Thursday, 14 April 2016

World Design 2 - Bioshock




BIOSHOCK



Good Ol’ Bioshock is a game that always had a special place in my FPS-genre hating heart. While my head suffers in nauseating motion sickness, the game had always somehow propelled me into finishing its 10-15 hours of story. This is fully demonstrated in the first portion of the game, which the demo successfully portrays with its eerie and well-made introduction. Right off the bat, the game introduces the player in a cinematic, which for gaming standards in 2007 it was rather groundbreaking. The narration of the main character, the emotion he delivered with just a few lines prepared the player for an epic journey.

What was an eerie start is then followed by a series of unfortunate events for the protagonist. The protagonist survived the crash (surprise surprise) and was thrown into the middle of an ocean that looks more like a graveyard of broken airplanes. With no additional waiting or hand-holding, the player is then allowed to swim around the ocean. Everyone at some point had probably been stung by a hot utensil once in their life, so with the firewall blocking the protagonist’s path, the player most likely will swim around the fire into the direction which the game wants the player to go. The use of a landmark also helped the player plenty, as the massive tower extruding from the ground in the middle of the ocean is screaming to the player to go visit this location so the game can begin.

Once inside the building, the player is greeted by an uncommon soundtrack and architecture in video gaming: A theme so vintage, it would inflict a different effect on two kinds of players: Nostalgia for elder generation of gamers and a mysterious world for the younger generation of gamers. Bioshock’s timeline is a theme not visited quite often in video gaming. The moment the music plays, gamers know that they are not playing a buff army guy trying to save America from foreign terrorists or the other cliché alien invasion. They will know, that this is not ‘that kind of game’.


The demo was done in a way that the lighting, soundtrack, and architecture invites the player to an epic story unlike others. Not only that, the lack of hand-holding more common in recent video games is also gone. You are on your own, and you are to use your wit to survive. The fact that it taught many players on how to play, introduce them to a unique world of amazing architecture, and as it invites them to an epic story by use of very little to no narratives is truly a golden move in the gaming industry.




http://img09.deviantart.net/d0bc/i/2011/320/5/b/bioshock_big_daddy_by_archiesnow-d4gf3v3.jpg

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