The writing in Bioshock is easily its strongest feature; it manages to be clever but not so much as to be overwhelming. The player is always aware of what is happening – even if not why. The theme of objectivism versus chaos is explored throughout, but without detracting from the surface story. The game also never resorts to telling the player what is right or wrong, leaving it to them to decide what they think.

In an industry where it often seems that once a particular idea becomes popular everyone copies it ad-nauseam, it was hugely refreshing to see a game take a really interesting direction in a unique locale (part art-deco part steam-punk all set deep in the ocean). The quality of the visuals matches the ambition of the setting, and brings the fictional city of Rapture to life.


Despite it being claimed as one of the main features of the game, playing in multiple ways is not possible. There is little variety in the gameplay, making repeat playthroughs less entertaining. The ‘core gameplay’ is fairly weak as the weapons don’t feel that fun to use. The combat is lack lustre due to its repetitive nature.

Inconsistent pacing and long periods where little is added to the main story means that you’re often simply playing to unlock the next piece of the narrative. While there are audio logs that fill in the background of Rapture, these periods become monotonous due to the weakness in gameplay and the lack of any new story developments.