September 2007

Bioshock

September 6, 2007

It’s odd to think that something so grotesque and can also be so beautiful, but that’s exactly what Bioshock is. Detailed areas that feel like real places instead of levels, enemies that interact believably with one another as well as the player, and choices that affect gameplay styles, ending scenarios, and the player’s own emotions all make Bioshock more than a pretty game; it makes it a satisfying, thought-provoking, and emotional experience.

It used to take simply great gameplay used to make great games, but Bioshock has raised the bar. Bioshock‘s performance makes it clear that to deliver on only one aspect of the video game experience is a low standard.

If Bioshock has only one defining trait, it is its tremendously immersive atmosphere. Andrew Ryan’s objectivist underwater utopia “Rapture” is horrifying because it shares a trait with our best fiction – the setting feels like a real place. Ryan was disenfranchised with democracy, communism, and religion. All those things took his accomplishments and earnings and spread them around for the masses. His magnum opus, Rapture, would be the capitalist’s dream – build your empire, hoard your profits, and retire in the best digs in town. All was working according to plan until one scientist discovered ADAM and the possibility for genetic modification that came with it. Thus war erupted, Rapture failed, and you arrive on the scene to a destroyed city, learning about its demise as you move through the city and the story.

Rapture’s Medical Pavilion is terrifying – not because it is home to a crazed doctor and multiple splicers (former citizens who have willfully altered their genetic makeup and suffered the consequences), but because it feels like a real medical area. There are treatment rooms, waiting areas, advertisements, and heartbreaking audio diaries everywhere. The Medical Pavilion is horrifying because of what it used to be and what it has become. What was once a center of healing has been transformed into a slaughterhouse whose butcher happens to work at a medical gurney and wear a surgeon’s smock. The decay of Rapture is powerful because 2K Boston (formerly Irrational Games) gives us glimpses into Rapture at its heyday via advertisements and audio diaries and looks into its downfall through radio announcements and resident behavior. And the way you deal with those residents is completely up to you.

It’s possible to kill enemies in a variety of ways. This doesn’t just mean you have a variety of weapons (although you do) or that there are two paths through a given area; it means that the player genuinely has a choice regarding how enemies are handled. If you prefer to hang back and play it safe like me then you’ve got the option of hacking the security camera and hiding in the corner while waiting for a splicer to trip the alarm and be torn to ribbons by the security bots (this approach saves on both ammunition and EVE, Bioshock‘s equivalent of mana, as well). If magic – or plasmids as Bioshock calls them – is more up your alley then you can set that enemy on fire, wait for him to run into the water to put himself out, and then shock him with electricity to kill him. You could also shoot a nearby chemical tank and cause an explosion, hack a security turret, or ignite that handy puddle of oil to incinerate your foe. Enemies in Bioshock are smart, but the environment and your wit will allow you to defeat them.

Enhancing the player’s notion of choice are the game’s Big Daddy and Little Sister pairs. Little Sisters carry ADAM – Bioshock‘s character upgrade currency – and Big Daddies protect them. The first choice available to the player is whether to engage the pair at all. Most enemies will attack the player on sight. And it makes sense due to their mental instability and the thought that you’re out to get them, but the Big Daddies are different. Their singular goal is to protect their assigned Little Sister. If you stay out of the pair’s way then neither of them will bother you. This simple concept makes the player encounters with Big Daddies markedly different from encounters with other enemies or bosses because the fight only starts when you say so (or if you accidentally clip one of them with a stray shot). Whether to engage, however, is not the only choice to be made regarding Big Daddies and Little Sisters.

If you do pick a fight and manage to win then you are faced with another choice: harvest the Little Sister’s ADAM and kill her in the process or spare her life and walk away with a thank-you and half as much character upgrade potential? The Little Sisters and your over-the-radio helper Atlas make this decision difficult. Atlas refers to the Little Sisters as monsters, and – to be fair – they do roam the halls of Rapture desecrating the dead, but Dr. Tenenbaum, their creator and protector, gives you the ability to save them and remove the parasite from their system. It’s hard to kill a little girl, especially when she struggles and cries. And that’s the point. Bioshock forces the player to feel emotion. The Little Sister is not just an enemy to be defeated. She is a little girl in a horrible situation, and you have the power to either save her life or end it. One nets you a bit more ADAM, but can you bring yourself to kill her? 2K made me care about a polygonal little girl. This, in and of itself, is not uncommon, but the little girl in question is the enemy, and they still made me care. I know she’s not real, but it doesn’t matter; Rapture and its inhabitants feel real.

Bioshock is a wonderful game. It’s immersive and creepy, and Rapture begs to be explored. There are audio diaries to find that chronicle Rapture’s descent from Objectivist paradise to blood-stained Hellhole, and much like Metroid Prime’s scan logs the experience just wouldn’t be the same without them. It’s chilling to listen to a doctor’s diaries gradually shift from normal to eccentric to insane in the span of 45 minutes, and it makes the eventual confrontation that much more visceral. You hate him, not only because he’s attacking you, but because of what you know he did to countless others.

Even if scary games or first person shooters aren’t your preferred game you owe it to yourself to try Bioshock. And look around while you’re there. Sure, there are horrible enemies waiting to gut you like a fish at every turn, but there’s also a beautiful undersea forest, a gripping narrative, and a beautiful art deco city to explore and imagine as Andrew Ryan – its builder – must have seen it in his mind before it all went to Hell and your plane crash marooned you here.

In addition to the Power Kit 360, which provides an online charging ability, Nyko also has an offline rechargeable solution in the form of the Charge Station 360.

The Charge Station 360 comes packed with 2 NiMH batteries and a charging station. The charging station plugs into a standard wall outlet and has room for 2 rechargeable batteries along with LED indicators to let you know the status of each battery.

Like the Power Kit 360, these NiMH batteries provide 25 hours of gameplay between charges. The battery has to be removed to be charged, but this is not an issue as the kit comes with 2 batteries–just swap batteries and charge one while you play using the other.

Physically, the batteries that come with the Charge Station 360 are a little different than first party batteries or the ones that come with the Power Kit 360. This helps tell them apart should you own this in conjunction with another power solution. I haven’t been able to confirm if these batteries are able to be charged via a Play and Charge solution or vice versa.

Price wise, the Charge Station 360 comes in at roughly twice the price of the Power Kit 360 at $29.99. The higher price is justified by the inclusion of 2 batteries and an actual charge station (instead of simply a USB charging cable).

The Charge Station 360 is another great offering from our friends at Nyko and will serve your needs well. If you prefer online charging capabilities or price is a concern, the Charge Station isn’t for you, but if you don’t mind the offline charging then it’s the perfect solution.

A large subset of modern board games are commonly referred to as “rail games”; typically, these put players in the positions of railroad builders (or even a Railroad Tycoon, in the board game version of the popular PC sim series), criss-crossing various countries in an attempt to connect the most locations and earn the most cash (and/or points). On the Underground, one of the newest entries to this venerable genre, has a slightly different thematic take on the genre, confining you to just one city — specifically, London and its famed Underground transit system. The board itself is even based on the London Underground map.

Players are assigned from two to four colors (lines) of wooden rail pieces (depending on how many are playing), as indicated by their scoring marker. One player is randomly assigned to be the Start Player, with play proceeding clockwise around the table as usual. On a player’s turn, he has four builds available to him; these builds can consist of any number of the player’s lines, but a given line can only be extended at its ends unless two Branch Tokens are spent to extend in the middle of a line. A player can earn a Branch Token by forfeiting one build or by connecting to a Terminal location, the latter of which will also score the player two points (but close off that end of the line); other spaces on the board can score points as well, as can completing a loop. The only other source of points is the Passenger.

Despite representing a mass-transit system, On the Underground features only one Passenger; at the start of the game, four Destination cards are dealt face-up and markers are placed on the board at the corresponding stops. At the end of each player’s turn, the Passenger will go to an Express Destination (gold-colored) first if one is available, then travel to a regular Destination (white), according to his own simple rules: 1) He will go to whichever destination involves the least “walking” (spaces not connected by rail lines); 2) In the event of a tie for “fewest walks”, he will take the path that uses the fewest number of lines; and 3) if both walks and lines are tied, the choice of which path he takes is up to the player whose turn it is. Each time the Passenger uses one of your lines to reach his destination(s), you score a point (per line, if applicable). The visited Destination cards (or card, if no Express) are then discarded and replaced by the next ones on the top of the deck. When the last card is dealt from the deck, the Passenger is removed from play and the game ends before the Start Player’s next turn — meaning that everyone gets the same number of turns, although not the same number of Passenger moves.

On the Underground is a fairly quick and close-scoring game, with complete games occupying only about an hour depending on the number of players and how good each player is at planning his move; while I’ve never felt impatient waiting for my turn to come around, you can’t really plan ahead, due to the constantly-shifting Destinations and potential for other players to cut you off from stations with limited junctures. Set-up time is minimal, with some special tokens being randomly distributed among specific locations for scoring purposes and then everything else is either kept handy or assigned to players. Investing in some small plastic bags might be a good idea, however, as the wooden rail pieces come in eleven different colors; I don’t know why there’s eleven when only ten are really needed, but all eleven are assigned at one time or another (three pairs are always assigned together, which can help a bit with organization). Additionally, all of the pieces are very small and easily lost.

As is the case with many rail games, On the Underground is incredibly easy for new players to grasp, with simple rules and gameplay. Moving the Passenger has a little bit of a learning curve to it, but you really only need one person to understand it; his “program” only changes when he has two or more equal choices, at which point the player generally defaults to whichever path either helps himself the most or helps the player in the lead the least.

While On the Underground is simple and fun, it is not without its faults. It is possible for inexperienced (and/or careless) players to find themselves cut off from most of the action, but that danger is really only present in games with four or five players with only two line colors each. On the other hand, having a lower number of players could actually slow the game down, as it would take longer for you to burn through the Destinations; at most, four cards will be refreshed per “turn cycle”, whereas in a four or five-player game you could flip through seven or more before it is your turn again. Ultimately, however, On the Underground is a solid gaming experience that emphasizes a balance of strategy and tactics, with very little luck or time involved.

More Screenshots

Images courtesy of BoardGameGeek.com

Expansion packs are nothing new, but just like the games themselves gamers used to have to go to the store, purchase the software and run it on their gaming machine of choice. Microsoft’s Xbox Live Marketplace is changing that, however. Disc-based games like Crackdown and Oblivion have both received digital expansion packs with included achievements, and Live Arcade titles are matching their $60 MSRP brethren step for step.

Ninja Bee’s latest game, Band of Bugs, is a turn-based strategy game. The base game features 20 storyline missions, a handful of multiplayer modes, and some stand-alone missions. Units are of varying types including archers, mages, and warriors. The Red Kingdom expansion adds a new storyline with 10 missions and two additional character classes.

Red Kingdom doesn’t only add new classes to the mix; it also allows players to use old classes that were unavailable to players in the storyline of the protagonist Maal. The warrior – an enemy to your archers, rogues, and the occasional ninja bee – is a great asset in Red Kingdom (we needed somebody capable of pushing enemy units into water in Maal’s absence). Also playable are the two new classes: cavalry and artillery. Calvary units can strike from two spaces away which is quite handy when fighting across a river, and artillery units can bombard enemy units from afar with fiery projectiles which makes them a great substitution for the fire mage present in Maal’s story (apparently magic users are scarce outside the Central Kingdom). Just like artillery ought to be, the bomb-toting snails are slow and need a good defense, completely focused on their powerful offense.

Red Kingdom also boasts two new achievements worth a total of 30 points (which leaves the door open for Ninja Bee to deliver another expansion with one more achievement and 20 additional gamerscore). The achievements shouldn’t be your only reason for picking up Red Kingdom, but they’re always nice to have, and the A

If your child plays video games, then you should be familiar with what they are playing. As difficult as that sounds, it’s actually quite simple to keep an idea on what your kids are playing to ensure they are not being exposed to overly mature content. The video game industry has adopted a rating system much like what the Motion Picture industry uses. As video games continue to push their way into the mainstream, it will become even more important that parents know what these ratings mean.

The rating system was designed and is managed by the Entertainment Software Rating Board, or ESRB for short. The system was designed to provide concise and impartial information about the content of interactive entertainment so that consumers can make informed purchasing decisions. The current system is broken up into 2 parts: a rating symbol and a set of content descriptors.

The rating symbol is one of a number of symbols that gives you a quick way to identify the overall age group that this particular game is appropriate for. Ratings include: EC, E, E10+, T, M, AO, and RP. Here is a quick breakdown of the rating symbols and a summary of what they mean, as taken from the ESRB website:

  • Early Childhood – Titles rated EC (Early Childhood) have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate.
  • Everyone – Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.
  • Everyone 10+ – Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.
  • Teen – Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language.
  • Mature – Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language.
  • Adults Only – Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity.
  • Rating Pending – Titles listed as RP (Rating Pending) have been submitted to the ESRB and are awaiting final rating. (This symbol appears only in advertising prior to a game’s release.)

These rating symbols will appear on the front of every video game you see available for purchase. For a more thorough idea of what type of content is contained within each game, the ESRB also includes content descriptors. These content descriptors are a listing of which type of elements you can expect to find in a game and often times explain why a game was assigned a particular rating. The content descriptors for a particular game are listed on the back of the game where the rating symbol appears a 2nd time. The list of content descriptors is quite lengthy so we won’t include the full list, but here are a few that you are likely to run across:

Animated Blood – Discolored and/or unrealistic depictions of blood

Comic Mischief – Depictions or dialogue involving slapstick or suggestive humor

Fantasy Violence – Violent actions of a fantasy nature, involving human or non-human characters in situations easily distinguishable from real life

Lyrics – Mild references to profanity, sexuality, violence, alcohol or drug use in music

For a full list of the content descriptors that the ESRB uses you can go