This is possibly the most amazing game I've ever played.
Please beware of spoilers in this kinda "review".
It has an unreached atmosphere and a so compelling, awesomely-done story nearly any other game out there could take a leaf out of. The stunning graphics and grandiose 5.1 Dolby Digital sound and soundtrack is only a nice side effect (I'm playing on full details on a second rate PC, and I still can't believe it looks that good with a totally smooth framerate).
It has one of the most jaw-dropping scenes in game history, the one where you reach Ryan's office and you are revealed the truth about Atlas and frankly, yourself, the player. Ryan's "sacrifice" gave me troubles closing my mouth again after minutes, and the revelation was so unbelievably great that I reloaded the last savegame to "watch" it again, to take it in completely. That scene alone makes Bioshock a must-play.
However, there isn't only praise lost for Bioshock. The beforementioned scene takes place at about 3/4 of the game, and they should've ended it there. While the randomly swapping plasmids and protecting Little Sisters is a very great idea, the final fight itself, and both endings, were kinda underwhelming. Especially the fight against Fontaine was sucker, it's the average FPS boss enemy fast-food, as we've seen it in hundreds of games before. I would've hoped for a more original concept for confronting that guy. I've seen both endings, and for me, they aren't really giving the story a satisfying, concluding frame. It's too centered on the Little Sisters, I think, because there's so much more fascinating about Rapture than just them, and by the audio tapes alone, you're far from getting the whole picture. While especially the "not offering the whole picture" is probably one of the main design ideas behind Bioshock, as it makes the player turn on his brain for once and animates him to become proactive in building the story (something nearly no game has done before, and for which I'm more than thankful for because this hopefully makes "post-Bioshock" games regard proper storytelling more highly), I think the game is giving the player a little bit too much freedom in that direction. Even when you do manage to find and listen to all audio tapes in the game (I tried, but I think I only found about 90%), it still doesn't give you enough to know what is and was going on in Rapture. You get the general idea, but you can only imagine the details, and each player will have another impression of Rapture's past. But as I said before, exactly that was probably intended by the creators of the game, and (hopefully) not only because they want to use it as a cliffhanger to make more people buy a sequel. I think highly enough of the people behind Bioshock that they aren't looking only for profit, and really want get their game's story get into the minds of the players. But still, I feel a bit betrayed by the game, as it raises so many questions and doesn't offer a satisfying amount of answers to them, let alone and ending that only raises more questions. Yes, it is true that this adds a lot to the mystery of Rapture, but it's a little bit too much mystery in my opinion.
Another thing that I'd like to criticize is that all too often, Bioshock comes down to being like every other plain shooter out there. Yes, there are a lot of great, creepy shocker moments (with excellently applied scripted sequences), and there really are millions of ways to deal with a threat, but the farther you're into the game, the less different ways to deal with said threats you use. Once you've got enough plasmids, tonics and ammo, and found your personal best way to deal with splicers and Big Daddys, you won't experiment to find other solutions any more, like you had in the first few hours of the game. I, for my part, have become a sorta "close-combatist", applying the "zapp 'em, then whack 'em" tactic on splicers most of the time. With my tonics spent on giving the wrench as much impact as possible, and other tonics spent on lightning and freeze fields around me, I just stun a splicer with an electro-bolt, move up to him and take him out with two or three wrench-bashes. I only have to change that tactic when it comes to Houdini splicers and these Thuggish splicers that are kinda immune to electro-bolts because they use 'em themselves, and of course for Big Daddys. But since there are only so few enemy types, I find good tactics for them very soon as well, and it starts to get boring. You don't want to experiment any longer, because you don't wanna waste time, and since the enemies are becoming harder, too, you don't wanna die all too often.
Further on, some objectives are very annoying, because you have to return to places you've already been and pick up items that weren't pick-up-able before, what is kinda illogical. But that's really a tiny glitch.
Also, Bioshock uses another often-seen technique: once you reach an objective (like pulling a lever or turning a wheel), you can bet on hordes of splicers coming to assault you. So before you active a golden object, you mine the area with trap bolts and proximity mines, and the splicers won't even get as close as to shoot at you. That way I dealt with Cohen, and that way I dealt with a horde of splicers that was supposed to attack me at the Core, but I never saw one of them, I just heard the electro emissions and explosions they triggered off. But I'm glad Bioshock gives you a chance to "lay the battlefield", because that you nearly never see in such a game, and thus I can forgive that little flaw, especially because it makes you feel fuzzy and warm because you're superior over your virtual enemies (and the AI ain't that bad, you gotta admit).
Now, this might look as though I can only see negative things about this game, but it's just a habit of mine that I feel easier to elaborate in cons rather than in pros. *whistling*
I've had numerous amazing moments in Bioshock, ranging from shocking, to creepy, to intimidating, to disgusting, to baffling, to awesome, to fuzzy and warm, to smirk-rendering... sometimes, there are just coincidences that make it that much fun. Once, I managed to down an Elite Rosie Big Daddy without firing or getting hit by a single shot. The first thing I do when I come into a new area is "EMP"ing and hacking security cams, so that no bots are sent after me. Now, once I met a Rosie and a Little Sister in a level, and badly wanting the Adam, I had to face that Big Daddy. They were just near a corpse, the LS harvesting, so they wouldn't move anytime soon. So I planted some proximity mines in the vicinity, and a few trap bolts, too, retreated a couple of meters and tripped the Big Daddy off with an electro bolt. He was going mad as all BDs do, and giving me a barrage from his rivet gun, but since I was behind a pillar, he had to move to hit me. Now, he didn't walk into a mine or a trap-bolt, unfortunately, but somewhere else. By total coincidence, they had been a couple of meters away from a security cam I had hacked hours ago, and I never took that one into consideration for my tactics. But by chance, that Rosie walked straight into the sight of that cam, and seconds later bots came flying onto him, all guns blazing. Before they arrived, he did manage to fire at me again, but the shots were easy to dodge behind that pillar. Since he managed to destroy bot after but, I sent a swarm of bees on him, which normally doesn't take out an Elite, and would just serve as a destraction. But within a few seconds, at least twenty before the alarm ran out, that Rosie was lying on the ground, thanks to the bots. And I already feared that he'd kill me, because he came nowhere near my planned traps, and I had my shotgun with electro ammo already at the ready, but he was down before I could even fire at him. This might not sound as great as it had been, but it was just awesome that it happened totally by luck, and was even more satisfying than any tactic that you see work out. If I just had taken that cam into consideration before, I could've spared the ammo I spent on trap bolts and mines. But then again, had I not placed them there, the Big Daddy might never have run into that cam....
I will definitely be playing Bioshock a second time, and despite I know of some of the scripted events now, I already know that the experience will be totally different. I will also try more experimenting, because it may be me that I played it like a "straight shooter" sometimes. And yes, I said I've seen both endings, and I did. I played rescuing all Little Sisters, so I only saw the "good" end, but since I didn't wanna replay that silly boss fight again, I just watched the second end cinematic from the Bioshock videos folder... Perhaps I just couldn't get myself to kill one of these poor creatures...
Despite the negative mood that might swing in my "review", this game is worth it more than any game I've played in the last few years. It is the atmosphere, the story, the amazing work the creators have put into this game, that blows you away.
Thus, Bioshock gets 9 out of 10 teddybear-gifts from me, despite all its little flaws. You might wonder why no "10/10", but I didn't even give HL2 or KotOR more than 8/10.
To everyone who's only played the demo, yet,
would you kindly get the full game, it's more than worth the money. And btw,
hopes for a sequel are quite high, hehehe...