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The player can only have a limited number of plasmids and tonics active at any time, and can swap between the various plasmids and tonics at certain stations located throughout Rapture.

Levine had attempted to pitch a sequel to System Shock 2 to Electronic Arts , but the publisher rejected the idea based on the poor performance of the earlier game.

At this point, Levine wanted to return to a game in the same style as System Shock 2 , a more free-form game with strong narrative. In , the team had come up with a core gameplay mechanic idea based on three groups of forces; drones that would carry a desirable resource, protectors that would guard the drones, and harvesters that would attempt to take the resource from the drones; these would eventually bear out as the Little Sisters, Big Daddies, and splicers in the final game, but at the time of the concept, there was no set theme.

They kidnap her and reprogram her, and it was a really dark person, and that was the [kind of] character that you were.

Over the decades, the genetic experiments within the labs had gradually formed themselves into an ecosystem centered on the three groups.

These elements included the use of plasmids and EVE, the need to use stealth or other options to deal with automated security systems, direction through the environment from a non-player character relayed over a radio, and story elements delivered through audio recordings and "ghosts" of deceased characters.

While the gameplay with the reveal was similar to what resulted in the released version of BioShock , both design and story changed, consistent with what Levine says was then-Irrational Games' guiding principle of putting game design first.

The game's lead level designer was Bill Gardner. The team were particularly influenced by Resident Evil 4 , including its approach to the environments, combat, and tools, its game design and tactical elements, its "gameplay fuelled storytelling" and inventory system, and its opening village level in terms of how it "handled the sandbox nature of the combat" and in terms of "the environment".

He saw the uniqueness of the art deco styling of the building along with imagery around the building such as the statue of Atlas near it, and recognized that these were spaces that had not been experienced in the first-person shooter genre.

Rockefeller backed the remaining construction to complete the project himself, as stated by Edge magazine "a great man building an architectural triumph against all the odds".

At this point in the development, the backdrop of Rapture had been fleshed out, but they had yet to come on how to represent the drones, protectors, and harvesters from their original game idea.

The Big Daddy concept as the protector class was developed early in the process, but the team had yet to reach a satisfying design for the drones, having used several possible designs including bugs and dogs in wheelchairs.

The idea of using little girls came out of brainstorming, but was controversial and shocking within the team at first, recognizing that they could easily be killed and make the game more horrific in the style of Night Trap.

This approach did not sit well with Levine, and 2K Games asserted that they would not ship a game "where the player gets punished for doing the right thing".

It sort of came very late and it was something that was requested by somebody up the food chain from me. Other elements came into the story design.

Levine had an interest in "stem cell research and the moral issues that go around [it]". The team had agreed that Jack's actions would be controlled by a key phrase but struggled with coming up with one that would not reveal Atlas' true nature.

Levine happened upon "Would you kindly" after working on marketing materials for the game that asked the reader hypothetical questions such as "Would you kill people, even innocent people, to survive?

Numerous tensions within the team and from publisher 2K Games continued during the development process. According to LeBreton, Levine was distrustful of some of the more egotistical newer hires and was often arguing with them to enforce his vision of BioShock.

One such case was an apparent Easter egg found in the remastered version in , where under certain conditions, the player can end up looking at an object with the description "Paul Hellquist did not do his Job".

Both Levine and Chris Kline, the game's lead programmer confirmed the message was a cheeky jab at Hellquist left as a debugging message; Kline and Hellquist were developing the systems to show descriptions of objects to players when looked at, and Hellquist offered to complete all the necessary descriptions in-game; to jokingly help prod Hellquist along, Kline put "Paul Hellquist did not do his Job" as the default message within the executable code.

While the code message was changed for the original release, the remastered version likely used a pre-final version of the BioShock code, according to Kline.

A critical playtest of the game occurred in January , where initial feedback from the players was mostly negative, including issues of the setting being too dark, having no idea where to go, and distrusting Atlas, who at the time was voiced in a southern drawl, described as a "lecherous Colonel Sanders".

At this point, BioShock did not have many cutscenes, as Levine was ideologically opposed to them. However, the following day, Levine and the lead group came up with a "cheap" way to correct this, by adding the initial cut scene within the plane and the subsequent plane crash, as this helped to set the time frame, place the player in the role of the character, and alluded to the "would you kindly" line later in the game.

In an interview in , Levine had come to recognize that BioShock reflected several Jewish themes, though this was not intentional.

Levine, who considers himself culturally Jewish but does not follow Judaism , had grown up in New Jersey but spent much of his childhood time with his father who worked in Manhattan's Diamond District and visiting his grandparents in Queens , a neighborhood with a large proportion of Eastern European immigrants.

Thus, Levine was exposed to much of the Jewish culture that flourished in the area following World War II and understood some of the anxiety Jewish people faced.

I think Jews are always going to feel a little bit like they don't belong wherever they are. There's always that 'what if we have to flee' mentality.

BioShock uses a heavily modified Unreal Engine 2. One significant improvement they added was improved water effects, given the nature of the game's setting, hiring a programmer and artist to focus on the water effects.

BioShock contains both licensed music and an original score. The licensed music from the s, s, and s can be heard playing on phonograph throughout Rapture.

In total, 30 licensed songs can be heard throughout the game. He works his pieces to mesh well with the chosen licensed music as to keep the same feel, while also trying to bring out something that was "eerie, frightening and at times beautiful" to mesh well with Rapture's environments.

Available in MP3 format, the score—composed by Garry Schyman—contains 12 of the 22 tracks from the game.

An initial demo of the game was made available in August for Xbox and Microsoft Windows. The first patch for the Xbox version was released about two weeks after release to fix some of the game stability issues players had reported.

In December , a common patch was released for both the Xbox and Windows version. The patch included additional content such as new Plasmids, new achievements for the Xbox version, and additional graphics settings to address some of the field-of-view issues identified by players.

See below. The patch also added in an option to disable the use of Vita-Chambers, a feature requested by players to make the game more challenging, as well as an achievement to complete the game at its hardest setting without using a Vita-Chamber.

In an August interview, when asked about the possibility of a PlayStation 3 version of BioShock , Ken Levine had stated only that there was "no PS3 development going on" at the time; [65] however, on May 28, , 2K Games confirmed that a PlayStation 3 version of the game was in development by 2K Marin , and it was released on October 17, While there are no graphical improvements to the game over the original Xbox version, [67] the PlayStation 3 version offers the widescreen option called "horizontal plus", introduced via a patch on the version, while cutscene videos are of a much higher resolution than in the DVD version.

A demo version was released on the PlayStation Store on October 2, IG Fun recognized they would not be able to include the full storyline within a single mobile title, and so planned to split the title into three "episodes".

Only the first episode was released. The Boston Globe described it as "a beautiful, brutal, and disquieting computer game Wired also mentioned the Ayn Rand connection a partial anagram of Andrew Ryan in a report on the game which featured a brief interview with Levine.

The Los Angeles Times review concluded, "Sure, it's fun to play, looks spectacular and is easy to control. But it also does something no other game has done to date: It really makes you feel.

GameSpy praised BioShock 's "inescapable atmosphere", [] and Official Xbox Magazine lauded its "inconceivably great plot" and "stunning soundtrack and audio effects.

It's no longer just another shooter wrapped up in a pretty game engine, but a story that exists and unfolds inside the most convincing and elaborate and artistic game world ever conceived.

Reviewers did highlight a few negative issues in BioShock , however. The recovery system involving "Vita-Chambers", which revive a defeated player at half-health, but do not alter the enemies' health, makes it possible to wear down enemies through sheer perseverance, and was criticized as one of the most significant flaws in the gameplay.

The Xbox version was the third best-selling game of August , with , copies. The initial Windows release was criticized by players for several perceived shortcomings.

The game was shipped with SecuROM copy protection that required activation from 2K Games' servers over the Internet; the unavailability of these servers was reported as the reason for the cancellation of the game's midnight release in Australia.

The SecuROM software also caused some virus scanners and malware detector to believe the software was malicious.

Some of the graphic capabilities of BioShock were criticized by players. The initial release of the game was found to have cut off the top and bottom of the field of view in order to fit widescreen monitors, resulting in less vertical view instead of more horizontal view compared to monitors, [] conflicting with original reports from a developer on how widescreen would have been handled.

BioShock has received praise for its artistic style and compelling storytelling. They praised the game for its visuals, sound, and ability to engage the player into the story.

They viewed BioShock as a sign of the "coming of age" of video games as an artistic medium. In February , the Smithsonian Institution announced it would be holding an exhibit dedicated to the art of video games.

BioShock was considered a front runner to be displayed because of its status as a game that demonstrated how artistic the medium could be.

The game's plot twist, where the player discovers that the player-character Jack has been coerced into events by the trigger phrase, "Would you kindly In response to the game's high sales and critical acclaim, Take-Two Interactive chairman Strauss Zelnick revealed in a conference call to analysts that the company now considered the game as part of a franchise.

BioShock 2 was announced in , with its development being led by 2K Marin. Levine stated that Irrational then 2K Boston was not involved in the game's sequel because they wanted to "swing for the fences" and try to come up with something "very, very different", which was later revealed as BioShock Infinite.

The player assumes the role of Subject Delta, a precursor of the Big Daddies who must search the fallen city of Rapture for his former Little Sister, Eleanor.

While BioShock Infinite , developed by Irrational Games and released in , shares the name and many similar gameplay concepts with BioShock , the title is not a sequel or prequel in story, instead taking place aboard the collapsing air-city of Columbia in the year , and following former Pinkerton agent Booker DeWitt as he tries to rescue a woman named Elizabeth from the dystopia it has become.

This content links the two stories while providing expansion on the causes and behind-the-scenes events alluded to by the in-game background from BioShock.

After completing BioShock Infinite and its expansion, Levine announced that he was restructuring Irrational Games to focus on smaller, narrative-driven titles.

Following the creation of a fan petition for a special edition, Take-Two Interactive stated that they would publish a special edition of BioShock only if the petition received 5, signatures; [] this number of signatures was reached after just five hours.

The prequel book details the construction of Rapture and the events leading to its demise. The book follows multiple BioShock characters.

Industry rumors after the game's release suggested a film adaptation of the game would be made, utilizing similar green screen filming techniques as in the movie to recreate the environments of Rapture.

Verbinski reportedly feels this would have hindered his work on Rango. Then Juan Carlos Fresnadillo was in talks to direct with Verbinski as producer.

In January the project was in the pre-production stage, with director Juan Carlos Fresnadillo and Braden Lynch, a voice artist from BioShock 2 both working on the film.

He also said the film would be a hard R. Levine confirmed in March that the film had been officially canceled.

Verbinski was anticipating on releasing the film with an R-rating when Universal approached him about changing the film's direction. Universal requested that he tone down the film and aim instead for a PG movie, which would be able to draw more audiences to the film and recoup the larger budget he asked for.

Verbinski insisted on keeping the R-rating and refused the smaller budget Universal offered to make the R-rated version.

Universal felt that that expensive a film with the limited R-rating would be too much of a risk, and pulled him from the film.

Universal then let Levine decide to end the project, which he did, believing that the film would not work with the current set of compromises they would have had to make.

In January , artwork from the canceled film surfaced online, showing what an adaptation could have looked like.

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