Your donations keep RPGWatch running!
Box Art

Bioshock - Reviews @ Eurogamer, Games Radar

by Dhruin, 2007-08-16 01:49:55

"Staggeringly beautiful", "the work of true visionaries", "a living painting", "a game that's landed fully formed from a couple of years in the future". 10/10.

That's Eurogamer's take on Bioshock in their 3-page review:

So to have any shred of doubt surrounding BioShock comprehensively swept away within the first ten minutes, well, you feel like dancing. You want to tell people about this game who you know won't even care, just because it makes you so giddy inside. Before we get into the nitty gritty, here's the deal: Bioshock doesn't just meet your expectations, but completely redefines them forever in ways you never even expected - in ways that games used to in the past, routinely. The hours spent playing this masterpiece were the perfect encapsulation of why videogaming is such a favourite waste of time for so many of us. Thrilling, terrifying, moving, confusing, amusing, compelling, and very very dark. BioShock isn't simply the sign of gaming realising its true cinematic potential, but one where a game 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. It just so happens to require you to move the narrative along with your own carefully and personally defined actions. Active entertainment versus passive: I know which I prefer.

...and Games Radar says it masters "narrative, emergence, a sense of place" and that any one of these would qualify for classic status.  10/10:

Your skirmishes take place in an environment bristling with manipulable elements. Drones, turrets and security cameras are the most obvious, but there are also fuel puddles that can catch fire, and water that any burning Splicer can be counted on to run towards - which can then be electrified. Detritus, grenades, missiles and even fireballs can be sucked up and flung, and your enemies themselves can be subverted to do your work - directly or otherwise.

Only a handful of the standard weapons are really interesting or satisfying when used alone, but mix them with a generous menu of Plasmids in an environment like this and they become spectacular. Even with an element as familiar as the grenade launcher’s proximity charge, the scope for impishly inventive violence is overwhelming. Clump five on a barrel and propel the resulting super-bomb at a crowd of victims with Telekinesis. Chuck one in the nearest pool of water then set your prey alight. Stick one on the ceiling directly above a Cyclone Trap - an invisible springboard that catapults unsuspecting enemies hilariously into the air. The AI for a befriended drone even has some ideas of its own: bolt a proximity charge to the little guy and he’ll divebomb the next enemy he sees.

Information about

BioShock

SP/MP: Single-player
Setting: Post-Apoc
Genre: Non-RPG
Platform: PC, Xbox 360
Release: Released


Details