BioShock’s release approacheth. The reviews are in, and it’s earned nothing but unremitting praise. The Xbox 360 version’s aggregate review on GameRankings.com is a stunning 99%.
One of the most interesting critiques comes from the closing comments in Charles Onyett’s review on IGN:
There is art here, despite what many would say isn’t possible with games, from Roger Ebert to game designers like Hideo Kojima. But it’s in BioShock–it’s in the gorgeously realized, watery halls of Rapture. It’s in a Little Sister’s expression of thanks when you choose to save her, or the utter silence if you harvest instead. It’s in the way the characters develop, in the testimonials of the recording boxes you pick up along the way. It’s in the way the narrative is structured, and the way it blends so seamlessly with the action.
Irrational had a clear vision with this game, something pulled off with remarkable precision in every department. They didn’t just deliver something that’s fun to play, a criterion so often cited as the benchmark of what makes a game worthwhile. BioShock stands as a monolithic example of the convergence of entertaining gameplay and an irresistibly sinister, engrossing storyline that encompasses a host of multifaceted characters. This is an essential gaming experience.
Graphically, BioShock looks absolutely amazing. That should be apparent to anyone who has played the demo (available now on Xbox Live and for PC gamers by August 21).
Of course, graphics aren’t everything, but they do facilitate improved storytelling. They allow a greater range of expression on the characters, such as the Little Sisters mentioned in Onyett’s review, and a greater sense of immersion for the gamer as the world becomes more detailed and realistic.
Immersion is one of the most important aspects of telling a story through a game, and a subject I hope to revisit in more detail at a later date. Within games, the player is at least partially responsible for the storytelling — controlling characters, making choices and moving the plot forward.
For this to be a moving and authentic experience, the player must be fully immersed in the world of the game, and that sense of immersion is only possible when everything — from characters to sound to art to controls to fun — come together flawlessly. Only then can you fully ingratiate yourself into the game and appreciate the narrative unfolding around you. According to Charles Onyett, that’s happened with BioShock.
Play this, and you’ll see why you should demand something more from publishers and developers, more than all those derivative sequels forced down our throats year after year with only minor tweaks in their formulas. It’s a shining example of how it’s possible to bring together all elements of game design and succeed to the wildest degree.
I cannot wait.
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