
System: X360, PC
Dev: Irrational Games
Pub: 2K Games
Release: August 21, 2007
Players: 1
ESRB Rating: Mature
Review by D'Marcus Beatty
The controls are well done, assigning the swapping of weapons and plasmids with the right and left bumpers respectively and the corresponding trigger to the use of them. Holding down the bumper brings up a radial menu that allows you to quickly access the particular weapon or skill you seek. The weapons run the gamut from a wrench to a chemical thrower, while the plasmid vary from the ability to fire electric bolts to the ability to hyponotize a Big Daddy into believing you're a Little Sister to gain his protection.

The much discussed dilemma of Bioshock comes to the forefront pretty early in the game. Plasmids, which as the game's assorted abilities, require Adam to purchase, but the only source of Adam are the Little Sisters. Do you kill the Little Sisters or do you save them? It's a good moral conundrum, considering that the Little Sisters are creepy but undeniably childlike. They aren't scary in a repulsive way, but they aren't inherently cute either, which pushes them close to neutrality. On one hand, they squirm and cry out like little girls when you grab them for either purpose, but you also witness them drawing Adam from dead bodies with a hypodermic needle before ingesting the Adam themselves.
In this, Bioshock creates a morality that is nearly nonexistent in videogames. However, this is an area where the developers apparently backpedaled a bit. Perhaps to satisfy the censors, the killing of Little Sisters is handled offscreen, allowing the player to completely ignore the consequences of their actions. Also, the Adam penalty is nearly negated as well, since there is another character that is urging you not to slaughter the Little Sisters. Every few Little Sisters you save, this character sends a package your way with enough Adam to get a substantial upgrade. Essentially, instead of a sacrifice for the sake of morality, it actually becomes more of a temporary delay of gratification, which negates the whole dilemma feel.

Another problem arises from the way death is handled. Your character doesn't die permanently, but is simply revived at the nearest Vita-Chamber. This system makes death's only penalty a quick relocation. There were a number of times that a battle with a Big Daddy might occur in a room with a Vita-Chamber, which puts the foe at an incredible disadvantage and nearly negates their threat. As soon as the Big Daddy killed your character, he is forced to battle you again from a different angle. Although there is a slight health disadvantage when your character is reborn, it still negates any challenge when you can keep reviving yourself around your foes. In this situation any slightly persistent person will triumph, not because of any strategy and skill, but because your foes' health doesn't reset when you're killed. For purists, it may feel a bit like cheating.
Ultimately, Bioshock is a blast and probably the best game I've played this year. Some of Bioshock's storytelling techniques are unprecedented and will perhaps set a new standard for storytelling excellence in gaming. It doesn't hurt that Bioshock's great story is framed by incredible visuals and solid controls as well. Overall, Bioshock is a game that you don't want to miss out on unless you're easily spooked.
By
D'Marcus Beatty
CCC
Former Co-Site Director
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