Jack in draining the ADAM from Fontaine's body and eventually kill him. The ending depends on how the player interacts with the Little Sisters: • If the player rescues all of the Little Sisters, Jack takes them back to the surface with him and adopts five as his daughters. Tenenbaum happily narrates how they go on to live full lives under his care, eventually surrounding him on his deathbed. • If the player harvests any of the Little Sisters, Jack turns on the Little Sisters to harvest their ADAM. Tenenbaum condemns Jack as he leads a group of Splicers to take over a nuclear warhead-armed submarine. Depending on how many of the Little Sisters are harvested, Tenenbaum's narrative changes from sad and mournful to angry and harsh. ==Gameplay==
Gameplay
defends a Little Sister (both on the right) from two Splicers, while the player watches. BioShock is a first-person shooter with role-playing customization and stealth elements, and is similar to System Shock 2. The player takes the role of silent protagonist Jack as he is guided through Rapture towards various objectives. The player battles enemies using a combination of traditional weaponry and magic-like plasmids. Using plasmids requires EVE—the equivalent of mana—which can be replenished with EVE hypos or certain consumable food and drink. In addition to plasmids, the player can collect and buy tonics that provide passive bonuses, such as increasing Jack's strength, using EVE more efficiently, or making Jack more resistant to damage. The player can only have a limited number of plasmids and tonics active at any time, and can swap between the various plasmids and tonics at certain stations located throughout Rapture. Plasmids and tonics are purchased using ADAM, which is gathered by choosing to harvest or save Little Sisters. If one chooses to harvest Little Sisters, they will get the maximum amount of Adam, but they won't survive the process. However If the player saves the Little Sisters, they will receive less Adam, but Tenenbaum will make it worth your while. Accessing the Little Sisters requires defeating the armored Big Daddies that protect them; if the player avoids attacking the Big Daddies or the Little Sisters, they remain neutral to the player. The game provides several options to face challenges. In addition to direct combat, the player can use plasmids to lure enemies into traps or to turn enemies against each other, or employ stealth tactics to avoid detection by hostiles including the security systems and turrets. The player can hack into any of Rapture's automated systems; the hacking process is done via a mini-game where the player must connect two points on opposite sides of a grid with a limited set of piping within a fixed amount of time, Early in the game, the player is given a research camera; by taking photographs of enemies, the player will cumulatively gain knowledge about the individual foes which translates into attack boosts and other benefits when facing that enemy type in the future. like security cameras, vending machines can be hacked to reduce the costs of items from it. ==Development==
Development
(pictured in 2014) directed BioShock along with Alyssa Finley. Ken Levine and other members of Looking Glass Studios founded Irrational Games in 1997. Their first game was System Shock 2, a sequel to Looking Glass's System Shock, and was a critical, but not commercial, success. Levine had attempted to pitch a sequel to System Shock 2 to Electronic Arts, but the publisher rejected the idea based on System Shock 2s disappointing sales. By 2002, the team had come up with a core gameplay mechanic based on three groups: drones that would carry a desirable resource, protectors that would guard the drones, and harvesters that would attempt to take the resource from the drones. These groups would eventually become the Little Sisters, Big Daddies, and Splicers in the final game. Ken Levine cites an example of what a cult deprogrammer does: "[There are] people who hired people to [for example] deprogram their daughter who had been in a lesbian relationship. They kidnap her and reprogram her, and it was a really dark person, and that was the [kind of] character that you were." This story would have been more political in nature, with the character hired by a Senator. By this point, the story and setting had changed significantly, taking place in an abandoned World War II-era Nazi laboratory that had been recently unearthed by 21st-century scientists. Over the decades, the genetic experiments within the labs had gradually formed themselves into an ecosystem centered on the three groups. This version included many of the gameplay elements that would remain in the final BioShock, themselves influenced by concepts from System Shock 2. These elements included the use of plasmids and EVE, the need to use stealth or other options to deal with automated security systems, direction through the environment from a non-player character relayed over a radio, and story elements delivered through audio recordings and "ghosts" of deceased characters. The funding provided by 2K Games in 2004 was a "modest budget", according to Levine, and when Irrational was acquired by 2K in 2006, the publisher put in a much larger set of funds to complete the game. While the gameplay with the 2004 reveal was similar to what resulted in the released version of BioShock, both design and story changed, consistent with what Levine says was then-Irrational Games' guiding principle of putting game design first. Levine likened this approach to the initial aircraft crash at the onset of the television show Lost to quickly establish character and setting. Irrational had previous experience with modifying and expanding on the Unreal Engine in SWAT 4, and continued this advancement of the engine within BioShock. Given the game's setting, one significant improvement was made in the water systems, hiring a programmer and artist to focus on the water effects. BioShock also uses the Havok Physics engine that allows for the integration of ragdoll physics, and allows for more lifelike movement by elements of the environment. The Windows version was built to work in both Direct3D 10 (DirectX 10) and DirectX 9, with the DirectX 10 version supporting additional water and particle effects. The game's lead level designer was Bill Gardner. He cited Capcom's survival horror series Resident Evil as a significant influence on BioShock, stating there are "all these nods and all these little elements that I think you can see where Resident Evil inspired us". The team were particularly influenced by Resident Evil 4, including its approach to the environments, combat, and tools, its game design and tactical elements, its "gameplay fuelled storytelling" and inventory system, and its opening village level in terms of how it "handled the sandbox nature of the combat" and in terms of "the environment". Story and themes Levine considered that many of the characters of Rapture were all people who were oppressed once before in their lives and now free of that oppression, have turned around and become the oppressors, a fact he felt resonated throughout human history. He brought in the ideas of Objectivism that Rand primarily outlined in the book Atlas Shrugged, that man should be driven by selfishness and not altruism, and used this to inform the philosophy behind the city of Rapture and Andrew Ryan's work, viewing them as quite ludicrous, and primed to be applied to an antagonist, tied in with his previous observations on Rockefeller and his writings. Other elements came into the story design. Levine had an interest in "stem cell research and the moral issues that go around [it]". The idea of the mind control used on Jack was offered by LeBreton, inspired by films like The Manchurian Candidate, as a means to provide a better reason to limit the player's actions as opposed to the traditional use of locked doors to prevent them exploring areas they should not. The team had agreed that Jack's actions would be controlled by a key phrase but struggled with coming up with one that would not reveal Atlas' true nature. Levine happened upon "Would you kindly" after working on marketing materials for the game that asked the reader hypothetical questions such as "Would you kill people, even innocent people, to survive?", later working that phrase into the first script for the game. In the 2018 interview, Levine recognized several of the characters, including Andrew Ryan (who was inspired by Ayn Rand who was also Jewish), Sander Cohen, and Brigid Tenenbaum, were written all as Jewish, and all seeking to escape a world they felt they did not fit into by going to Rapture; Levine said: There's literal displacement and then there's a feeling of not fitting in, of 'I don't really belong here'. I think Jews are always going to feel a little bit like they don't belong wherever they are. There's always that 'what if we have to flee' mentality." The original score was composed by Garry Schyman. He composed his pieces to blend with the chosen licensed music as to keep the same feel, while also trying to bring out something that was "eerie, frightening and at times beautiful" to mesh well with Rapture's environments. 2K Games released an orchestral score soundtrack on their official homepage on August 24, 2007. Available in MP3 format, the score—composed by Garry Schyman—contains 12 of the 22 tracks from the game. The Limited Edition version of the game came with The Rapture EP remixes by Moby and Oscar The Punk. The three remixed tracks on the CD include "Beyond the Sea", "God Bless the Child" and "Wild Little Sisters"; the original recordings of these songs are in the game. BioShock score was released on a vinyl LP with the BioShock 2 Special Edition. ==Release and promotion==
Release and promotion
After a fan petition calling for a special edition of the game reached 5,000 signatures, 2K Games announced a limited edition of the game, featuring a Big Daddy figurine, making-of materials, and the game's soundtrack. Before the special edition was released, the proposed soundtrack CD was replaced with The Rapture EP. BioShock was released on August 21, 2007, in North America, and August 24 in Europe and Australia for Windows and Xbox 360 platforms. The demo released the week before release was so popular the demand crashed Xbox Live's servers. The Windows release shipped with SecuROM copy protection that required activation from 2K Games' servers over the Internet; the unavailability of these servers was reported as the reason for the cancellation of the game's midnight release in Australia. Complaints from players caused 2K Games to raise the simultaneous installation limit for the game from two to five copies; the activation limit was removed after the release of the game, though other copy protection methods remained. Levine admitted that their initial approach to the activation process was malformed, harming their reputation during the launch period. The initial release of the game also cropped the top and bottom of the field of view in order to fit widescreen monitors, resulting in less vertical view instead of more horizontal view compared to 4:3 monitors. The first patch for the Xbox 360 version was released about two weeks after release to fix some of the game stability issues players had reported. The patch was found to introduce more problems to the game for some users, including occasional freezes, bad framerates, and audio-related issues, though methods to resolve these issues through the console's cache system were outlined by Irrational Games. In December 2007, a common patch was released for both the Xbox 360 and Windows version. The patch included additional content such as new Plasmids, new achievements for the Xbox 360 version, and a FOV lock that allowed widescreen players a wider field of view without losing vertical information. The patch also added in an option to disable the use of Vita-Chambers, a feature requested by players to make the game more challenging, as well as an achievement to complete the game at its hardest setting without using a Vita-Chamber. In 2014, 2K Games released a DRM-free version of BioShock in the Humble 2K Bundle, followed by DRM-free releases on GOG in 2018. Ports port of BioShock was released in 2008, despite some initial doubts about it. In 2008, 2K Games confirmed that a PlayStation 3 version of the game was in development by 2K Marin. On July 3, 2008, 2K Games announced a partnership with Digital Extremes and said that the PlayStation 3 version is being developed by 2K Marin, 2K Boston, 2K Australia, and Digital Extremes. Jordan Thomas was the director for the PlayStation 3 version. While there were no graphical improvements to the game over the original Xbox 360 version, the PlayStation 3 version offered the widescreen option called "horizontal plus", introduced via a patch on the 360 version, while cutscene videos were of a much higher resolution than in the DVD version. Additional add-on content was also released exclusively for the PlayStation 3 version. One addition was "Survivor Mode", in which the enemies were made tougher, and Vita-Chambers provided less of a health boost when used, forcing the player to be more creative in approaching foes and to rely more on the less-used plasmids in the game. BioShock also supports Trophies and PlayStation Home. A demo version was released on the PlayStation Store on October 2, 2008. The game was released for PlayStation 3 on October 17, 2008, internationally and on October 21 in North America. An update for the PlayStation 3 version was released on November 13, 2008, to fix some graphical problems and occasions where users experienced a hang and were forced to reset the console. This update also incorporated the "Challenge Rooms" and "New Game Plus" features. BioShock was bundled with The Elder Scrolls IV: Oblivion as a double pack on PC and Xbox 360 on July 7, 2009. A port to OS X systems was made by Feral Interactive and released in October 2009. In early 2008, IG Fun secured the rights to develop and publish a mobile phone version of BioShock. This version was developed as a top-down, two-dimensional platformer that attempted to recreate most of the plot and game elements of the original title; IG Fun worked with Irrational to determine the critical story elements they wanted to keep in the game. IG Fun recognized they would not be able to include the full storyline within a single mobile title, and so planned to split the title into three "episodes". Only the first episode was released. Another mobile port was developed by Tridev, known as BioShock 3D, released in 2010. Several parts of the game were reduced to single image graphics and the main gameplay engine had to use low-resolution and low-polygon models due to the limitations of mobile phones at the time of its release. A port to iOS devices done by the 2K China studio was released on August 27, 2014. The iOS version is content complete and functionally equivalent to the original Xbox 360 and Windows version, featuring either the use of touch-screen virtual gamepad controls or the use of a Bluetooth-enabled controller, and with a graphics engine optimized for iOS devices. The game was later delisted from the App Store in September 2015; the game had become unplayable for many that upgraded to iOS 8.4 on their devices, and while a patch had been discussed, a 2K representative stated that the decision to remove the game came from the developer. 2K later clarified that they will be working on resolving the issues with the game's compatibility with the new firmware and will re-release the title once that has been completed. However, by January 2017, 2K officially stated that it will no longer working to support the game's compatibility with newer iOS system. Sales The Xbox 360 version was the third best-selling game of August 2007, with 490,900 copies. The Wall Street Journal reported that shares in Take-Two Interactive "soared nearly 20%" in the week following overwhelmingly favorable early reviews of the game. Take-Two Interactive announced that by June 5, 2008, over 2.2 million copies of BioShock had been shipped. In a June 10, 2008 interview, Roy Taylor, Nvidia's VP of Content Business Development, stated that the PC version has sold over one million copies. According to Take-Two Interactive's chairman Strauss Zelnick, the game had sold around 3 million copies by June 2009. By March 2010, BioShock had sold 4 million copies, with the release of its sequel, BioShock 2, boosting sales of the original game. ==Reception==
Reception
Critical response BioShock received highly positive reviews from critics, with an average review score of 96/100 for Xbox 360 and Microsoft Windows, and 94/100 for PlayStation 3 on reviews aggregator Metacritic. and compared the game to Whittaker Chambers' 1957 riposte to Atlas Shrugged, "Big Sister Is Watching You". Wired also mentioned the Ayn Rand connection (a partial anagram of Andrew Ryan) in a report on the game which featured a brief interview with Levine. The Chicago Sun-Times review said "I never once thought anyone would be able to create an engaging and entertaining video game around the fiction and philosophy of Ayn Rand, but that is essentially what 2K Games has done ... the rare, mature video game that succeeds in making you think while you play". The Los Angeles Times review concluded: "Sure, it's fun to play, looks spectacular and is easy to control. But it also does something no other game has done to date: It really makes you feel." The New York Times reviewer described it as: "intelligent, gorgeous, occasionally frightening" and added: "Anchored by its provocative, morality-based story line, sumptuous art direction and superb voice acting, BioShock can also hold its head high among the best games ever made." GameSpy praised BioShock "inescapable atmosphere", and Official Xbox Magazine lauded its "inconceivably great plot" and "stunning soundtrack and audio effects". It has been noted that the combination of the game's elements "straddles so many entertainment art forms so expertly that it's the best demonstration yet how flexible this medium can be. It's no longer just another shooter wrapped up in a pretty game engine, but a story that exists and unfolds inside the most convincing and elaborate and artistic game world ever conceived." IGN noted that both the controls and graphics of the Xbox 360 version are inferior to those of the PC version, in that switching between weapons or plasmids is easier using the PC's mouse than the 360's radial menu, as well as the graphics being slightly better with higher resolutions. Some reviewers also found the combat behavior of the splicers lacking in diversity (and their A.I. behavior not very well done), and the moral choice too much "black and white" to be interesting. Some reviewers and essayists such as Jonathan Blow also opined that the "moral choice" the game offered to the player (saving or harvesting the little sisters) was flawed because, to them, it had no real impact on the game, which ultimately led them to think that the sisters were just mechanics of no real importance. Daniel Friedman for Polygon concurred with Blow, noting that the player only loses 10% of the possible ADAM rewards for saving the Little Sisters rather than killing them, and felt that this would have been better instituted as part of the game difficulty mechanic. Former LucasArts developer Clint Hocking wrote a noted essay that claimed that BioShock exhibited "ludonarrative dissonance" between its story and mechanics, as while he saw the story as advocating selflessness in helping others, its gameplay encourages what he views as selfishness by preying on Little Sisters. Awards At E3 2006, BioShock was given several "Games of the Show" awards from various online gaming sites, including GameSpot, IGN, GameSpy and GameTrailerss Trailer of the Year. After the game's release, the 2007 Spike TV Video Game Awards selected BioShock as Game of the Year, Best Xbox 360 Game, and Best Original Score, and nominated it for four awards: Best Shooter, Best Graphics, Best PC Game, and Best Soundtrack. The game also won the 2007 BAFTA "Best Game" award. X-Play also selected it as "Game of the Year", "Best Original Soundtrack", "Best Writing/Story", and "Best Art Direction". Game Informer named BioShock its Game of the Year for 2007. At IGNs "Best of 2007" BioShock was nominated for Game of The Year 2007, and won the award for PC Game of the Year, Best Artistic Design, and Best Use of Sound. GameSpy chose it as the third-best game of the year and gave BioShock the awards for Best Sound, Story, and Art Direction. GameSpot awarded the game for Best Story, while GamePro gave BioShock the Best Story, Xbox 360 and Best Single-Player Shooter awards. BioShock won the "Best Visual Art", "Best Writing", and "Best Audio" awards at the 2008 Game Developers Choice Awards. During the AIAS' 11th Annual Interactive Achievement Awards, BioShock received the most nominations of the ceremony with twelve, including notable categories such as "Outstanding Innovation in Gaming", "Action Game of the Year", and "Overall Game of the Year"; it was ultimately awarded with outstanding achievement in "Art Direction", "Original Music Composition", "Sound Design", and "Story Development". Guinness World Records awarded the game a record for "Most Popular Xbox Live Demo" in the ''Guinness World Records: Gamer's Edition 2008. BioShock is ranked first on Game Informer list of The Top 10 Video Game Openings. GamesRadar placed Bioshock as the 12th best game of all time. In 2011 BioShock was awarded the number 1 spot in GameTrailers "Top 100 Video Game Trailers of All Time", for submerging the viewer into the BioShock universe and its enduring impact. In August 2012, IGN gave it the top spot on their list of the Top 25 Modern PC Games, a ranking of the best PC games released since 2006. In November 2012, Time named it one of the 100 greatest video games of all time. In July 2015, the game placed 9th on USgamer'' The 15 Best Games Since 2000 list. ==Legacy==
Legacy
BioShock has received praise for its artistic style and compelling storytelling. In their book, Digital Culture: Understanding New Media, Glen Creeber and Royston Martin perform a case study of BioShock as a critical analysis of video games as an artistic medium. They praised the game for its visuals, sound, and ability to engage the player into the story. They viewed BioShock as a sign of the "coming of age" of video games as an artistic medium. John Lanchester of the London Review of Books recognized BioShock as one of the first video games to break into coverage of mainstream media to be covered as a work of art arising from its narrative aspects, whereas before video games had failed to enter into the "cultural discourse", or otherwise covered due to moral controversies they created. In February 2011, the Smithsonian Institution announced it would hold an exhibit dedicated to the art of video games. Several games were chosen by the Smithsonian's curators; when the public voted for additional games they felt deserved to be included in the exhibition, BioShock was among the winners. The game's plot twist, where the player discovers that the player-character Jack has been coerced into events by the trigger phrase, "Would you kindly...", is considered one of the strongest narrative elements of video games to that point, in part that it subverted the expectation that the player has control and influence on the game. In homage to BioShock, Black Mirror video game-centric episode "Playtest" includes the phrase. A sequel, BioShock 2, was announced in 2008, with its development led by 2K Marin. BioShock 2 was released for Windows PC, Mac, Xbox 360, and the PlayStation 3 worldwide on February 9, 2010. Irrational Games developed BioShock Infinite, taking place aboard the collapsing air-city of Columbia in the year 1912. Infinite involves the possibilities of multiple universes. In one scene, the game take place at the lighthouse and bathysphere terminus of Rapture as part of this exploration. However, no direct canonical connection is given in the main game. The episodic expansion, Burial at Sea, takes place in Rapture in 1959, before the war between Atlas and Ryan, while continuing the story of Booker and Elizabeth. This content links the two stories while providing expansion on the causes and behind-the-scenes events alluded to by the in-game background from BioShock. After completing BioShock Infinite and its expansion, Levine announced that he was restructuring Irrational Games to focus on smaller, narrative-driven titles. 2K Games continues to hold on to the BioShock intellectual property and plans to continue to develop games in this series. According to Bloomberg News, 2K Games was developing a remake of the original BioShock game but shelved the project in 2025. BioShock was remastered to support 1080p and higher framerates as part of the 2016 BioShock: The Collection release for Windows, PlayStation 4, and Xbox One systems. The remastering was performed by Blind Squirrel Games and published by 2K Games. A standalone version of BioShock Remastered was released for macOS by Feral Interactive on August 22, 2017. The standalone version of the remastered version of BioShock along with The Collection were released on May 29, 2020, on the Nintendo Switch. == See also ==
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