BioShock
Description official descriptions
In the year 1960, a plane crashes in the middle of the Atlantic Ocean with a man named Jack as the only survivor. He has the apparent luck of resurfacing in front of what looks like a door to an underwater complex. Without hesitating, Jack enters the door and is greeted by slogans that praise the city of Rapture, a paradise of free will built in the 1940s by a business magnate named Andrew Ryan. However, even before he assimilates all this new information, the descent to this supposed paradise ends and he can only see ruins and chaos. Learning about the destiny of Rapture will be now Jack's main motivation while he tries to survive the horrors that free will can create.
BioShock is a first-person shooter with gameplay elements and storytelling technique reminiscent of System Shock games. Rapture, the once-proud social experiment inspired by the real-world objectivist philosophy of Ayn Rand, has been nearly destroyed, its inhabitants either dead or fallen victims to bizarre scientific experiments. The retro-futuristic setting incorporates elements of sci-fi with art deco and steampunk influences, featuring interior design and propaganda posters reminiscent of 1950s.
The game's plot is largely revealed through recorded messages left by Rapture's inhabitants before they were killed or mutated. Much of the plot development is therefore dedicated to reconstructing the events of the past, similarly to System Shock games. Limited usage of stealth, the possibility to hack security cameras and other devices, and character customization are the gameplay elements that further tie BioShock to its spiritual predecessors.
At its core, however, the game is more action-oriented, restricting the role-playing mechanics of System Shock 2 to abilities and upgrades that can be acquired and equipped by the main character. Most of the enemies in the game are Splicers, the deformed and insane citizens of Rapture. The protagonist has an arsenal of firearms to combat them but is also able to use plasmids, which act similarly to magic and deplete a special energy called EVE. Various types of plasmids may directly hurt enemies, sabotage their movements, or enhance the player character's defense. Combat tactics often rely on successive usage of different types of weapons and plasmids. For example, encasing an enemy in ice with a plasmid makes it possible to shatter it to pieces with a single shot; protecting himself with an electric shield, the protagonist can electrocute enemies and strike them with melee weapons, etc.
The player can only equip a limited number of active and passive plasmids, and also has an inventory limit for every type of item. Restoring and enhancing items can be found by exploring the environment or purchased from vending machines. These can also be hacked, similar to turrets, cameras, safes, and other types of locks. Hacking is presented as a Pipe Mania-like mini-game.
Plasmids, on the other hand, are mostly purchased by spending certain amounts of a mutagen known as ADAM. This mutagen can be obtained from mysterious creatures called "Little Sisters" - little girls that can be seen in most of the game's locations, accompanied and protected by very strong, genetically enhanced humans grafted to armored diving suits and nicknamed "Big Daddies". In order to capture a Little Sister the player normally has to defeat her Big Daddy. Afterward, the player has the choice of killing the girl, harvesting large amounts of ADAM in the process, or sparing her life. Depending on the player's moral decisions concerning the Little Sisters, the game's story will be concluded with different endings.
The Playstation 3 version adds a harder difficulty level called "Survivor Mode" to the game.
Spellings
- ăă¤ăŞăˇă§ă㯠- Japanese spelling
- ë°ě´ě¤ěźíŹ - Korean spelling
Groups +
- 3D Engine: Unreal Engine 3
- BioShock series
- Gameplay feature: Multiple endings
- Gameplay feature: New Game+
- Gameplay feature: Photography
- Games for Windows releases
- Games made into books
- Games with 451
- Green Pepper releases
- Middleware: Bink Video
- Physical Bonus Content: Steelbook
- Physics Engine: Havok
- PlayStation 3 Platinum Range releases
- Premium Games label
- Setting: 1960s
- Setting: Aquatic / Underwater
- Software Pyramide releases
- Sound engine: FMOD
- Technology: amBX
- Theme: Dieselpunk
- Theme: Hacking / Pseudohacking
- Xbox 360 Classics releases
- Xbox 360 Platinum Hits releases
Screenshots
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Videos
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Credits (Windows version)
464 People (423 developers, 41 thanks) · View all
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Reviews
Critics
Average score: 94% (based on 210 ratings)
Players
Average score: 4.0 out of 5 (based on 437 ratings with 17 reviews)
This isnât a game review; this is a review of game reviewing
The Good
As the world crested over Y2K, nerds everywhere rejoiced in manâs greatest invention to date: the world wide web. This marked the turn of a new age, the Age of Information, where the basis of world currency turned from gold to ones and zeros. The nerd caste, once the universal butt-end of derision and wet towel snappings, found their way to the highest echelons of society and even have one of their own cast as the worldâs richest man, Bill Gates. Role-playing, once a dark secret that could derail a presidential candidate, now has gone mainstream and online with a subscription rate that grows exponentially every year. That guy in high school who never spoke or left the computer room is now your boss. The nerd is triumphant.
The popular notion would be to consider the age we live in, what with its information superhighway and Auspergerâs syndrome, to be the most intelligent period of all time. People now have instant access to a wealth of information that would have taken weeks to compile. However, one instead should ask, âDoes being truly smart mean you know a great deal of information?â
No. In this day and age people donât need to know more information, instead they need to be able to process this information. Even though the mother-load of human history and knowledge is available to any and all, people choose to spend their time spouting South Park catch-phrases or quoting whatever the Insane Clown Posse has to say about their imagined enemies. The world wide web is cluttered with completely pointless web sites about ninjas and robots and ninja robots as well as the required slash fiction for said genre. Wikipedia, a brilliant idea in theory in which encyclopedia submissions are edited by its users, offers information that is on the whole unconfirmed and inaccurate. As SomethingAwful.com puts it, and puts it well, âThe internet makes you stupid.â
In that case, what is so good about the internet? How can manâs greatest invention be worthy of such praise if all it can do is show you some fat kid pretending to swing a light saber around? Three things: e-mail, porn, and finding opinions that support whatever it is that you are thinking.
Thatâs right: the internet is not for learning. Or at any rate, nobody ever seems learns from it. If you are some dumb racist misogynist with a hate on, but canât find anyone who sympathizes with you because they are all well-adjusted humans who donât have an issue with their penis size, well, youâll find all the small-penised friends youâll ever need on the internet. If there is some opinion that proves you wrong, well, you donât want to hear it.
And that brings us to video gamers, who are already an opinionated set of people without even mentioning âfan boysâ. One common way of broadcasting oneâs opinion is to write reviews; however, all these reviews posted on the internet serve to do is buttress the experience they had with the game and the justification of the gameâs cost. These ordinary reviews will tell how someone feels (for example, âThis game rocks!â translates better into âThis great game gives me the rocking feeling!â rather than âThis is a good game,â) but not any original thought beyond âToo bad you couldnât carjack anything.â Folks, that isnât a review: thatâs an affirmation of your experience (or the opposite of affirmation if it happens to be Big Rig Racing). Video game reviews on the internet have as little to do with discussion and original thought as Britney Spearsâ horrific snatch has to do with underwear when entering or leaving a motor vehicle.
The internet is littered with these testimonials that are all virtually the same: you get a synopsis of the gameâs story, a run down on the graphics and sound and gameplay with scores out of ten, a consensus of ârocksâ or âsucksâ, a comparison to GTA San Andreas, and then the words of either âmust-buyâ, ârentâ or âyour time would be better spent masturbatingâ. This would be fine and all if it was a cuisinart or Astroglide or any other product you purchase, but some gamers go further and insultingly call video games âartâ. Games are many things: a hobby, entertainment, a great way to tell a story and waste 100 hours of your life. But not art.
That isnât to say there havenât been games that have been so good that they have been âartfulâ or even âmasterpiecesâ. However, gamers appear to have a limited vocabulary in reviewing games; if something is good but inexplicable falls out of the ârockâ range, gamers can not comprehend and thus this becomes a critically acclaimed hit that doesnât somehow sell many copies.
So, I was over at JazzOlegâs place, the one that has the stuffed grizzly bear that he killed himself with his own bare hands ; he had just bought his brand new computer, one that is made out of gold-pressed platinum and is faster than âOld Worldâ immigrants at an open buffet. (itâs amazing: on top thereâs an opening to which you can offer your living sacrifices to appease the angry video card god within) Like a proud poppa, he first popped in âThe Witcherâ and then âBioshockâ. I was so impressed with âBioshockâ that I had to get my own copy, to which I then found out doesnât work on my YEAR-old computer. Seeing that Iâm not going to get an Xbox 360 anytime soon and the âCorn is smart enough not to let me in his home without him, it seems Iâll never finish this game.
So this is not a review. Somebody else will gladly spout off about Ann Rand-whatsherface and quote something from wikipedia, cool. However, playing it through a short while made me think of the discussion above when I made a realization about this game.
Games are not art and gamers donât have the ability to appreciate art in games. This is apparent in âBioshockâ, because this game succeeds in spite of itself. To be an artist in this modern age is to hide that fact that you are an artist at all.
Absolutely, âBioshockâ is a game that ârocksâ, but the reason why it ârocksâ is crammed far deep inside the game to save it from being a commercial failure. Daddy Systemshock whatshisface knows full well of this: you give the people only what they want; that which they need you must hide it from them or else they cannot accept. Therefore, âBioshockâ ârocksâ because it has cool graphics, cool ragdoll physics, cool game play. People like the Big Daddy (well, like killing him, anyways) but may not know why. People know itâs a good story, but they donât have to sit through verbose and pedantic exposition (the âtalkyâ parts) before they can start killing.
The opposite of this are games that are genius, but are too good for their own good. Planescape: Torment looked like a novel because it was a novel, and disguised so poorly it flopped like a twenty-pancake belly flop. ICO is a transcendently original platform-puzzler that made a believer out of everyone who played it, but gamers instead held fast to Italian plumbers and their goombas. Iâm sure the same could be said of Psychonauts, but I havenât played it and never will because Iâm waiting for the sequel, which is going to be an MMO or FPS. Whichever, itâs not that thereâs any difference between the two because they both sh*t green money.
âBioshockâ, besides being a cool-ass linear FPS with a cool-ass story that youâd never ever heard of before, is masterful because it is a perfect blend of art, design and commerce. I havenât finished it, but that much is clear from playing it for awhile and (hopefully) merits this discussion. It knows its place and being such a genius work, tricks us why we like it.
The Bad
Can't carjack any cars. Can't punch a dog into outer space. Crowds do not chant my name when I score a hat trick.
The Bottom Line
The real beauty of art is that a true masterpiece will garner our respect, especially if we donât like it. Great art challenges us.
Meanwhile, videogames have adjustable difficulty levels.
Windows · by lasttoblame (414) · 2008
Has a positive and a very big negative side.
The Good
Well Bioshock is supposed to be a spiritual successor to the classic System Shock series which was basically an rpg game blended with first person shooter mechanics.
After playing this game it seemed more like a successor to Doom 3. I wouldn't buy the whole revolutionary hype magazines are giving it; it brings nothing new to the table at least on PC standards.
First the good.
The biggest saving points to this game has to be the Story, its unique art direction including level design, voice acting and music score. Basically "presentation" the first ingredient has somewhat succeeded. I have a mixed opinion on the graphics as the water effects are good, but the character modeling is just plain horrid. The level design and artwork are pretty good too; sets the whole steam punk theme although I find the games lighting a little too extreme.
The Bad
While things look good, unfortunately this game doesn't play very well. The AI is just plain horrible. While it appears to be smart at first, it just becomes predictable and annoying. Sure they put themselves off when their burning or recharging their health, that's a really good thing but its gets really annoying when they just keep running around. Why? The characters move at a really fast speed making it more frustrating than anything, therefore making you wish this was not a FPS. The Big Daddies with the drills are fun to fight (if there are no splicers around), But the ones with guns keep shooting at you and their shots drain a good load of your health.
Bioshock really sets a good atmosphere. I was really enjoying the level design & ambiance. Unfortunately this gets ruined since your bombarded with enemies. Hell I can't even listen to the audio logs because the enemies keep respawning or there's some loud gunfight nearby.
Later on the splicers become even more powerful, and while battling them you tend to end up in confusion as the game has too many weapons and ammo types. While I liked the idea of ammo types in System Shock or Rainbow Six, it fails hard in this game as this is a face paced shooter where you're battling splicers and machinery in the same damn location. What good is the chemical thrower when you have a plasmid which does the same? Half the plasmids are boring and do nothing much to enhance the game.
To add to the intense colorful lighting and bloom, the screen blurs when you're shot, so don't play this game when your sleepy.
And most importantly, the game was advertised to be extremely non linear but it's as linear as the old Doom or Wolfenstein games. Don't get me wrong, I really love linear games (Half-Life 2) but I was really expecting a steam punk version of System Shock here. The game comes with a choice to harvest the little sisters or save them. Whatever you choose will not affect the gameplay except for the ending and the tone of the doctor's voice in the latter half. Oh and there's an arrow which tells you exactly where to go.
The Bottom Line
Bioshock may seem like a lame attempt to milk some money out of the System Shock name. They may have dumbed the game down for console standards and accessibility (that's my guess) . While it is worth playing, I wouldn't recommend it to anyone who is looking for something revolutionary.
Simply put Bioshock is made of 2 ingredients where one fails to make the dish enjoyable.
Windows · by dreamstealer (126) · 2007
It's not System Shock 3, but damn is this game still amazing
The Good
âSystem Shock 3â is all we heard a couple of months ago while all the critics were still wanking off to their favorite videos of Bioshockâs Big Daddies beating the snot out of every living thing. Reviewers seemed to be handing out more 10âs to this game than a desperately lonely man at a strip joint. Five-dollar words like innovation, unique, and unpredictable were repeatedly burned into our corneas to the point where we now canât control our urge to shout them out every time another âimmersive FPSâ hits the market.
Upon starting up the game, I instinctively sided with the cynics, having been put through my fair share of let downs and disappointments with the FPS genre. Upon first starting the game I felt no reason to start drooling over it. It appeared to be another FPS game attempting to mask a thin plotline with a deep and thought-provoking setting. Yet as I went on, I realized how truly epic both the plot and gameplay were, until I was literally struggling to pick out something to find wrong with the game. Eventually I was faced with the reality of the situation: this game, shockingly, was exceeding my expectations.
Bioshockâs trump card, I believe, is its storyline. At the beginning of the game, you somehow manage to survive a plane crash in the middle of the Atlantic Ocean. Upon rising to the surface of the water, you see an eery lighthouse just sitting there, beckoning you to go in. Ignoring the screams of your fellow passengers, you go inside and take a jolly little ride on the bathysphere there to the train-wreck of a city that is Rapture. Rapture was a city built at the bottom of the ocean by Andrew Ryan for the purpose of avoiding government, socialist, and religious regulations, which he felt were hindering mankindâs greatness. However, the city is in ruins, torn apart from the inside by rioting. Someone or something has turned the citizens of Rapture against themselves.
Bioshock has an absolutely incredible sense of immersion. If you enjoy having your sense of belief suspended, prepare to have Bioshock steal it and launch it into orbit, never to return. Everything about the Bioshock universe is brilliant, from the atmosphere to the story, to the sheer depth and intuitiveness of the new scenario it presents to players.
You can tell Bioshock was built around the story because everything the designers to is intended to make it feel like a story. First of all, the very presentation of Rapture is breath-taking. From the first seconds of the game as you look up at the mysterious lighthouse, you can already sense something is amiss. The developers build on this, and throughout the game it only gets more atmospheric. The leaking walls serve to display both the atrophying architecture as well as the decaying splendor of this supposed utopia. The developers also use almost theatrical techniques to shock and surprise you, to the point that at some points in the game you can only stand in awe.
This only develops as you slowly learn the story of Rapture. In this case, Bioshock takes from both the Half-Life series with its âno cut-scenesâ approach and Doom 3with its âaudio logâ approach, relying more heavily on the latter for exposition while the former for more present-action plot development. The audio log system works terrifically to develop the story of Rapture because most of the audio logs arenât in order, allowing you to piece together to story as you progress through the game.
As well, most of the audio logs are done by a key set of 6 or 7 characters. This gives you the impression that even though they are not by your side, these characters are still part of the action and still affecting everything you do. By listening to these audio logs you get an amazing idea of the personalities of these people and how they reacted as Rapture descended into chaos. The fact that they mention other characters from other audio logs only serves to reinforce this notion.
I originally expected Bioshock to take on a sci-fi suspense angle, but I was shocked to see that in reality in leans far into horror. And when I say horror, I do not just mean the âmonsters jump out of closetsâ type like we saw in Doom 3. I mean deeply fucked-up psychological horror. The game takes on a twilight-zone kind of feel, showing how the effects of isolation and removal from society drove the citizens of Rapture power-hungry and mad. This is accented by the mounting feeling of being trapped forever in the watery coffin that is Rapture.
The combat system is largely the same as any other FPS game out there. The game, in addition to giving you various weapons, gives you plasmids. These stem-cell like formulas alter your genetic material granting you access to God-like powers such as shooting lightning out of your hand, or shooting fire out of your hand, or shooting ice out of your hand, and, well, you get my point now. It really doesnât get past these few and a couple of others. These are more useful for interacting with the environment than anything, as electric can temporarily short circuit turrets and cameras, fire will melt blocking ice and set oil on fire, etc.
However, you will largely be killing your foes with a rather generic set of guns ranging from a 30âs era machine gun to a pump shotgun. The plasmids help to vary things up a bit, but I found myself using them when I simply had run out of bullets for the rest of my guns. Occasionally large gunfights will get pretty exciting, but this is usually when Big Daddyâs or gun turrets get involved as well and also because gun shots are VERY LOUD for this very purpose.
Where combat truly shines is, yes, the Big Daddy fights. This is truly where you get to exercise your creative freedom in taking down this gargantuan beast largely because there are so many ways to do it. You can take him down with enough machine gun bullets and persistence, but it is much easier to use the environment against him. Lure him into some oil, electrocute him, lead him into a nest of enemies, hack a turret and use it against him, have him run over some trap wire, get him to ram into some barrels, lead him over your trip mines. Any combination of these provides for a brilliant fight, and what makes it better is that it is completely improvised, giving you a warm feeling of satisfaction knowing that the game wasnât holding your hand through it. Itâs this feeling that makes fighting the Big Daddies worth it, as well as the Adam which allows you to buy plasmids, health, and other upgrades.
The game is obviously pretty, though this is mostly due to the atmosphere and style rather than the graphics. If you sat there and stared at Bioshock and appreciated like a fine painting, you would in fact see the tremendous amount of detail in almost every part of Bioshockâs environment. However, letâs face it; we arenât going to be looking at some pretty cabinets when weâve got turrets shoving bullets in our back and balls of fire raining down upon us. Even so, most games these days are just as pretty so I really donât known what to set as the standard anymore. Like I said, itâs pretty because of the atmosphere. When you stand in a quiet desolate dentistâs office in Rapture and you canât hear anything but the streams of water leaking from the ceiling, thatâs when you truly see the beauty in Bioshock. However, the game, like every other FPS out there, is still played mostly with the lights off, offering you less chances than you may think to sample the beauty of the game.
The Bad
The biggest let down was easily the false sense of choice and freedom the game gave me as I was starting it. I remember all of the trailers spouting out that you had all this freedom and how unpredictable the game would be depending upon your own choices. Well, being the cold, cynical man I am I immediately realized what a load of horse crap this all was. What took me by surprise, however, was to how far they actually embellished the truth. The game gives you actually no choice whatsoever, which might upset a few people, who, I donât know, maybe were hoping for something actually promised a billion times by every Bioshock trailer out there.
The big thing is that when you kill a Big Daddy, you get to do naughty things with little girls, and by naughty things I mean harvest their Adam. While the whole thing sounds like something youâd hear on To Catch a Predator, its supposedly a huge focal point of the game because you can either save her for a little Adam or kill her for a whole bloody truckload of it. The entire âmoralityâ choices of the game narrow down to this. Itâs not that there are other choices and that they donât make any impact, but this is IT. Either kill or save, and that determines whether you get the holy good guy ending or the piss bad ending. Either youâre a saint or your Hitler based on whether you decide to either save or kill these little girls, and there is no middle ground. They tout all this freedom and choice, but like Fable there is no âuh, maybe bothâ choice. Either your voice cures cancer or God kills kittens at the very sound of it.
Thatâs really all there is. There is really no customization of your character because he can use any plasmid a million times without consequence, and can use any gun at any time. There are these things called tonics which give you cool bonuses like getting more health from snacks, but there are a limited number of these which are actually useful and by the end of the game you have enough slots open to use all of the good ones anyway. There are no side quests or optional objectives to do. Hell, every objective is mandatory anyway. I thought that somewhere along the line I would be given a choice to help out the citizens or Rapture or kill them, but instead I ended up taking orders from a man on a radio for hours on end.
And while weâre still bitching letâs talk about game difficulty. More specifically, letâs talk about where the Hell it went. Last time I checked in FPS games, when you died you lost the game. Instead theyâve introduced this âvita-chamberâ non-sense which brings you back to life every time you die. This takes away a lot of the danger of the game, and honestly I fell like it was the worst part. With these chambers youâre more willing to take stupid risks because all of the consequence has been taken away. This also made it a lot less satisfying finding creative ways to kill Big Daddies since if you were stupid and simply starting plugging away at him you could go back five minutes later to do it again.
This part also made the game somewhat frustrating because in order to kill some bad guys all you had to do was whittle away their health while taking numerous trips to the vita-chamber. This process of attack, die, walk back, repeat is incredibly frustrating and holds up the game a lot, especially when there are infinite enemies in the game. Yes, supposedly the citizens of Rapture are âliving, breathingâ people who walk from place to place, but instead of making the game believable, it made it annoying as fuck.
The Bottom Line
I suppose, however, I am being a bit unfair. Iâm not one of those untalented hacks who tries to pass of unwonted criticism as a proper review, and truly I found Bioshock to be one of the best games Iâve played in recent months. Iâm actually really excited over how this turned out because itâs been a long time since a game has made me forget about both lunch and dinner without me even realizing it. Like Rapture, Bioshock has a lot of cracks in it, and they are somewhat obvious. However, donât listen to the tiny voice in the back of your head pointing to these flaws. Smother it out with a large dosage of Bioshock. This game is amazing and certainly worth whatever children you may need to sell to get your hands on it.
Windows · by Matt Neuteboom (976) · 2008
Discussion
Subject | By | Date |
---|---|---|
initial Mac releases | Cantillon (86735) | Feb 7, 2022 |
Gameplay feature: New Game+ | Cantillon (86735) | Jun 22, 2021 |
German PEGI (uncut) Steelbook Cover Art | Zerobrain (3052) | Oct 15, 2010 |
Yikes. | Indra was here (20745) | May 16, 2009 |
They're doin' it for themselves | Slug Camargo (583) | Mar 21, 2009 |
Trivia
1001 Video Games
BioShock appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.
German version
To ensure that the game wouldn't be put on the infamous list of BPjS / BPjM indexed games, 2K Games released a slightly modified version of the game and the Collector's Edition with only the German language on the disc in Germany. The changes include less blood, some changed cutscenes and no wounds on burned bodies. This version got rated "Not free for minors" by the German rating organisation USK.
Hacking
The hacking mini-game (which can be performed on a variety of devices including safes, security cameras, item dispensers, robots, etc.) is basically a slightly altered version of Pipe Dream.
Reception
According to Wall Street Journal, Take-Two's shares increased by nearly 20% after early favorable reviews of BioShock.
References
In Farmer's Market cantina, there is piece of cheese that resembles Pac-Man, even with the dots.
References to the game
BioShock was parodied in an episode of "Die Redaktion" (The Editorial Team), a monthly comedy video produced by the German gaming magazine GameStar. It was published on the DVD of issue 12/2007.
Soundtrack
On 27 August 2007, 2K Games released a 12-track compilation with songs from the orchestral score composed by Garry Schyman. The compilation could be downloaded for free from the ofifical website.
One of the songs that were included on the Bonus EP in the Collector's Edition, was made by Moby. It's a remix of "Below the sea".
Water
2K Games had to hire a water programmer and a water artist to implement the pools and the pouring water around Rapture. This involved modifying Unreal Engine 3 to create realistic water effects.
Awards
- Games for Windows Magazine
- March 2008 - #4 Game of the Year 2007
- GameSpy
- 2007 â #2 Console Game of the Year
- 2007 â #2 Xbox 360 Game of the Year
- 2007 â #3 Game of the Year
- 2007 â #3 PC Game of the Year
- 2007 â Best Art Direction of the Year
- 2007 â Best Sound of the Year
- 2007 â Best Story of the Year
- 2011 â #2 Top PC Game of the 2000s
- 2012 â #2 Top PC Gaming Intro
- Mac|Life
- December 2009 - Editor's Choice Award
Information also contributed by Agent 5, Apogee IV, bakkelun, Emepol, PCGamer77, Scott Monster, Sicarius and WildKard
Analytics
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Related Sites +
-
Ain't Rapture Grand?
An Apple Games article about the Macintosh version of Bioshock, with commentary being provided by Lead Designer and Head Writer, Ken Levine (October, 2009). -
BioShock
Official game website -
Demiurge Studios
Info regarding Demiurge's involvement. -
Official Website (Mac)
The official product page for the Mac version of BioShock on the publisher's website, which provides a trailer, information about the weapons, plasmids, and tonics within the game, desktop wallpapers, a demo, and purchasing information, among other such details. -
PS3trophies.org
Trophy guide for BioShock -
Postmortem: 2K Boston/2K Australia's BioShock
on Gamasutra (2nd September 2008) -
Revoke tool
Download the tool needed to revoke one of the system activation credits. -
Something Awful review
A humorous review on Something Awful -
The Cult of Rapture
Official resource site where the full soundtrack by Garry Schyman can be downloaded, free of charge. -
UHS: Bioshock Hints
Shows hints gradually, so your game isn't spoiled. -
X360A Bioshock achievement guide
X360A's achievement guide for Bioshock.
Identifiers +
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Contributors to this Entry
Game added by MichaelPalin.
OnLive added by firefang9212. PlayStation 3, iPhone, iPad added by Sciere. Macintosh added by Zeppin.
Additional contributors: Sciere, Maw, Zeppin, Jason Strautman, Patrick Bregger, Starbuck the Third, Plok, FatherJack, firefang9212, Zhuzha.
Game added August 23, 2007. Last modified December 15, 2024.