But one of the reasons this system is so smart is that it’s not as simple as that. For one thing, you can switch your choices out freely at Gene Banks all over Rapture, so there’s masses of room for experimentation and variety. And because Tonics aren’t restricted to dry numerical increments, they get wonderfully exotic. To give you some idea of how distinctive you can make your character with these, we focused our character so tightly on hitting things with a wrench that by the end of the game, we could brain any unsuspecting enemy with a single swipe.
In addition to learning these strange new skills, the main thing you discover during the early sections of the game is Rapture itself. It’s an incredible experience, and the first of three big reasons why BioShock is very special indeed.
The sound designers deserve a huge chunk of the credit for this. Think of the first time you set eyes on a game like Far Cry, and imagine the audio equivalent. It’s exquisite, not just in setting the powerful ambience of Rapture, but in evoking the crackling, fizzling smack of combat. And as if for an encore, the acting is perfect - sometimes uncomfortably so, given the gruelling themes. There’s even a plot twist that hinges on one voice actor sounding natural when saying something very deliberate, and they pull it off. It’s hard to imagine another game being able to trust their talent witha trick like that.






Facebook
N4G


