BioShock has received nearly unanimous adoration from fans and critics during the course of its development and following its North American release on August 21, perhaps most often for its immersive potency. Incredible artistic design, roving enemies and monsters, haunting sound effects, and a fitting score all lend a hand in creating an experience which is intensely invigorating, enveloping and, to be perfectly honest, quite frightening.
The design of BioShock’s setting, the underwater city of Rapture, alludes to the steampunk style of a ’60s future, with cold iron and glass walls, wood paneling, incessant curves and a hefty dose of neon. Resting atop this utopia are the decayed, debis-strewn and blood-splattered signs of Rapture’s steady decline into destruction and madness. Her residents are for the most part dressed in rotting clothes and wearing animal masks like Bacchic revelers. The Big Daddies, guardians of the Little Sisters who produce a mutative substance you need to advance in the game, look and move like giant old-fashioned diving suits.
BioShock’s sound effects are nothing short of incredible. Rapture’s crazed denizens mumble, cry, shout and scream as you approach, and Big Daddies moan an inhuman warning to stay away from their young wards. Ambient noises, such as the constant drip of the ever-present ocean and the creaking noises of Rapture, add to the terrifying atmosphere.
The orchestrated score, composed by Gary Schyman and available to download on 2k Games’ Web site, fits BioShock’s setting and style perfectly. Penderecki-like strings back the madness of Rapture’s residents and throbbing brass complement the protagonist’s struggle. It is supplemented by old ’50s songs and well-known classical music. Some of my favorite moments are when these light-hearted tunes are piped over Rapture’s loudspeakers and juxtaposed with the chaos and carnage of first person battle.
Atmosphere alone does not make a great game, but with BioShock it enables an incredible degree of narrative immersion. You feel the oppression and desperation of the protagonist which is so much a part of the storyline. It’s a level of personal immersion and investment possible only in games.