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What can ever happen when two contrastant genres as FPS and GDR meet? A mess? A disaster? A delusion? No, a masterpiece called Bioshock is born.
The story of the videogame Bioshock is deeply rootend into the end of 2004, when the developers of the former Irrational Games started to build it using the Unreal Engine 2.5. The life of that software house will be short: in the first days of 2006 Take Two Interactive announces to have bought Irrational Games and that Bioshock will be released under the new 2K label. From here to the half of 2007 we can just find an announcement where it was told about the passage to the Unreal Engine 3 that will be, as they say, modified as effects like water, will result spectacular.
Up until August 2007, date when Bioshock was born, everything is silenced, feeding the waiting of the most anxious users.
And here we are nowadays, days when Bioshock is almost one year old, a patch corrects some errors and adds several options and a lot of fans are waiting for the second chapters.
Bioshock dips us into a humide, cold and difficult to reach world: Rapture city.
PLOT
Miraculously run from an air disaster, we'll have to head ourselves towards the only safe point in sight, which is a lighthouse. But if we stop thinking about this, you can wonder what a lighthouse is doing in the middle of the ocean where, logically, there should be no obstacles for ships; let's go on: we enter from the main door of the house that will close behind us leaving us for a couple of long seconds in the total darkness. When lights turn on again, we almost remain freaked out by the giant statue in front of us.
Taken back from the shock we continue into the dark tunnel that will fearfully enlighten together with our walking, until we get to a bathyscaphe where we can't do anything but enter it. Here an illustrative movie of the city will be projected, giving us the impression of being ended up in a quite place: wrong.
When we can find the courage to put our feet outside the bathyscaphe, we'll see a damaged and destroyed city where some people are still living in... or, at least, what's left of them.
In fact, we'll find out that in Rapture, a particular element has been discovered, called adam, that lets you have some special powers. The inhabitants couldn't resist and - with a little help - a civil war broke out and reduced the city to as we can see it now.
The remaining inhabitants are mostly recombinants, people who abused the powers offered by the Adam and highly recombined their DNA, also becoming aggressive.
There's nothing left but following the friendly voice of Atlas, a survivor that wants to take his family up to the surface.
I have to say that, during the whole game, we will never meet these people, but they'll limit to give instructions by radio, even if our alter ego will never speak, as in every respectful FPS.
We'll have to spread our way between recombinants, false roads, little sisters and Big Daddies. Little sisters are a fundamental point of the game: they look like little children not older than 10 years, but, if we better look at them, we can see they've got something strange. They don't have a human look any longer and they've got a strange gun by they pierce what they call "angel", and actually are dead bodies. if this is not enough to convince you, they're always with a strange person, ready to tear us into pieces if we get too close: big daddies. These strange and large as wardrobes beings, dressed as divers, have the job to surveille the little sisters, so that no one can touch them.
A winning team: the little sisters contains the adam taken from the bodies, which is useful to get new powers and these can't be touched by us until their bug daddy hasn't air in his loungs; so, we'll have to manage these beings every time we want to amplify our magics gamma.
Once fixed the big daddy, we can manage the little sister. When we get closer, two options pop up: one lets us save the child getting less adam but having some improvements later, or pityless kill her to get all the power she has got.
Does everything look so complicated? Not at all. If you forget to use you medikit and you find yourself down, you'll be brought to life again by the nearest life chamber with about half the life and mana. Thanking these instruments, every hard point will become simple, as you'll just have to repeat it until you can finish it.
But the 2K realized to have exagerated, so in the 1.1 patch the chance to disable the life chambers was inserted, allowing the ones who disable it to enjoy a more funny game experience.
AND NOW... FIRE!
Bioshock is settled in the end of 50s, so we won't find any laser guns, but some old friends such as the old revolver, an old style air rifle and the classic Thompson machine gun and a rude flame launcher.
But every weapon has got three kind of different munition, each of them with some different effects on the enemy. For example, on the recombinants, anti-men bullets will be more useful, while on the Big Daddies you can use the armour-piercing ones.
Having the right munitions at the right time can be important for our savior. Many of these can be bought at the automatic machines we can find everywhere but others, instead, must be hand-made by us by one of the "invention-mat" machines with some particular objects we can find by searching the bodies of the defeated enemies.
Besides, it's possible to improve you firing guns by some machines called “power to people”, where we can add.... |