Bioshock E3 Previews
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Further into the demo Irrational entered a bar, flipped on the lightswitch, and was immediately shot at by a standing turret gun. Like the shotgun adorned from cans, the turret was equally rudimentary; a desk chair with a machine gun roped to it. Taking cover behind a bar, it was possible to grab a few bottle off the counter to replenish health. A downed register yielded some Adams. Like those objects, almost every item in Bioshock's game world can be inspected or interacted with, adding to the immersion factor. To escape the turrets deadly fire, it was possible to initiate a speed burst implant, sending us flying across the room to an open door, and safety. At the stairway's end some armor piercing shells were found, which were highly effective at taking out the turret gun.
The second is at GameSpot:
Apparently, this stratified society of haves and have-nots has been overtaken by a host of horrible, genetically modified creatures, though Levine suggests that the creatures may have once been human, which adds both a psychological and a tragic element to the game's horror-themed atmosphere (something System Shock 2 fans should immediately identify with). Even the city's technical systems have begun to break down. The sea has thus started to "reclaim" Rapture, as Levine put it, with water pouring through cracks in the outer shell, security systems going haywire, and everything falling into general disrepair. Similar to how Shock 2 heightened its sense of horror by introducing an element of isolation (since in that game, you were stranded on a starship in outer space), Bioshock will heighten its horror by subtly reminding you every so often that you're trapped many leagues underwater in a ruined city that has begun to spring leaks.
The third is at 1Up:
It's not too far a reach to say we like just about everything about Bioshock. The atmosphere, a creepy combo of urban decay and eclectic culture, is spot-on. The graphics are pristine, spiced up with dramatic lighting/shadow effects and a water modeling engine that is as comprehensive as to support dynamically buoyant figures. The storyline reeks of innovation, a clever mix of conspiracy and steam-punk antics and the gameplay is as frightening as System Shock 2 -- even more so considering the greater degree of interactivity you are allowed to enjoy with events in the game.
The fourth is at GameSpy:
I saw freakish women who can crawl on walls and ceilings and are more than happy to eviscerate you with the sharp blades they hold in each hand. A glimpse of the concept art for BioShock reveals a ghoulish man dressed like a 1950's football player, another shows a doctor that would be the last person you'd ever want to give you a check-up. Some of these people will be oblivious to your presence, while others will attack you on sight. If you're smart, you can find ways to turn them against each other.
And the fifth is at GamesRadar:
In the booth, the game was running on a 360 development kit and the water effects already looked fantastic - as they should, in a game that uses the ocean itself to make the player feel trapped and isolated. At any point, the ocean could crash in and destroy what's left of Rapture, and you along with it. The game's art deco stylings make it look completely unique among shooters and the use of music from the era sounds completely spooky when piped through abandoned hallways. We say 2007 can't come fast enough - BioShock has all the hallmarks of not just a good game but a landmark, nightmare-inducing experience.