In the first of a regular, wrath-filled series of Monday columns, CPC contributor Phil Hartup directs his ire at Bioshock. Not quite the masterpiece everyone claims it is, apparently.
With a whopping average review score of 96%
it’s clear that the press can’t heap enough praise on Bioshock. For the Xbox
360 version this is hardly surprising, in such a limited field Bioshock certainly
does enough to shine, but one wonders how the PC version managed to get such
high scores. After all, it’s not really that good is it?
Why does Bioshock not deserve such praise on the PC
as it gets on the Xbox? There are many reasons for this, but let’s just settle upon the obvious faults which have the overwhelming majority of reviewers didn’t see
fit to mention - despite them being starkly obvious to anybody who has played
the game past the demo - the gameplay and the story.
Bioshock is a first-person shooter, but by PC
standards it’s a mediocre one. The underwater city of Rapture is a thing of
beauty, but most of the locations you actually see in the game are repetitive
and dull. It’s all dripping corridors and small, dark rooms, with only the
occasional port hole to provide a view
of some kelp and corpses to lighten things up.
The enemies, aside from the Big Daddies are
uninspiring. Mostly you’ve got a horde of maudlin zombie types, called
Splicers, and gun turrets; pretty much the same sort of stuff anybody who
played through System Shock 2 has killed enough of to last a lifetime. The
Little Sisters are fairly unusual, but they really don’t count as enemies per
se, and besides we’ve seen their like before in an FPS – FEAR – and even that
lifted the idea from a horror movie that’s nearly ten years old.
Bioshock’s boring enemy design is further weakened
by poor AI: the splicers’ basic tactic is just to run at you, weaving around
and cackling. You may recognise this behaviour from, ooh, most PC games of the
past fifteen years, and also schoolchildren at playtime.
Then there are the game’s primitive controls; Bioshock
completely lacks modern innovations such as the ability to lean around corners
or aim down the gun sights, and your character moves at a fixed pace - a pace more
suited to viewing paintings in a gallery rather than evading gun turrets or,
heaven forbid, fighting.
While we’re on the subject of the character,
Bioshock takes another leaf out of FEAR’s book by having you play a nameless,
speechless person. For most of the game, he shows no reactions at all – despite
the fact that the year is 1960 when he injects the first dose of plasmids and
is told his ‘genetic code is being re-written’, he doesn’t say a word. Just as
in FEAR, your character constantly receives guidance over a radio, which
includes stuff about killing splicers, mad geniuses, sick doctors and so forth,
but never once replies. Your character is as excitable as Nigel Mansell. Clearly, wandering around a
decrepit, dangerous city at the bottom of the sea is all in a day’s work for Mr
X.