{"id":192,"date":"2008-01-30T05:15:59","date_gmt":"2008-01-30T05:15:59","guid":{"rendered":"http:\/\/decisionproblem.com\/seminar\/?p=192"},"modified":"2008-09-18T02:32:53","modified_gmt":"2008-09-18T02:32:53","slug":"300-words-about-bioshock-11","status":"publish","type":"post","link":"https:\/\/gamedesignadvance.com\/?p=192","title":{"rendered":"300 Word Review &#8211; Bioshock (1.1 Patch)"},"content":{"rendered":"<p>For a about a month and half in late 2007 <em>Bioshock<\/em> was the future of video games. It&#8217;s dense and macabre story combined with a unique and disturbing setting made it feel adult and mature compared to the space marine infested machismo of most other first-person shooters.<\/p>\n<p>Then came <em>Portal.<\/em><\/p>\n<p><em>Portal<\/em>&#8216;s light touch in all things, from it&#8217;s humorous storyline to it&#8217;s simple but surprising central mechanic, made <em>Bioshock<\/em> seem over the top at best and in it&#8217;s worst moments simply maudlin. <em>Bioshock<\/em> was a throw-back in everything, from it&#8217;s 1940&#8217;s setting and plot to it&#8217;s nearly decade old PC shooter mechanics. However, <em>Bioshock<\/em> was updated in the last month and so it deserves another chance.<\/p>\n<p>The most important part of the new update is that it has un-broken the game. Whereas formerly death meant nothing, with you simply popping out of the nearest &#8220;Vita Chamber&#8221;, you can now turn the Chambers off along with the &#8216;goal arrows&#8217; and &#8216;text tips&#8217; and everything else that was meant to coddle the game&#8217;s non-existent casual audience.<\/p>\n<p>The &#8216;field of view&#8217; has also been expanded and you get the feeling that it&#8217;s the way it was always supposed to be. Your eye is now more naturally drawn to the monumental architecture of Rapture (the game&#8217;s locale). Fights with the Big Daddies are even more thrilling as their size is still screen-filling without being blinding.<\/p>\n<p>Playing through again also makes you notice the little things, such as the wry way you&#8217;re forced to search every nook and corpse, scrounging for ammo and junk food, becoming the very &#8220;parasite&#8221; the game&#8217;s antagonist rails against. This and other touches make you realize that <em>Bioshock<\/em> was easily one of the best games of 2007. Unfortunately it&#8217;s still not nearly as good as <em>Portal<\/em>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For a about a month and half in late 2007 Bioshock was the future of video games. It&#8217;s dense and macabre story combined with a<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[],"_links":{"self":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/192"}],"collection":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/users\/11"}],"replies":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=192"}],"version-history":[{"count":1,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/192\/revisions"}],"predecessor-version":[{"id":437,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/192\/revisions\/437"}],"wp:attachment":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=192"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=192"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=192"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}