I rise to my feet, ADAM coursing through my body, the invigorating force that gives me power, makes me invincible. My drained foe lies at my feet, his body deprived of all life, an energy now taken from him by me. Or was he a man? Was this machine ever human? It does not matter; it served only the sole purpose of being destroyed to fuel a higher purpose. He chose to be a slave to be commanded, and the little girl who was turned into an abomination, this bizarre golem's ward, stares at me in horror. It is a reflex that guides me as I grab her and brutally extract that strange creature that dwells in her, and I hold it in my hand as I discard the child's body.
Strange shapes, wearing bizarre masks and crude weaponry all charge at me from everywhere. I see a few of them step on the mines I carefully placed, or stumbling across electric tripwires. One is rammed into the wall by a telekinetically thrown desk, and another, seeking to put out the flames all over his body by seeking water, is lit up by an electric current. One of them tries to run, but not fast enough to avoid the crossbow I have just drawn. There are only corpses around me now, but I know there will be more of these madmen who will come to challenge me, but they will have to catch me on the move... And I will always be prepared.
As I listen to the babbling of the ill-fated citizens of this misfit of a city, I despair over their foolishness and shortsightedness. Why did they record these tapes, leaving others to moan over their stupidity? They spoiled this world, they couldn't handle its opportunities. They were taken down by it. I don't trust Atlas any further than I can throw him, but I feel compelled to follow this lead. There is no other choice for me but to see where it takes me. And on the way I have dealt with men on the edge of insanity and worse, and I find no solace in my own rationality.
It is the impact of this perverted mutation, this bioshock that has overcome their bodies, that has taken them there and will take them further still if not to their deaths.
But second-guessing will not help me here. A moment's compassion means my end. I move on, ruthlessly, heading for my target. Then we'll see what he really looks like, and I will be the judge of his character.
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I just finished Bioshock, and as with most other games of the sort, I'm left with an empty feeling after those hours of constant tension. The grotesquely picturesque underwater city of Rapture, surrounded by the brute force of the Atlantic Ocean, taking pressure from all directions, a beautiful tragedy of neon lights, glass and hard steel. This may be an odd parallel, but the game I was truly reminded of in the first place was Arcanum. Even though Arcanum takes place in what seems more like a 19th century world of industrialism, and though it hasn't much to do with underwater cities, it was the same sense of mystery and intrigue that struck me in the beginning of Bioshock as was the case when I first played Arcanum 5 or 6 years ago. Both games leave you as the sole survivor of a crashlanding, and in both cases you are greeted by a guide in the beginning; Virgil in Arcanum and Atlas in Bioshock. True, you do not actually meet Atlas face to face from the start, but he helps you get your bearings much the same way Virgil does.
However, Bioshock does not leave you with a specific goal. The main character is wrapped in an enigma; you briefly see a picture of his family in the beginning, but as far as the character's moral inclinations are concerned, you are left with a tabula rasa to use as you see fit. There is instantly a feeling of predetermination; as though you are guided down a specific path that you did not choose on your own. Strange coincidences, unanswered questions that remain even when you stand at the very ending.
The world is quite stunningly beautiful. Again, I feel a kinship between Arcanum's sombre violins and the 40s and 50s music that sets a tone of surreality and disillusionment in Bioshock.
Both games seem filled with conspiracy and strange characters of an almost mythical quality.
Andrew Ryan, the creator of the underwater city of Rapture, which is where Bioshock takes place, seems to fancy himself a God of will, and it is reflected in the various audio tapes spread throughout the game, and in the way Ryan speaks to the main character over the radio. A tyrant king, a Xerxes commanding a crumbling empire and a horde of slaves without will; a megalomaniac who feels that all faults were caused not by his misjudgment of human nature, but by the weak-minded people who chose to inhabit his city. The combined genious and horror of Rapture leaves the player with a mixture of awe and terror. The feat of will it took for Andrew Ryan to plan the building of the huge city, and the chaos it took to slowly take it apart.
The only rule is survival of the fittest as you scrounge ammunition and plasmids (strange powers granted through mutation) that aid you in your quest for knowledge and survival. Sometimes you just go in guns blazing, but sometimes it pays off to use every strategic advantage, every potentially reprogrammable gun tower, every trap to your advantage. Using rocket launcher towers to ambush your enemy... Set them on fire to lure them into water for electrocution. Set up electric tripwires and proximity mines. Set up a target dummy to confuse so as to allow you to move behind them. Your enemies are rather mindless, but sometimes they will surprise you with the employment of rather cunning tactics and ambushing techniques. And make sure to either reprogram the local healing machines or kill your wounded enemies before they get away, for if they reach a healing machine they will use it to recover (or get a nasty surprise if you managed to hack the healing machine). So you'll have to use the correct tactics if you don't want to get damaged all the time and waste all your first aid kits. Using the right plasmids and the right ammo is critical. And exactly the fact that various weapons have different kinds of ammo makes sure that no weapon gets quite outdated. The basic revolver, given some anti-personnel ammo and/or upgrades turns out to be devastating against the hordes of splicers (people who have spliced (mutated) themselves beyond recognition) that will come after you. Of course, eventually you'll also be able to turn splicers on each other, or turn entire security systems on your enemies. The tactical versatility that you are capable of makes the combat so much more interesting. The audio tapes and the environment itself will keep you intrigued and will urge you further into the depths of the damned dystopia.
If you are a gamer with a good PC or an Xbox 360, it would be a crime not to treat yourself to this game.
Now, do I play it again or do I play something else? Time will tell... Time will tell...