Even in the book of lies you can find the truth.
Probably, each of us dreamed of creating something great, bright and unique. Something that will turn this world over and burn your name in the annals of history. This was Andrew Rain – a man who, like Captain Nemo, decided to get away from the usual society and create his own. Create a city where the artist is not afraid of the censor, where the great is not limited by small, where the scientist does not constrain the hypocrisy morality. He created the impossible … He created … delight. A huge metropolis, located right in the middle of the Atlantic, at the very bottom of the sea.
Really memorable dialogs – one of the strengths of the game
Neither gods nor kings. Only a person.
It is this crazy idea that reveals to us BIOSHOCK -Stylish, science fiction shooter from the campaign 2K Games, published in 2007. Raising questions atypical for the games of this genre, he, in addition to mixing various game mechanics, also offers a very non-trivial story with a rich background, which is revealed thanks to the study of the world. But, about everything in order. Let’s start, as usual with the plot tie.
We, in the person of the nameless hero, fall into the plane crash over the waters of the Atlantic, and, of course, miraculously survive. In some incomprehensible way, a mysterious lighthouse with a bathysphere hidden inside, immerses us in the dark ocean depths. However, instead of impenetrable darkness, we are greeted by the lights of a huge city, unknown to anyone built under water. From the views that opened in front of us, the first few seconds are simply breathtaking: here and there they scurry out fish, bright advertising signs, hastily hiding from an unexpected invasion, squid, and giant statues, desperately stretching from the depths, as if annoying the hidden magnitude of the freshly minted Atlantis. Nevertheless, something in all this idealistic picture does not give rest, a strange feeling of vague anxiety does not leave for a second, and it, as it turns out later, is in no case groundless.
Batissfer moans the first thing we see is how a terribly mutilated woman brutally kills some unfortunate repairman, masterfully waking curved hooks in her arms. The light goes out, the world around is scattered with a sheave of sparks and the only thing that protects us from a fate that has befell the previous poor fellow is a strong metal body of the bathyxfer, reliably separating our hero from too annoying female attention. And so, when, it would seem, there was no hope, some calm and confidence brings a voice, suddenly sounding from a walkie -talkie nearby. Introduced by the Atlas, he will lead us almost the whole game, simultaneously introducing the player to the course of business, telling what is happening around, who is who is in this mysterious and frightening city, and also what needs to be done to get out of here. His motivation is simple – he was cut off from his family and now he needs our help in order to break through to them.
The whole city is impregnated https://truefortune-casino.co.uk/games/ with a thin atmosphere of devastation and madness
The slave obeys, and the person chooses.
Thus, we smoothly go to gameplay. Before us is a very non -standard, by the standards of 2007, of course, a shooter with a conditionally open world, RPG elements in the person of craft, pumping skills and weapons, as well as some variability of passage. So let’s go on the list.
Delight is a string of confusing corridors, which is not only interesting, but also useful to explore. A very simple and uncomplicated shooter almost always leads to the main task, however, if you deviate from its course, you can find many details that will not only facilitate your passage, thanks to the finding of various ammunition, money and other things, but also allow you to find out more about what is still happening in this mysterious city. The audio days belonging to the key figures of delight, which involuntarily draw the player into the web of intrigues, entangling the city from all sides, are scattered around the underwater metropolis here and there. And monitoring these intrigues is really interesting, because without them the main plot branch, frankly, seems very boring and stretched.
Above I mentioned the craft system and BIOSHOCK, In this regard, he was a kind of pioneer among the shooters. Resources can be found everywhere – searching for containers, either killing enemies and looking at them in pockets, and then exchange the treasures found in special machines for various useful consumables, such as first -aid kits and ammunition. And this is really a very useful thing, since at first the enemies hit the enemies, and the revolver drum is empty with enviable regularity. Well, since it came to weapons, it must be said that it turned out, although not very much, but each barrel is distinguished by high study and is suitable for specific situations. There are both standard representatives of the shooting genre, such as a revolver, machine gun and shotgun, and more interesting guns of killing, like a crossbow or flamethrower. Each gun has several modifications aimed, for example, at increasing damage, or rate of fire.
This is what the arsenal of the game looks like – various types of ammunition and weapons modifications
The artist’s duty is to please the soul and develop thinking.
Somehow for the discussion of all this familiar shooting mechanics, I completely forgot to tell about the main innovation that distinguishes Bioshock from my brothers in genre. Of course, I’m talking about plasmids – peculiar "superpowers" on which the entire underwater city was obsessed with. This miracle of genetic engineering will allow you, for example, “to light a fire, clicking your fingers”, thereby “burning the enemy in a thousand -degree flame”, or, say, “catch a grenade on the fly and throw it back into the enemy”. Why do I say quotes? Yes, because each acquisition of plasmid is accompanied by a funny multiplier insert that briefly and clearly explains the effect of a particular ability.
How it works in practice? Imagine, in front of you is a very hostile mutant, obviously longing for your immediate and cruel death. So, thanks to plasmids, you have a lot of ways to interfere with him. For example, no one forbids to lure him into the water and, prudently moving away, put an electric charge there, thereby depriving an unlucky killer to harm anyone. Or, say, next to nothing suspecting a group of enemies, someone prudently left a balloon with propane? Well, all the better, using telekinetic plasmide, you can throw this gift of fate directly into the enemy cluster, thereby arranging a local apocalypse.
And this is what a local hacking looks like
We are only the stones that will get the way.
All plasmids have several levels of improvement and they pump for special currency – Adam, genetic material that has become a kind of drug for all residents of delight. However, it is not so simple to get it, since only “little sisters” can get it in its purest form – little girls subjected to terrible genetic manipulations and turned into a tool for the extraction of Adam. And, it would seem that it could be easier than taking away the cherished resource from a child? However, everything is not so simple – a formidable guard is attached to each of them – a “big daddy”, a fight with which is a serious test.
All this is played and is felt almost as great as it sounds, but the disadvantages of the game lie about the same where the pluses. Let’s start with the story: at first intriguing, closer to the middle of the game, it sags and stretches for a very long and tedious way until the finale. The situation is saved, as I have already said, the study of the back-grane of the world through the audio days, since, sometimes, complex philosophical issues are raised in them, forcing them to think about who is still right and who is to blame. The gameplay, it would seem diverse due to the solid arsenal of plasmids and guns, in fact forces you to develop a single imbal tactics against all types of enemies, which also reduces interest in the idea of living to the final credits. And finally, outwardly, the game even at the time of exit did not have enough stars from the sky. The strength here is, of course, the design of locations, but not technical performance.
Big daddy – the most serious opponents in the game
We all make a choice, but in the end our choice will make us.
Thus, in front of us is an interesting shooter, combining various interesting gameplay mechanics, but not everywhere doing it good. IN BIOSHOCK A very cool and interesting world and a strong atmosphere, but directly the main thing in the shooter, namely, gameplay, is sometimes lame here, thereby reducing the likelihood that the player will sit to the final credits. Otherwise, this is a very pleasant experiment showing that even such a familiar genre as a shooter can be made truly stylish and interesting.