BioShock
BioShock is a Video game of subjective shooting developed by 2K Boston/2K Australia and published in August 2007 by 2K Games. It functions on the platform Windows and Xbox 360 and uses the engine of play Unreal Engine 3 coupled with the physical engine Havok.
The play takes seat in 1960. The player, survivor of a crash landing of plane, discovers the city under marine of Rapture. Face has this dystopic company , its only safety is to explore the city and to include/understand the mechanisms of them. Presented by its developers like the spiritual descendant of one their old plays, System Shock 2 , it uses elements of the roleplay, but églement of the Survival horror .
Gameplay
The player directs a character in subjective sight, and can use weapons (Pistolet, Lance-grenade, Mitraillette, Fusil with pump, inter alia), as of the capacities called “Plasmide S” (they are supposed to confer these capacities by modifying the Génome of the individual), which make it possible to use competences like the Pyrokinésie or the Télékinésie, but also the diversion of machines of safety: their to make believe that such enemy must be attacked; he can also pirate certain numbers of machines which are met in the play.Authors have put accent on multiplicity of attitudes possible vis-a-vis situation, thus it is possible to freeze enemy, to strike, to draw him above, to tend him trap (to attract it in place where is a turret of pirated safety which will attack it), etc In the same spirit, compared to the standard of this type of play, the ammunition and other resources are relatively rare, which encourages with the reflection more than with the blind corrosion.
Scenario
The history occurs to the right in the middle from the ocean in the Années 1960. A character (held by the player) is the only survivor of an accident of Avion. He sees the light of a Phare, and has of another solution to only go there, then discovers there a Bathysphère which leads it towards a called underwater city Rapture.
Founded to be a utopian city dedicated to science, arts and progress, Rapture offers an image of the hell now: destroyed apparatuses and blocked doors, invading ocean, paranoiac traps and very aggressive mutants are on the road of the survivor. In its search of a chance to leave itself there it collects weapons, plasmides, ammunition and objects able to return its health or its “Eve to him” (fuel of the capacities conferred by the plasmides) used by the engagements. But the most dangerous enemies are not these rough insane (chrosômes), but those which released these capacities by handling “Adam” and “Eve”…
Critical reception
The play received an excellent critical reception with a score without call of 96% on Metacritic (site counting criticisms of many publications).
For example the journalist of GameSpy wrote:
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“ few PC quibbles aside, BioShock has Triumph, year absolute masterpiece that needs to Be played by anyone with the slightest interest in gaming. It' S.A. high-toilets mark not just for the FPS kind, goal for the hobby in general. ” (translation: “More or less, BioShock is a triumph, an absolute masterpiece which must be played by all those which are interested in the video game. It is a thing which makes the video game better, not only for FPS but for the video game in general. ”)
Or that of 1Up:
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“ The truth is, I' ve never been so emotionally involved in year escort mission before. Ranges don' T normally warrant the kind off discussions I' ve had butt BioShock . Special This is something. ” (translation: “The truth is that I had never felt before as many complex emotions in a mission of escort. The plays do not justify normally the kind of discussions which I had about BioShock . It is something of special. ”)
At the time of its exit, the plays contained a device anti-hacking named SecuROM which limited the number of installations of the plays by a control via Internet. The polemic caused by this type of safety which penalizes more the good purchasers than the pirates finally was right of the system anti-copy, the editor having put on line a patch reactivating the numerical keys already used.
Development team
- Creative Director , executive producer: Ken Levine
- Lead Designer : Paul Hellquist
- Artist : Mauricio Tejerina
- Designer/Writer : Alexx Kay
- Design : Dorian Binder, Jean-Paul LeBreton, Shawn Robertson
- Lead To program : Chris Kline
- Project Lead : Alyssa Finley
- Producing associated: Joe Faulstick
- Audio Director : Emily Ridgway
- Art Director : Scott Sinclair
Inspiration
The context of the play makes explicitly and directly reference of the novel of Ayn Rand, '' Atlas Shrugged ''; one of the important characters of the plays is named " Atlas" in homage.
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