BioShock is a
first-person shooter video game, developed by
2K Boston/2K Australia—previously
known as
Irrational Games—designed
by
Ken Levine. It was released for the
Windows operating system and
Xbox 360 video game console on August 21,
2007, in
North America, and three days
later in
Europe and
Australia. A
PlayStation
3 version of the game, which was developed by
2K Marin, was released internationally on October
17, 2008 and in North America on October 21, 2008 with some
additional features.The game was also released for the
Mac OS X operating system on October 7, 2009. A
version of the game for mobile platforms is currently being
developed by IG Fun. A sequel,
BioShock
2, is scheduled for release on February 9, 2010.
Set in an
alternate history 1960,
the game places the player in the role of a plane crash survivor
named Jack, who must explore the underwater city of Rapture, and
survive attacks by the mutated beings and mechanical drones that
populate it. The game incorporates elements found in
role-playing and
survival games, and is described by the developers
and Levine as a "
spiritual
successor" to their previous titles in the
System Shock series.
The game received overwhelmingly positive reviews, being
particularly well-reviewed in the mainstream press, which praised
its "
morality-based" storyline,
immersive environment and
Ayn Rand-inspired dystopian
back-story.
Gameplay
BioShock is a
first-person
shooter with
role-playing game
customization and stealth elements, and is similar to
System Shock 2. The player takes the
role of Jack, who aims to fight his way through Rapture, using
weapons and
plasmids in order to complete
objectives. At times, the player may opt to use stealth tactics to
avoid detection by security cameras and automated turrets. While
exploring Rapture, the player collects money, which can be used at
various vending machines to gain ammunition, health, and additional
equipment, or can be used to improve Jack's current weapons. The
player also comes across spare parts that can be used at "U-Invent"
machines to create new weapons or usable items. Cameras, turrets,
and vending machines can all be
hacked to the player's advantage, such as
turning on enemy foes or purchasing items at a discount. Hacking
requires the player to complete a mini-game similar to
Pipe Dream in a limited amount
of time. The player is given a "research camera" early in the game,
allowing Jack to take photographs of enemies to help analyze them,
with better quality photographs providing more beneficial analysis.
After performing enough analysis of an enemy, the player is granted
increased damage, gene tonics, and other bonuses when facing that
type of enemy in future battles. Glass-walled "Vita-Chambers" can
also be found throughout the game, which the player does not use
directly. Instead, should Jack die, his body is reconstituted at
the nearest one, retaining all of his possessions, but only a
portion of his full health. In a patch for the game, the player has
the option to disable the use of these Vita-Chambers, such that if
Jack dies, the player will need to restart from a saved game.
The player can collect and assign a number of plasmids and gene
tonics which grant Jack the ability to unleash special attacks or
confer passive benefits such as improved health or hacking skills.
"Active" plasmids—those that are triggered by the player such as
most offensive plasmids— require an amount of the EVE serum to be
used in a manner similar to
magic
points; EVE can be replenished via syringes. These plasmids
also alter the player's appearance to reflect "sacrificing one's
humanity". "Tonics" are passive plasmids and require no EVE to gain
their benefit; the player can only equip a limited number of
plasmids and tonics at any time. The game encourages the use of
creative combination of plasmids, weapons, and the use of the
environment.

A Big Daddy defends a Little Sister
from two Splicers, while the player watches.
Plasmids can be collected at certain points around the city, but
most often are purchased by the player at "Gatherer's Gardens"
using the ADAM
mutagen they have collected
from Little Sisters. In order to collect the ADAM, the player must
first defeat the "Big Daddy"—genetically enhanced humans grafted to
an armored
diving suit—that accompanies
and guards each Little Sister. After this, the player has a moral
choice: either to kill the Little Sister to harvest a great deal of
ADAM, or to save the Little Sister and gain a smaller amount,
though for every three sisters spared a gift of a large amount of
ADAM is given to the player. While both choices have their
advantages, this element of conflicting morals has an impact on the
storyline, and, among other things, on the difficulty of the game
itself.
Synopsis
Setting
BioShock is set during 1960, in Rapture, a
fictional underwater
dystopian/anti-
utopian city.
The history of Rapture is learned by the player through audio
recordings as he explores the city. Rapture was envisioned by the
Randian business magnate Andrew Ryan, who wanted to
create a
laissez-faire state to escape
increasingly oppressive political, economic, and religious
authority on land.
The city was secretly built in 1946 on a
mid-Atlantic
seabed, utilizing submarine volcanoes to provide geothermal power. Scientific
progress flourished in Rapture, leading to rapid developments in
engineering and biotechnology thanks in part to the brilliant
scientists that Ryan brought to the city. One such advancement was
ADAM,
stem cells harvested from a
previously unknown species of
sea slug,
which were discovered by Dr. Bridgette Tenenbaum to have the
ability to regenerate damaged tissue and rewrite the human genome.
Tenenbaum joined with businessman and mobster Frank Fontaine to
create the plasmid industry, which offered superhuman physical
enhancements to its customers. Tenenbaum found that ADAM could be
mass-produced by implanting the slugs in the stomachs of young
girls ("Little Sisters"), taken from orphanages founded by
Fontaine.
As time passed, the gap between rich and poor increased. Frank
Fontaine established charity organizations to support the
underclass (something antithetical to Ryan's philosophy).
Ironically, his motives were far from benign; his ultimate goal was
to use his charity organizations to manipulate the underclass. He
also established a smuggling operation to supply citizens with
forbidden items from the surface, such as religious material.
These, along with his control of the plasmid industry, made him
immensely powerful. He tried to overthrow Ryan, but the revolt was
violently crushed and Fontaine was reportedly killed. Ryan seized
control of Fontaine's plasmid business. Within a few months, a new
figure named Atlas rose as the leader of the disgruntled lower
class. On New Year's Eve of 1959, Atlas and his ADAM-infused
followers began a new revolt against Ryan that spread throughout
Rapture. Ryan in turn began splicing his own forces, and his
paranoia had reached such a level he was hanging dozens of people,
mostly innocent, in Rapture's main square. In order to solve ADAM
shortages, the Little Sisters were
mentally conditioned to wander the city
and extract ADAM from the dead, recycling it into raw ADAM in their
bellies after swallowing it. "Big Daddies", enhanced and mentally
sterilized humans in armored
diving suits, were created by Dr.
Suchong, the scientist behind many plasmids, to protect the Little
Sisters in their work.
A drawback of ADAM is that a user must take regular infusions or
suffer mental and physical degeneration. As the war disrupted
production and supply, every ADAM user in the city eventually went
violently insane. By the time the player arrives, only a handful of
non-mutated humans survive in barricaded hideouts.
Story
The underwater city of Rapture
At the start of the game, Jack (the player protagonist) is a
passenger on a plane that goes down in the Atlantic Ocean in 1960,
after ordered society in Rapture has collapsed. After surfacing,
Jack finds himself the only survivor of the crash, and swims to a
nearby towering lighthouse on an island, where he finds a
bathysphere which he uses to descend
into the ocean and enter the city of Rapture. An Irishman, Atlas,
via the service radio found in the bathysphere, assists Jack in
making his way to safety, while Ryan, believing Jack to be an agent
of a surface nation, uses Rapture's automated systems and his
pheromone-controlled
Splicers against him. Atlas tells Jack that the only
way he can survive is to use the abilities granted by plasmids, and
that he must kill the Little Sisters to extract their ADAM.
Overhearing Atlas' words, Dr. Tenenbaum intercepts Jack, and urges
him to save the Little Sisters instead, giving him a plasmid that
will displace the embedded sea slugs in each Sister. Atlas says his
wife and child have been hiding on a submarine and directs Jack
towards it. Just as Jack and Atlas reach the bay where it is
located, Ryan has it destroyed; an enraged Atlas asks Jack to kill
Ryan.
Eventually, Jack confronts Ryan in his office, where the latter is
casually playing golf. Ryan reveals a truth that he has pieced
together. Jack was actually born in Rapture a mere two years ago,
genetically modified to mature rapidly. He is Ryan's illegitimate
son by an affair with Jasmine Jolene, a dancer. Ryan further
reveals that, after purchasing Jack's embryo, Frank Fontaine
designed him to obey orders that are preceded or followed by the
specific phrase "Would you kindly..." Jack was then sent to the
surface when the war started to put him beyond Ryan's reach. When
the conflict between Fontaine and Ryan reached a stalemate, Jack
was sent instructions to board a flight with a package and to use
its contents, a revolver, to hijack and crash the plane near the
lighthouse; enabling him to return to Rapture as a tool of
Fontaine. Because Jack was Ryan's son, he could freely use
Rapture's bathysphere network, which had been locked out to
everyone except those within Ryan's "genetic ballpark". Finally,
Ryan has Jack kill him, wanting to die on his own terms. With
Ryan's death, Jack realizes too late that Atlas has also been using
the trigger phrase to control him. Atlas reveals himself as
Fontaine, who faked his death to throw Ryan off his trail and take
control of the city, leaving Jack at the mercy of the reactivated
security systems. Dr. Tenenbaum and her Little Sisters help Jack
escape through the vent system, where he falls and loses
consciousness.
When Jack awakens, Dr. Tenenbaum has already deactivated some of
his conditioned responses (such as the trigger phrase itself) and
assists him in breaking the remaining ones, among them one that
would have eventually stopped his heart. When it becomes clear to
Fontaine that he is losing control of Jack, Fontaine points out the
peculiar fact that Tenenbaum has survived both
World War II as a Holocaust victim and the
battle in Rapture, insinuating that she has a secret agenda of her
own. With the help of the Little Sisters, Jack is able to track
down Fontaine. Fontaine, having been cornered, injects himself with
vast amounts of ADAM and becomes an inhuman monster. Jack battles
Fontaine, eventually prevailing and allowing the Little Sisters to
subdue and extract the ADAM from Fontaine, killing him.
Three endings are possible depending on how the player interacted
with the Little Sisters, all narrated by Dr. Tenenbaum. If the
player rescued all of the Little Sisters (therefore saving their
lives), the ending shows five Little Sisters returning to the
surface with Jack and living full lives under his care, including
their graduating from college, getting married, and having
children; it ends on a heart-warming tone, with an elderly Jack
surrounded on his deathbed by all five of the adult Little
Sisters.
If the player harvested (and therefore killed)
all of the
Little Sisters, the game ends with Jack turning on the Sisters
after defeating Fontaine, presumably killing them all and taking
their ADAM. Tenenbaum narrates what occurred, condemning Jack and
his actions, voice thick with anger and contempt. Later in the
second ending, a
ballistic
missile submarine carrying a nuclear missile comes across the
wreckage of the plane and is suddenly surrounded by bathyspheres
containing Splicers. The Splicers kill all hands aboard the
submarine and take control of it. If the player saved
some
of the Little Sisters, but killed a fair few as well, the ending is
visually identical to the second one, though the tone of
Tenenbaum's voice is a sad one, as opposed to angry.
Development
Original story
Originally,
BioShock had a storyline which was
significantly different from that of the released version: the main
character was a "cult deprogrammer"—a person charged with rescuing
someone from a
cult, and mentally and
psychologically readjusting that person to a normal life. For
example, 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 the time development on
BioShock was officially revealed in 2004, the story and
setting had changed significantly. The game now took place in an
abandoned World War II-era underground laboratory which had
recently been unearthed by 21st century scientists. The genetic
experiments within the labs had gradually formed themselves into an
ecosystem centered around three "castes" of creatures, referred to
as "drones," "soldiers," and "predators." This "AI ecology" would
eventually form the basis for the "Little Sister," "Big Daddy," and
"Splicer" dynamic seen in the completed game.
While the gameplay with this story was similar to what resulted in
the released version of the game, the story underwent changes,
consistent with what Levine says was then-Irrational Games' guiding
principle of putting game design first. Levine also noted that "it
was never my intention to do two endings for the game. It sort of
came very late and it was something that was requested by somebody
up the food chain from me."
In response to an interview question from the gaming website
IGN about what influenced the game's story and
setting, Levine said, "I have my useless
liberal arts degree, so I've read stuff from
Ayn Rand and
George Orwell, and all the sort of utopian and
dystopian writings of the 20th century, which I've found really
fascinating." Levine has also mentioned an interest in "stem cell
research and the moral issues that go around [it]." In regard to
artistic influences, Levine cited the books
Nineteen Eighty-Four and
Logan's Run, representing
societies that have "really interesting ideas screwed up by the
fact that we're people."
According to the developers,
BioShock is a
spiritual successor to the
System Shock games, and was produced by
former developers of that series. Levine claims his team had been
thinking about making another game in the same vein since they
produced
System Shock 2. In
his narration of a video initially screened for the press at
E3 2006, Levine pointed
out many similarities between the games. There are several
comparable gameplay elements: plasmids in
BioShock
supplied by "EVE hypos" serve the same function as "Psionic
Abilities" supplied by "PSI hypos" in
System Shock 2; the
player needs to deal with security cameras, machine gun turrets,
and hostile robotic drones, and has the ability to hack them in
both games; ammunition conservation is stressed as "a key gameplay
feature"; and audio tape recordings fulfil the same storytelling
role that
e-mail logs did in the
System
Shock games. The "ghosts" (phantom images that replay tragic
incidents in the places they occurred) from
System Shock 2
also exist in
BioShock, as do modifiable weapons with
multiple ammunition types and researching enemies for increased
damage. Additionally, Atlas guides the player along by radio, in
much the same way Janice Polito does in
System Shock 2,
with each having a similar twist mid-game. Both games also give the
player more than one method of completing tasks, allowing for
emergent gameplay.
Game engine
BioShock uses a highly modified version of the
Unreal Engine 2.5 technology
used by previous Irrational Games titles including
SWAT 4 and
SWAT 4: The Stetchkov
Syndicate. In an interview at E3 in May 2006, Levine
announced that
Unreal
Engine 3.0 features would also be integrated, and he emphasized
the enhanced water effects: "We've hired a water programmer and
water artist, just for this game, and they're kicking ass and
you've never seen water like this." This graphical enhancement has
been lauded by critics, with
GameSpot
saying, "Whether it's standing water on the floor or sea water
rushing in after an explosion, it will blow you away every time you
see it." The Windows version of
BioShock can utilize
Direct3D 10 features and content, if the
system meets the hardware and software requirements, but it will
also run on DirectX 9, if these requirements are not met, or if the
video options are changed. There are a few differences in image
quality between the two APIs, such as additional water reflections
and soft particle effects, but they are subtle from the player's
perspective.
BioShock also uses
Havok Physics, an engine that allows for an
enhancement of in-game
physics, and the
integration of
ragdoll physics, and
allows for more lifelike movement by elements of the
environment.
Chris Kline, lead programmer of
BioShock, deemed
BioShock as "heavily
multithreaded" as it has the
following elements running separately:
- Simulation Update (1 thread)
- UI update (1 thread)
- Rendering (1 thread)
- Physics (3 threads on Xenon,
at least one on PC)
- Audio state update (1 thread)
- Audio processing (1 thread)
- Texture streaming (1 thread)
- File streaming (1 thread)
Demo
A demo was released on
Xbox Live
Marketplace on August 12, 2007, and the PC demo was officially
released on August 20, 2007, and announced during
Larry Hryb's (Major Nelson) interview with Ken
Levine on his
podcast. The demo contains the
first 4–5 minutes of the game and includes a cinematic opening
sequence that established the setting and initial plot lines, and
the tutorial phase of the game. The demo also contained some
differences from the release version such as an extra plasmid and
weapons, alongside an earlier security system presence. These were
introduced to give players access to several features of the full
game. In nine days, the
BioShock demo outperformed every
other demo release on
Xbox Live and became
the fastest demo to reach one million downloads. The Steam demo was
released on August 20, the day before the Steam release, and the
PlayStation 3 demo was released on the
PlayStation Store on October 2,
2008.
Updates
On September 6, 2007, the Xbox 360 version of
BioShock
received an update: "Improves general game stability, especially
when loading autosaves. It also tweaks the way enemies use health
stations and fixes a slight audio glitch during menu loading."
Users were prompted to download the automatic update when they next
started the game. The update has, however, been criticized for
introducing several problems to the game, including occasional
freezes, bad
framerates, and even
audio-related issues. The problem seems to be with the game's
caching, and can be corrected by the
user.
On December 4, 2007, a patch for the Windows version, and a title
update and free downloadable content for the Xbox 360 version were
released. In addition to correcting bugs in the software, the
patch/new content introduces a horizontal field-of-view option, new
Plasmids, an option to disable Vita Chambers, and an additional
achievement in the Xbox 360 version for completing the game without
using any Vita Chambers on Hard mode ("Brass Balls," 100 points).
Vita Chambers don´t need to be disabled to earn the achievement,
and quick saves can still be used.
On September 9, 2009, a new update was released that allowed the
player to enhance graphics, change settings and limit the amount of
language, blood and gore and sexual content in a game.
An update for the PS3 version was released on the 13 of November to
fix some small graphical problems and rare occasions where users
experienced a hang and were forced to reset the console. This
update also incorporated the 'Challenge Room' and 'New Game Plus'
features.
Other versions
In an August 2007 interview, when asked about the possibility of a
PlayStation 3 version of
BioShock, Ken Levine had stated only that there was "no
PS3 development going on" at the time; however, on May 28, 2008,
2K Games confirmed that a PlayStation 3
version of the game was in development by
2K
Marin, and it was released on October 17, 2008. Jordan Thomas
was the director for the PlayStation 3 version. While there are no
graphical improvements to the game over the original
Xbox 360 version, the PlayStation 3 version offers
the widescreen option called "horizontal plus", introduced via a
patch in the 360 version, while cutscene videos are of a much
higher resolution than in the DVD version. Additional add-on
content will also be released exclusively for the PS3 version. One
addition is "Survivor Mode," in which the enemies have been made
tougher, and Vita-Chambers provide less of a health boost when
used, making the player become creative in approaching foes and to
rely more on the less-used plasmids in the game. BioShock also
supports
PS3 Trophies
and PlayStation Home. A demo version was released on the
PlayStation Store on October 2, 2008.
On February 12, 2008, IG Fun announced that they had secured the
rights to develop and publish a
mobile
phone version of
BioShock. IG Fun CEO Sean Malatesta
promised "to offer a whole new gaming experience and unmatched
excitement amongst mobile gamers the world over."
Sequels
In response to the game's high sales and critical acclaim, Take-Two
Chairman Strauss Zelnick revealed in a conference call to analysts
that the company now considered the game as part of a franchise. He
also speculated on any follow-ups mimicking the development cycle
of
Grand Theft Auto, with
a new release expected every two to three years. 2K's president
Christoph Hartmann stated that
BioShock could have five
sequels, comparing the franchise to the
Star Wars movies.
On March 11, 2008, Take Two Interactive officially announced that
BioShock 2 is being developed by
2K
Marin. In an August 2008 interview, Ken Levine mentioned that
2K Boston was not involved in the game's sequel because they wanted
to "swing for the fences" and try to come up with something "very,
very different".
BioShock 3 has also been announced, with
its release likely to coincide with the
BioShock film. The
first information about
BioShock s immediate sequel came
in a teaser on the PlayStation 3 version of the game revealing that
the second game was to be titled
BioShock 2: Sea of
Dreams, though the subtitle has since been dropped. This
teaser used
The Pied Pipers' version
of "Dream" in much the same way that the first
BioShock s
soundtrack used
Great American
Songbook tunes. A 2K developer stated that the game "is part of
a prequel and at the same time is a sequel."
BioShock 2 is
planned to be released for Windows PC, Xbox 360, and the
PlayStation 3 worldwide on February 9, 2010.
Reception
BioShock has received wide critical acclaim: mainstream
press reviews have praised the immersive qualities of the game and
its political dimension. The
Boston
Globe described it as "a beautiful, brutal, and
disquieting computer game ... one of the best in years," and
compared the game to
Whittaker
Chambers's 1957 riposte to
Atlas
Shrugged,
Big Sister Is Watching You.
Wired also mentioned the
Ayn Rand connection 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."
At
Game Rankings,
BioShock
holds an average review score of 95.4% for the Xbox 360, making it
the third highest rated Xbox 360 game released to date, behind
The Orange Box and
Grand Theft Auto IV. In
the PC ratings it achieved 95.2%, making it the third highest rated
PC game released to date, behind
Half-Life 2 and
The Orange Box and
the sixteenth highest ranked game of all time. Also,
BioShock has a rating of 96 on Metacritic, making it their
Best Xbox 360 Game of 2007.
GameSpy praised
BioShock's "inescapable atmosphere," and
Official Xbox Magazine lauded
its "inconceivably great plot" and "stunning soundtrack and audio
effects." The gameplay and combat system have been praised for
being smooth and open-ended, and elements of the graphics, such as
the water, were praised for their quality. 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."
Reviewers did highlight a few negative issues in
BioShock,
however. The recovery system involving "Vita-Chambers," which
revive a defeated player at half-life, but do not alter the
enemies' health, makes it possible to wear down enemies through
sheer perseverance, and was criticised as one of the biggest flaws
in the gameplay. 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. The game has been touted
as a hybrid
first person
shooter role-playing game, but
two reviewers found advances from comparable games lacking, both in
the protagonist and in the challenges he faces. 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 really interesting. Some reviewers and
essayists such as
Jonathan Blow also
found that the "moral choice" the game offered to the player
(saving or harvesting the little sisters) was flawed because it had
no real impact on the game, which ultimately leads the player to
think that the sisters were just mechanics of no real
importance.
Awards
At
E3 2006,
BioShock was given
several "Game of the Show" awards from various online gaming sites,
including
GameSpot,
IGN,
GameSpy and
GameTrailers's Trailer of the Year.
BioShock received an award for Best Xbox 360 Game at the
2007 Leipzig Games Convention. After the game's release, the 2007
Spike TV Awards selected
BioShock as
Best Game,
Best Xbox 360
Game, and
Best Original Score, and nominated it for
four awards:
Best Shooter,
Best Graphics,
Best PC Game,
Best Soundtrack. and 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."
At
IGN's "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.
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’s
list of The Top 10 Video Game Openings.
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 "soared
nearly 20%" in the week following overwhelmingly favorable early
reviews of the game. Take-Two announced that, as of June 5, 2008,
over 2.2 million copies of
BioShock have 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.
Technical and DRM issues
Since
BioShock was released, several issues have been
found, with most uncovered in the Windows version. In both the
BioShock demo and release version, it was observed that
the
field of view (FOV) used in
widescreen was set such that it appeared that there was less
visible in the display compared to the 4:3 format, as well as in
effect zooming in the player's view resulting in some cases of
disorientation and nausea (particularly for people playing close to
the screen, as with most PC setups), conflicting with original
reports from a developer on how widescreen would have been handled.
This was a design decision made during development. In patch 1.1,
released on December 4, 2007, the "Horizontal FOV Lock" option was
added to the Options menu, which when switched off allows
widescreen users a wider field of view, without cutting anything
off the image vertically.
BioShock for Windows (both the retail version and that
available through
Steam)
utilizes
SecuROM copy protection software, and requires
internet activation to complete
installation. This was reportedly responsible for the cancellation
of a midnight release in Australia on August 23, 2007, due to 2K
Games servers being unavailable, as the game would be unplayable
until they were back online. Through SecuROM, users were originally
limited to two activations of the game. Users found that even if
they uninstalled the game prior to reinstallation, they were still
required to call SecuROM to re-activate the game. The issue was
worsened by the fact that an incorrect telephone number had been
included in the printed manual, as well as essentially forcing
customers outside the United States to make expensive international
calls to the US. In response, 2K Games and SecuROM increased the
number of activations to five before requiring the user to call
again. However, as no information had been provided by 2K on the
existence of these measures prior to the game going on sale, or on
the retail box of the game itself, many remain dissatisfied. Users
also found that it was necessary to activate the game for each user
on the same machine, which was criticized by some as an attempt to
limit customers' fair use rights. 2K Games has denied that this was
the intent of the limitation.
Two months after the initial release, 2K attempted to alleviate
customer complaints by developing a special pre-uninstallation
utility to refund activation slots to the user. This tool however
does not address situations where the game has been installed on a
PC which uses more than one user account as it only works once per
PC (unlike activations which are counted per user-account), nor is
it able to revoke an activation if the installation has become
unusable, for example by hard disk failure, effectively rendering
such activations permanently lost. 2K Games has specifically
mentioned each of these issues in the revoke tool FAQ, and have
stated that until software solutions are found for such situations
they will handle any further requests for additional activations
past the five-activation limit on a case-by-case basis.
As of June 19, 2008, 2K Games has removed the activation limit,
allowing users to install the game an unlimited number of times.
However online activation remains mandatory. The deactivation of
the system was promised by Ken Levine in August, 2007, after retail
sales of the PC version of the game were no longer an issue.
Alerts from
virus scanners and
malware detectors, which can be triggered by
SecuROM software, led to some debate about whether a
rootkit was being installed; this was denied by 2K
Games. However, an uninstallation of
BioShock does not
remove the files installed by SecuROM or the registry keys used,
and some of these files are impossible to delete in a conventional
way.
BioShock was also criticized for not supporting
pixel shader 2.0b video cards (such as the
Radeon X800/
X850), which
were considered high-end graphics cards in 2004–2005, and accounted
for about 24% of surveyed hardware collected through
Valve's Steam platform at the time of
BioShock's release. User efforts to create a pixel shader
2.0-compatible version of the software have met with some success,
but 2K Games has issued no statements regarding possible pixel
shader 2.0 support being added by an official patch.
Versions and other media
Limited Collector’s edition
Following the creation of a fan petition for a special edition,
Take-Two stated that they would publish a special edition of
BioShock only if the petition received 5,000 signatures;
this number of signatures was reached after just five hours.
Subsequently, a poll was posted on the Cult of Rapture community
website (operated by 2K Games) in which visitors could vote on what
features they would most like to see in a special edition; the
company stated that developers would take this poll into serious
consideration. To determine what artwork would be used for the
Limited Edition cover, 2K games ran a contest, with the winning
entry provided by Crystal Clear Art's Owner and Graphic Designer
Adam Meyer.
On April 23, 2007, the Cult of Rapture website confirmed that the
Limited Collector's Edition would include a Big Daddy figurine
(many of which were damaged; a replacement initiative is in place),
a "Making Of" DVD, and a soundtrack CD. Before the special edition
was released, the proposed soundtrack CD was replaced with
The
Rapture EP.
Art book
BioShock: Breaking the Mold, a book containing artwork
from the game, was released by 2K Games on August 13, 2007. It is
available in both low and high resolution, in
PDF format from 2K Games's official
website. Until October 1, 2007, 2K Games was sending a printed
version of the book to the owners of the collector's edition whose
Big Daddy figurines had been broken, as compensation for the time
it took to replace them. On October 31, 2008, the winners of
"Breaking the Mold: Developers Edition Artbook Cover Contest" were
announced on cultofrapture.com.
Soundtrack
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
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.
In
BioShock, the player encounters
phonographs that play music from the 1940s and
1950s as background music. In total, 30 licensed songs can be heard
throughout the game.
Film
Industry rumors after the game's release suggested a film
adaptation of the game would be made, utilizing similar
green screen filming techniques as in the movie
300 to recreate the environments
of Rapture. On May 9, 2008, Take Two announced a deal with
Universal Studios to produce a
BioShock movie, to be directed by
Gore Verbinski and written by
John Logan. The film was expected to be
released in 2010, but was put on hold due to budget concerns. On
August 24, 2009 it was revealed that Verbinski had dropped out of
the project due to the studio's decision to film overseas to keep
the budget under control. Verbinski reportedly feels this would
have hindered his work on
Rango.
Juan Carlos Fresnadillo is in talks
to direct with Verbinski as producer.
References
- "The Top Ten Video Game Openings and was awarded "Game of The
Year". Game Informer 187 (November 2008): 38.
External links