Download bioshock for pc
You'll have a complete arsenal at your disposal from simple revolvers to grenade launchers and chemical throwers, but you'll also be forced to genetically modify your DNA to create an even more deadly weapon: you.
Recent Reviews:. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Download Demo. Languages :. English and 4 more. Publisher: 2K. Franchise: BioShock. Share Embed. Read Critic Reviews. Low Violence: German low violence version only available with German language. Add to Cart. Package info. View Community Hub. About This Game BioShock is a shooter unlike any you've ever played, loaded with weapons and tactics never seen.
You can play this game as single player and also multi player as well. Very grim and horrific atmosphere is crafted for this game with grisly background sounds. The storyline of BioShock 2 is continuing the grand and magnificent story of BioShock, for the under water metropolic, Rapture. The players have to explore rapture and fight off Splicers under water enemies. When they explore the raptures, they would collect money, ammo, health items.
So after collecting ammo, money, health and recovery items, they could buy more ammo and machines related to their combat in the relevant city.
They would also fight with lunatic human population of under water city and survive themselves safely. Players can use different weapons, tonics and plasmids to combat with their enemies.
Tonics will help the players to improve player movement speed and plasmids help the players to invoke fire. Yet the coolest feature of Electric Bolt is definitely its interaction with water.
If you strike an enemy standing in a pool, the electricity will arc to everyone else in the water - just watch the laws of physics bring the pain! It's a considerable relief that Irrational are providing you with multiple genetic powers, as well as standard weaponry, as the city of Rapture is a dynamic, ever-changing place with a huge number of areas and terrifying f inhabitants.
Remember, the Al creatures aren't just sitting in closets waiting to be set into motion. The Big Daddies are escorting the Little Sisters, who are searching for dead bodies from which to harvest Adam, for example. Mutated civilians in Rapture can all be different from each other, with the ability to mix and match hats, helmets, glasses, masks to hide their hideous appearance and other attachments to make them unique. The Al enemies can also use health machines themselves, so don't be surprised to see a creature run off for some medicine in the middle of a firefight.
Rapture's population also have so-called 'homes' or areas that they guard or scavenge for items. Not exactly monsters hanging out in monster closets Ken Levine wants to "redefine the shooter experience," and he's doing that by giving you the freedom to play the game how you want -using the best bits of role-playing games, but wrapping it up in an action blaster that will hopefully scare the bejeezus out of you.
And then you hear the sounds of a Splicer talking to his long-dead child, telling them to get ready for school and wash their hands because they don't want them to miss their bus Bioshock takes place in a massive underwater city called Rapture, built in an art-deco style in the s as a utopian hideaway for the planet's cultural elite, but now decaying and ripped apart by a genetic war between two enigmatic leaders.
A recent new presentation given to us by Irrationals creative director Ken Levine demonstrated the huge array of combat techniques available to you when hunting the hulking, diver-suit-wearing behemoth known as the Big Daddy. In Ken's own words: "We dont want the game to be magic spell-y' - this is a very brutal, awful world. The Big Daddy is the most dangerous enemy in the game - kill him to get to the little girl he protects, for the genetic material Adam. In the demo, it took a combination of shotgun blasts, grenades, fire and hacked robot drones to destroy him.
Fire in Bioshock spreads dynamically, but you can really use this to your pyromaniac advantage, setting up chain-reaction traps using trails of flammable liquor bottles or even lighting objects such as teddybears and hurling them at enemies to burn them alive.
Bioshock has six different weapons, all modifiable and each with different ammo types, plus over 50 genetic powers including teleportation and telekinesis, which allows you to literally pluck grenades out of the air and hurl them back at foes.
You can research new genetic mutations simply by taking photographs of the frightening entities you encounter. Described as a bit like Pokemon Snap, the better your panicky piccie of the lurching monstrosity coming towards you, the more research points awarded. Although no screenshots show the HUD, Ken Levine revealed the top-left corner graphic switching between normal weapons and genetic powers using one button, and the bottom left-hand comer displaying ammo types or how much Eve genetic ammo you have.
The Splicer NHS-reject chucks fireballs and teleports around, leaving tiny, floating bits of flesh behind. However, you can also set it on enemies by throwing a pus-filled ball called a Splicer Irritant at anything you want attacked. Rapture is a huge city with no linear path preventing you exploring. Letting you define your own gameplay experience, rather than us defining it for you. Ken Levine, Among many other achievements the creator of System Shock 2 , is in front of me leaping around and stabbing imaginary corpses with imaginary syringes.
I meanwhile, nod and take notes. He is, of course, demonstrating the finer points of Bioshock's AI system -aping the gesticulations of his terrifying stem cell harvesting pre-teens with worrying aplomb.
And with the System Shock 2 licence dissected into a squillion pieces and scattered across the globe like glittery fragments of the dreams of sci-fi nerds everywhere, we're quite prepared to engrave Ken Levine's name into our foreheads - or at least write it in pen all down one arm - for deciding to create Bioshock, the spiritual successor to the classic first-person RPG. In the darkened conference room in Boston, in front of a massive HDTV displaying Bioshock's pause menu, Ken Levine, Irrational Games' lead designer, composes himself and takes a seat "The focus is to create a world that we draw the player into as deeply as possible," he begins, "even deeper than in System Shock 2.
What we're trying to do primarily is put the choice and the power in the player's hands and give him, in the classic Spider-Man sense, that great power and that great responsibility.
We want Rapture to feel like a place that they can explore and have react to them in a believable fashion. Already Rapture, the city in which Bioshock is set is beginning to sound enticing, and squinting at the menu screen reveals the vague outline of neon signsand tiled floors in the background.
I shift about in my seat a bit and start to worry that I may need a pee. Levine continues: "The world we're talking about is an underwater failed utopia When you start the game, you wake up in the middle of the ocean underwater. We haven't told the player anything, the same way as when you woke up this morning there was no extensive cut-scene which told you who you are or what you're doing. When you come to the surface of the ocean, and this is all interactive, the very surface of the water is on fire and there are suitcases and luggage scattered all over.
You see this strange structure, almost like a lighthouse sitting in the middle of tire ocean. You swim to it and inside this lighthouse is a sort of art-deco bathysphere, a big globe device that's designed to bring people under the ocean, like a mini-submarine So you get in this device and it brings you down to the bottom of the ocean, and as you're descending through the water you see the city of Rapture.
The more Levine speaks, the more questions he creates. Rapture is, as he said, an underwater failed utopia, built by an ex-soviet named Andrew Ryan in for the world's cultural elite, the best and the brightest of humanity - artists, painters, scientists, athletes. And under the ocean? Well f Of course, a bunch of smart blokes in a bubble does not a good game make, so in ' typical fashion everything falls to pieces when a stem cell-generating sea slug dubbed 'Adam' is discovered by a man named Fontaine.
With the ability to modify bodies to become thinner, better looking, smarter or faster, Adam quickly becomes the currency of Rapture. Fontaine upsets the delicate balance of power in the capitalist society - the player arrives in the early '60s, to find the place ruined. Much like System Shock 2, part of the experience of Bioshock is learning about what happened in Rapture, putting the pieces together. Finally, Levine turns to the mammoth screen and begins to show us exactly what the bizarre storyline has culminated in.
As the pause menu disappears, a first-person view of a small, dark street fades into view. First impressions are great and even though its very early code on display, Bioshock is looking fantastic, a heavily modified Unreal Engine 3 rendering the art deco surroundings in beautiful detail. Weapons are modifiable too - the weapons system alone is more complex and deeper than in any other FPS.
It makes sense too - you wouldn't find conventional weaponry in an isolated utopian society. As Levine presses onwards he comes across a rotating machine-gun turret made using a gun and an office chair. Little touches like this attempt to flesh out the world Irrational are so keen to convey in Bioshock, and it seems to work.
Apart from mechanical furniture, what kind of enemies can we expect to encounter in Rapture? You see these guys, men and women in period clothing, who've taken these drugs to change their bodies but their faces have changed horribly.
Various pieces of artwork are placed on the conference room table. A woman in a green dress with a mane of red hair, wearing a mask and wielding two hooks, for instance. This woman, she's now equipped to be what we call a 'ceiling crawler'.
That's a class of creature that can jump up to the ceiling and climb all over it to attack the player. We can only hope. Later in the day, I spot a whiteboard in Levine's office with various phrases hastily jotted down. Tilings like, 'What have I done?!
What have I done?! None of which might be pant-shittingly terrifying when scrawled on a whiteboard in chunky blue marker, but if you've played System Shock 2, you know how a few sound samples can turn a regular enemy into something far more fundamentally disturbing.
Bioshock will carry tin's same sort of atmosphere, with traumatised and deluded civilians screaming about everyday things such as their eternal, everlasting pain.
Where the game really gets interesting however is with the inclusion of great hulking beasts called Protectors, and more importantly the very thing they protect -small and inherently scary children called Gatherers. Not like civilians in GTA where you can pretty much ignore them, but creatures which had something you really needed.
We came up with the notion of the Protector and the Gatherer. You'll see the big Protector and the little girl walking around, and they don't bother you if you don't bother them. The little girl carries this long syringe device, and there are bodies scattered throughout the world. She'll wander around and find a dead body, before calling to her Protector to follow her. Then she'll kneel down, put this syringe in the body and extract the Adam.
The only way she can process and recycle this Adam is through her own body, so she drinks the stuff, and you can watch all this happening. As you play, you leam about how these kids came about and how they were exploited.
Clearly, Rapture isn't a nice place, but it does pose some interesting moral decisions, as Levine confirms. There are people who encourage you and reward you for getting through the game without ever harmfully interacting with the Gatherers - as I said, if you don't bother them they don't bother you.
On a conclusive note we can say that Bioshock and Bioshock 2 is a very adventurous game that has gained popularity throughout the world since its release.
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