Normální zobrazení
- Indie Retro News
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Technical Difficulties - Chrome Easter Egg comes to the Atari XL/XE via Pecus and team
Another game has appeared, and rather than the usual games we've featured this month so far on Indie Retro News, this one requires only the skill of patience and timing for the ultimate of high scores. Titled as ' Technical Difficulties ', this game developed by Pecus and team, is a new Atari XL/XE game whereby playing as a dinosaur, you have to jump over every cacti and duck under every bird to
- Indie Retro News
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Dr. Dangerous - Scorpion Engine developed Commodore Amiga game by HooGames2017 gets a new WIP build!
For those of you looking for some more Amiga news, then you may be interested to know, that the upcoming Commodore Amiga game of 'Dr.Dangerous' by HooGames2017, has been updated with a number of changes. These changes include new title music, new graphics, new levels, level changes, improved loading times, a changed home screen and so much more. To coincide with this news, we've got some
Dr. Dangerous - Scorpion Engine developed Commodore Amiga game by HooGames2017 gets a new WIP build!
- Indie Retro News
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Grey -This first person shooter preview for the C64/128 is certainly worth a look!
Throughout the years we've featured many different types of news stories such as games, scene demos and even music disks. Well here with another eye opening news story I think you'll like, as if you have a Commodore 64/C128, then it might be worth checking out the latest update of the first person Doom like game called 'Grey'; a new game which is being currently developed by Piotr Kozka and team,
Grey -This first person shooter preview for the C64/128 is certainly worth a look!
- Indie Retro News
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River Barrage - A fast paced river blaster for the Commodore 64 by TND GAMES
Get ready for fast paced blasting action, as we've recently been informed by the C64 community, that TND Games had recently released their new game 'River Barrage' for the C64. A game that not only features a full colourful front end presentation, but loading bitmap artwork, independent hi scores, a full game map with plenty of action, in game background animations and much much as
River Barrage - A fast paced river blaster for the Commodore 64 by TND GAMES
- Indie Retro News
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The Crimson Diamond - A glorious nod to classic 80's Adventure games via Itch and Steam!
We turn our attention away from 8bit gaming for this latest update, as if you're looking for a high quality Adventure game to keep you company via Itch io and Steam, then you may be interested in playing Julia Minamata's glorious nod to classic 80's Adventure games of 'The Crimson Diamond'; A game in which you play as amateur geologist and reluctant detective Nancy Maple to the ghost town of
The Crimson Diamond - A glorious nod to classic 80's Adventure games via Itch and Steam!
- Indie Retro News
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Nixy and the Seeds of Doom - A high grade ZX Spectrum game is coming to the C64
In 2019 we did a big review of the ZX Spectrum game Nixy and the Seeds of Doom, a game which we said was not only very fun and addictive to play, but it had beautifully crafted visuals. So why is this game getting a mention again on IRN? Well if you didn't get the chance to play this game back then or the more recent C64 version (Nixy the Glade Sprite) which is also of high quality, you'll be
Nixy and the Seeds of Doom - A high grade ZX Spectrum game is coming to the C64
- Indie Retro News
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Auf Wiedersehen Monty - Silly Venture 2024 Summer Edition Atari XL/XE featuring an improved game engine
Way back in the 1980's Gremlin Graphics released the very first Monty Mole game in the series for the ZX Spectrum and C64. This lovable character that looked like a cross between a human and a mole, star'd in his very own adventure as ' Wanted : Monty Mole ' , which from then on spawned a number of other famous sequels such as Monty on the Run and Auf Wiedersehen Monty. But today's news is pretty
Auf Wiedersehen Monty - Silly Venture 2024 Summer Edition Atari XL/XE featuring an improved game engine
- Indie Retro News
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Galagish - A Galaga clone is still in the works for the Atari XL/XE and Atari 5200
We've featured Galaga on Indie Retro News a number of times already, there was the Atari 2600 port, the excellent demake on the Amiga by Pink and Fade One and then the more recent C64 release by Arlasoft. Well fast forward to today however and there's another Galaga game to come which I think you'll equally enjoy, and it's Galagish on the Atari XL/XE and 5200: An upcoming Arcade conversion by
Galagish - A Galaga clone is still in the works for the Atari XL/XE and Atari 5200
- Indie Retro News
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Holy Warrior - Embark on a perilous mission in this new Amiga game from Amiten Games
We've recently been informed via Saberman through his Youtube channel and Tom from EAB, that you can now download the brand new Commodore Amiga game of Holy Warrior by AMITEN GAMES. A new Arcade Platformer in which playing as the holy warrior who has risen from the shadows, you must face the evil that has threatened to consume everything. To coincide with this news, we've also got some footage of
Holy Warrior - Embark on a perilous mission in this new Amiga game from Amiten Games
- Indie Retro News
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Electroman - An MS-DOS platformer from 1992 is coming to the Commodore Amiga AGA (30th August)
For those of you interested in the latest news for the in development Commodore Amiga AGA game of 'Electroman': a game port that was originally released by Messrs, Janusz Pelc and Maciej Miąsik for the MS-DOS platform back in 1992. Then we are here to let you know, that tukinem will be releasing the full version as a digital download and boxed edition 30th August. To coincide with this news,
Electroman - An MS-DOS platformer from 1992 is coming to the Commodore Amiga AGA (30th August)
- Indie Retro News
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Mineshaft Gap - A real-time strategy game for the C64 by Drmortalwombat
While it's been nice to take a bit of a break from endlessly writing day after day, I thought it would be best to at least write up one article for Wednesday, with Drmortalwombat's new Commodore 64 game of Mineshaft Gap. A real-time strategy game for the C64 where you control up to 32 independent bunker dwellers in their strive for a less radioactive better future. To coincide with this late
Mineshaft Gap - A real-time strategy game for the C64 by Drmortalwombat
- Indie Retro News
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Splatch! - Amstrad CPC Boulder Dash clone gets a Commodore 64 conversion by Vector5 Games
Thanks to Saberman contacting us just recently, we've been told that Vector5 Games, who was behind Space Station 23, Laserscape, Jump Out, and our personal favorite Santa's Workout. Has released the Boulder Dash clone of 'Splatch!' for the Commodore 64! A game that was originally released as a type-in program in the Amstrad Computer User magazine back in 1985 by Robosoft. To coincide with
Splatch! - Amstrad CPC Boulder Dash clone gets a Commodore 64 conversion by Vector5 Games
- Indie Retro News
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Dr. Dangerous - This upcoming Scorpion Engine developed Commodore Amiga game by HooGames2017 looks swish!
Thanks to a midweek shout out from Saberman, we've been told that the upcoming Commodore Amiga game of 'Dr.Dangerous' by HooGames2017, has been updated with a number of changes such as improved game speed, new enemy types and so much more. For those of you wondering if this game is worth following, then the feedback such as "Wow, what an awesome game! " and "Great game, congrats to you all :)"
Dr. Dangerous - This upcoming Scorpion Engine developed Commodore Amiga game by HooGames2017 looks swish!
- Indie Retro News
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Dungeonette The New Adventure - A new game is coming to the Amiga AGA / CD32 and it still looks fab!
While the last few years have seen a plethora of new Amiga games released, few if any have come from established industry veterans that created games back in the 90's. But today news looks to be something special for the Commodore Amiga, as long-time Amiga head Adrian Cummings, creator of original titles such as Cyberpunks, Tin Toy, Doodlebug and more. Has announced a video update, to what looks
Dungeonette The New Adventure - A new game is coming to the Amiga AGA / CD32 and it still looks fab!
- Indie Retro News
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Sonic GX - Sonic the Hedgehog looks stunning on the Amstrad GX4000 and Amstrad Plus
In the early 90's I had the pleasure of playing the fantastic platformer of Sonic the Hedgehog on both the Sega Megadrive and Sega Master System. A game by Sega which featured a ring collecting blue hedgehog, that could spin, run, jump and roll about, at the fastest of speeds in a battle against a number of menacing enemies and the main antagonist Doctor Eggman. Well if you also remember this
Sonic GX - Sonic the Hedgehog looks stunning on the Amstrad GX4000 and Amstrad Plus
- Indie Retro News
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Unofficial SNK vs CAPCOM for the C64/128 gets a pretty impressive update!
There's another awesome news story that's worth a mention here on Indie Retro News, as thanks to both Ethan Knight and Saberman letting us know through Facebook, we've been told that Jon Eggelton and Gianluca Alberico has released a pretty impressive update to their 2023 Commodore 64 and Commodore 128 unofficial hit of 'SNK vs CAPCOM'; a C64 game which was developed using their in
Unofficial SNK vs CAPCOM for the C64/128 gets a pretty impressive update!
- Indie Retro News
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Hayato's Journey - Unofficial spiritual sequel of Kenseiden, a cult-classic SEGA Master System game now for the Sega Mega Drive!
We have just been tagged via Erik Hogan creator of the Scorpion Engine, that Master Linkuei has announced the release of the Sega Mega Drive and Sega Genesis game of Hayato's Journey. As in the words of Erik "This is a fan sequel to Master System classic Kenseiden. It is also the very first full length Scorpion title to appear on the Mega Drive/Genesis. No guarantees, but there may be ports
Hayato's Journey - Unofficial spiritual sequel of Kenseiden, a cult-classic SEGA Master System game now for the Sega Mega Drive!
- Indie Retro News
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The Dark Knight - Shadow of Madness - Batman appears in this brand new Amstrad CPC game by Mananuk!
Mananuk is certainly no stranger to Indie Retro News, creating awesome homebrew games such as Paleto Jones 2, The Mandarin 2, Black Sea, and our personal favourite Shadow Hunter. Well thanks to a heads up by Xenomorph, we've been told that Mananuk has released the new Amstrad CPC game of 'Dark Knight'. A game in which you play as Batman, and must put a stop to a criminal gang that has
The Dark Knight - Shadow of Madness - Batman appears in this brand new Amstrad CPC game by Mananuk!
- Indie Retro News
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Double Ball - A Public Domain game from 1992 has been preserved by the Polish Amiga Floppy Preservation Group
If you remember those great classics such as Arkanoid or even Breakout you might be in for a treat! As we've recently been contacted by Saberman, that the Polish Amiga Floppy Preservation Group has preserved and provided the Arkanoid clone of 'Double Ball': A Public Domain game that was originally developed by Blue Data, coded by Andrzej Radecki (Mr. Gary / Blue Data), and first appeared via
Double Ball - A Public Domain game from 1992 has been preserved by the Polish Amiga Floppy Preservation Group
- Indie Retro News
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Galaga - An Arcade classic as a new Commodore Amiga conversion by JOTD and team!
Remember when we said that a possible 1:1 Arcade conversion of Galaga was coming to the Commodore Amiga thanks to the hard work of JOTD and team? Well if you've been following all of our previous articles on Indie Retro News, then you'll be pleased to know that as of today you can download the final version which is feature complete! A game that was originally developed and published by Namco
Galaga - An Arcade classic as a new Commodore Amiga conversion by JOTD and team!
- Indie Retro News
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Droid Special Edition - A 1990's run n gun ST platformer is being converted to the Amiga
We always try to keep you up to date with the best in Amiga news, but boy do we have a surprise for you. As we have recently been informed through the EAB forums, that the 1990's coverdisk game of 'Droid' for the Atari ST, is being converted over to the Commodore Amiga by junosix: A decent run-and-gun style platformer with Metroid-ish elements! To coincide with this news, we've got some
Droid Special Edition - A 1990's run n gun ST platformer is being converted to the Amiga
- Indie Retro News
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King and Balloon - A 1:1 arcade port for the Commodore Amiga 500 gets a new beta v.094!
I thought it would be best to give another shout out for this addictive yet simplistic little game called 'King and Balloon' by RMJ & JoeJoe. A 1:1 arcade port of Namco's 1980 game for the Commodore Amiga, which was written in 68k assembler and based on the original Z80 code! To coincide with this late hour news story, Saberman has recently done a gameplay video of the current build of the
King and Balloon - A 1:1 arcade port for the Commodore Amiga 500 gets a new beta v.094!
- Indie Retro News
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Basilisk of Roko 2 - An action platformer for your ZX Spectrum by retrosotano
Saberman has recently contacted us through Facebook, that retrosotano has released the sequel of 'Basilisk of Roko 2' for the ZX Spectrum. An action shooter in which playing as Nachete “El Intern” and his powerful laser, must put a stop to an evil space thing and his crazed robots. To coincide with this news, we've also got some gameplay footage showing some of the levels, enemies, and traps
Basilisk of Roko 2 - An action platformer for your ZX Spectrum by retrosotano
- Indie Retro News
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Scuba Dive - A great remake of a classic ZX Spectrum game originally released in 1983!
Great news retrogamers as Sunteam have announced the release of their brand new PC remake of 'Scuba Dive '. A remake of the ZX Spectrum version, which Sunteam have said is an all-time classic in the vast library of ZX Spectrum games standing the test of time remaining one of the most unique and compelling games of the 1980's! In light of this news which was sent to us by Liqmatrix, you can view
Scuba Dive - A great remake of a classic ZX Spectrum game originally released in 1983!
- Indie Retro News
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TX-1696 - A nod to Shoot 'em up classics for your ZX Spectrum Next!
Yet another Shoot 'em up to grace our home computers, is the awesome looking side scrolling Shoot 'em up of TX-1696 by Lucky Red Fish for the ZX Spectrum NEXT. A game that is a nod to classic retro games such as R-Type and Project-X, to modern inspirations such as the fabulous Super Hydorah. While the game is available to purchase at the link below, for those of you are unsure if it is that good,
TX-1696 - A nod to Shoot 'em up classics for your ZX Spectrum Next!
- Indie Retro News
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Dr.Dangerous - Only a playable test version, but it looks pretty decent so far! (Amiga)
A late hour Commodore Amiga news story has just appeared, as we've recently found out through through Facebook, that HooGames2017 has made available a playable test version of his in development Amiga game 'Dr.Dangerous'. A game that has already gained positive feedback such as "Wow! From the first few seconds, you can see that it will be a standout title, character and style in abundance" and "
Dr.Dangerous - Only a playable test version, but it looks pretty decent so far! (Amiga)
- Indie Retro News
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Mischief Castle - A very enjoyable NES platformer by kn56k, gets an update!
We've recently been informed through Facebook, that kn56k has released an update to the previously released NES game of ' Mischief Castle '; a game that was first released via the itch.io Selects Spring Bundle 2024. As for why this one might be worth playing on your NES. It features simultaneous two-player cooperative gameplay, hidden collectible items, five unique levels and Bosses, varied
Mischief Castle - A very enjoyable NES platformer by kn56k, gets an update!
- Indie Retro News
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Grind - An epic first person shooter for Amiga 500 gets another playable tease!
If you're looking for more gaming news on this upcoming first person shooter of 'Grind' for the Commodore Amiga 500 and above. Then we have just been informed through the EAB forums by Tsak and our good friend Saberman. That not only has the first ever Grind PvP binary been released, but according to the patreon announcement. It also includes a major rework of the old serial-cable PvP
Grind - An epic first person shooter for Amiga 500 gets another playable tease!
- Indie Retro News
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Coloco - A new Amstrad CPC game by Tuxedo Games featuring The Mojon Twins Mk1 Engine
It's a Friday and you know what that means? NEW GAMES for the weekend! Yes indeed thanks to a double heads up from both Saberman and Xenomorph, we've been told that the previously released ZX Spectrum game of 'Coloco' by Tuxedo Games, is now available for the Amstrad CPC! This new title developed using the Mojon Twins Mk1 Engine, is a game in which you are on a mission to rescue those that have
Coloco - A new Amstrad CPC game by Tuxedo Games featuring The Mojon Twins Mk1 Engine
- Indie Retro News
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METRO SIEGE - A technical preview lets you play some of the levels that are in development for the Amiga (1MB)!
What an incredible amount of Amiga news we've had this month, from the in-development game of Galaga, to the latest releases of Ninja Carnage, and our personal favourite Shift. Well here we are with another Amiga news story, as we've just been told through Facebook, that BitbeamCannon, Enable Software and JOHN TSAKIRIS, has made available 3 playable levels, with the choice of two characters
METRO SIEGE - A technical preview lets you play some of the levels that are in development for the Amiga (1MB)!
- Indie Retro News
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Mars Patrol - A rather nice version of Moon Patrol released for the C64
In the mid 80's the developer Irem, released the fantastically enjoyable game of' ' Moon Patrol '. A side-scrolling shooter that is widely credited for the introduction of parallax scrolling in side-scrolling video games, as you drove a buggy across a landscape, jumping over ditches and rocks while also shooting at enemies both above and in front of you. It was so popular in fact that many
Mars Patrol - A rather nice version of Moon Patrol released for the C64
- Indie Retro News
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Knightmare - The 1980's hit TV show, is coming to the ZX Spectrum as a super new version by Sausageware Games
Great news if you remember watching the 1980s TV show Knightmare, as we've just been informed through Twitter, that the upcoming ZX Spectrum version by Sausageware Games, will be available to purchase at some point soon through BitmapSoft. A much deserved and more enjoyable Knightmare inspiration for the ZX Spectrum, which in itself is based around a TV show in which children had to not only
Knightmare - The 1980's hit TV show, is coming to the ZX Spectrum as a super new version by Sausageware Games
- Indie Retro News
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Chroma Grid - 1st place winner at the Sommarhack 2024 party for the Atari ST!
Another heads up and surprisingly it's an Atari ST news story, as thanks to a good friend contacting us earlier today, we have been told that T.O.Y.S has made available their latest puzzle game of Chroma Grid. An Atari STE game which was presented by T.O.Y.S. at the Sommarhack 2024 party, and coming 1st place in the wild demo competition! To coincide with this news, you can check out the
Chroma Grid - 1st place winner at the Sommarhack 2024 party for the Atari ST!
- Indie Retro News
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Stick Man Arok Edition - Escape from the clutches of Evil in this level extended Plus/4 game from Epy and Csabo
Are you looking for another game to play on your Commodore Plus/4 then read on. As looking through the Plus/4 World website, we've come across a game we haven't featured yet called 'Stick Man Arok Edition' by Epy with music by Csabo. A new platformer in which you must escape from the clutches of the Evil Programmer. In light of this news, Saberman has provided a gameplay video showing some of the
Stick Man Arok Edition - Escape from the clutches of Evil in this level extended Plus/4 game from Epy and Csabo
- Boing Boing
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Sony's PVM-4300 was the "biggest CRT ever made"
Behold Sony's PVM-4300, a menacingly-large cathode ray tube television manufactured by the company in 1989. They exported 20 to the United States, writes David L. Farquhar, "just in time for the recession." Sony's part number suggests it has a 45 inch tube inside. — Read the rest The post Sony's PVM-4300 was the "biggest CRT ever made" appeared first on Boing Boing.
Sony's PVM-4300 was the "biggest CRT ever made"
Behold Sony's PVM-4300, a menacingly-large cathode ray tube television manufactured by the company in 1989. They exported 20 to the United States, writes David L. Farquhar, "just in time for the recession."
Sony's part number suggests it has a 45 inch tube inside.
The post Sony's PVM-4300 was the "biggest CRT ever made" appeared first on Boing Boing.
- Kotaku
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Nintendo And Sega Raid Longstanding ROM Sanctuary To Remove Tons Of Classic Games
Vimm’s Lair, one of the oldest places on the web to find and download classic video game ROMs and emulators, recently announced the removal of many titles due to requests from Sega, Nintendo, Sony, the Entertainment Software Association, and Lego. Read more...
Nintendo And Sega Raid Longstanding ROM Sanctuary To Remove Tons Of Classic Games
Vimm’s Lair, one of the oldest places on the web to find and download classic video game ROMs and emulators, recently announced the removal of many titles due to requests from Sega, Nintendo, Sony, the Entertainment Software Association, and Lego.
- Present Perfect Gaming
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Bioshock (Continued)
Contents The Intro The Game The Replay The Verdict The Replay (continued) For The Intro, The Game, and the first part of The Replay, see part one of Bioshock on Present Perfect Gaming. We entered Rapture in part one. We last left Jack just as he had dealt a blow to Andrew Ryan, the founder of Rapture. “I chose…Rapture.” But Ryan was just one half of the power struggle which had festered and then boiled up into an all-out war deep within the depths of Rapture. Fra
Bioshock (Continued)
Contents
The Replay (continued)
For The Intro, The Game, and the first part of The Replay, see part one of Bioshock on Present Perfect Gaming.
We last left Jack just as he had dealt a blow to Andrew Ryan, the founder of Rapture.
But Ryan was just one half of the power struggle which had festered and then boiled up into an all-out war deep within the depths of Rapture.
Frank Fontaine was the other half.
The second half of Bioshock sees Jack seeking an escape from Rapture. But in seeking an escape, Jack will need to confront the truth behind the Little Sisters.
Where the first half of Bioshock introduces and explores Rapture at a macro level, establishing the origin of the city and the tensions that led to its downfall, the second half is more at the micro level, as the narrative explores the psyches of the individuals responsible for the creation of the Little Sisters.
The first half explored larger, more public spaces of Rapture, where the second half leads Jack through the residential areas and the abodes of the influential figures, as well as the location of the Little Sister experimentation.
Tenenbaum becomes a more central figure, as she sees Jack as the saviour of the Little Sisters. Having been instrumental in their creation, Tenenbaum became emotionally attached and came to regret her involvement.
But Tenenbaum didn’t work alone. She worked closely with another doctor, Yi Suchong. Suchong worked on the mental conditioning of the Big Daddies, so they would act as protectors of the Little Sisters. Unlike Tenenbaum, Suchong never suffered from a crisis of conscience; he was an opportunist, working for the highest bidder, with no moral or ethical boundaries.
Leading Jack through the residential areas of Rapture in Bioshock is a disturbing experience, showing the impact the civil war had on the populace.
The effects of ADAM and plasmid abuse are evident everywhere you turn.
You also see the contrast between those who were more affluent with those who were less well off.
Jack even enters the house of an “old friend”.
At this point in Bioshock, the gameplay almost felt secondary to the accelerated, unfolding narrative.
But the gameplay continued to be cleverly interwoven into the story, with a particular section seeing Jack’s plasmids going haywire. You’re unable to select plasmids, and they randomly change on you.
This gameplay/narrative melding is taken to another level during the endgame in Bioshock, as Jack finds himself needing to become a Big Daddy.
The only way out of Rapture is through a door that only a Little Sister can open, and that means Jack not only needs to look like a Big Daddy, but he needs to sound like one and smell like one too.
This final level of Bioshock sees Jack searching through the research labs used in the creation of both the Little Sisters and Big Daddies. It’s here where Big Daddy candidates were genetically modified and mentally conditioned to perform their bodyguard escort task. It’s here where the little girls were implanted with the sea slugs and converted into Little Sisters.
Once Jack completes his impersonation of a Big Daddy, it’s time to find a Little Sister to escort.
Running through a training simulation, you need to protect your Little Sister from very real threats as she harvests ADAM from recently-deceased splicers.
Bioshock ends, somewhat inevitably, yet somewhat disappointingly, with a final boss battle. Inevitable because FPS, RPG, and survival horror games almost always culminate in a boss battle. Disappointing, because I think Bioshock deserved better as a game which had for the most part brilliantly blended story with gameplay.
Fontaine has himself abused ADAM, and confronts Jack as a genetically unstable behemoth.
The final battle does involve ADAM, and it does involve the Little Sisters at the end, but the actual fight felt unsatisfying.
Thankfully, the ending sequence delivers closure to Jack’s story arc, and reflects the choices you made as a player to harvest or rescue the Little Sisters.
And with that, Jack’s journey ends. But it’s not the end of Bioshock, or Rapture. There are more tales to be told in the sequels.
There is also another tale available, which I hadn’t yet experienced, but unintentionally did while replaying Bioshock. Or perhaps it wasn’t so unintentional. Perhaps it was Rapture, calling me back for more…
What is this tale I speak of? Let’s take a look as I deliver my verdict on Bioshock.
The Verdict
As I played through Bioshock again, I kept looking over at a novel on my bookshelf. A novel that had been on my bookshelf, unread, for a few years now.
Rapture, written by John Shirley, was released in 2011, and serves as a prequel to Bioshock. For some reason, I picked up Rapture and started reading through it alongside my replay of Bioshock.
I’ll state it right now: I highly recommend replaying Bioshock in the same way if you haven’t already read the novel. Rapture almost felt like an extended radio diary, like the many found while exploring Rapture in Bioshock. The novel completes the backstory of Rapture’s existence, from Ryan’s grandiose vision, to Fontaine smuggling himself inside, through to the research carried out by Tenebaum and Suchong on plasmids, Little Sisters, and Big Daddies.
Of course, Rapture also alludes to Jack’s future presence, and ends right where we find Rapture as Bioshock begins.
Reading Rapture prior to replaying Bioshock was completely unintentional, but I’m very grateful I chose to read it at the same time I was playing. The novel is really tied to the game, and the combination of both was an immensely satisfying multimedia experience.
And the title of the novel itself resonates with me, as it quite simply identifies and summarises why Bioshock is one of my favourite games of all time.
Reflecting on Rapture, I was reminded of another game where the setting had such a profound impact on my enjoyment. In What Remains of Edith Finch, the family house feels like its own entity, almost like a character in the story. As you explore the house, a variety of interactive cutscenes merge the gameplay and narrative to deliver an unforgettable journey through the Finch family’s death curse.
Unsurprisingly, What Remains of Edith Finch is also one of my favourite gaming experiences.
So what is it about Rapture that keeps drawing me in? Like with the Finch House in What Remains of Edith Finch, I feel a similar sense of morbid curiosity with the dystopian Rapture. I want to go back in. But what am I looking for?
Despite having played both games multiple times now, and despite knowing the major storylines, it doesn’t take anything away from the experience. It enhances it.
It’s an appreciation for why we reread novels, rewatch films, and revisit pieces of art, as subsequent playthroughs have revealed a deeper level of understanding of the characters and the settings in both games. And simultaneously reading Rapture while playing Bioshock added even more context.
As a game, I think the strength in Bioshock lies in its integration of the gameplay with the setting. Using ADAM to enhance Jack’s plasmids and gene tonics, hacking Ryan’s police-state security systems, and choosing to rescue or harvest Little Sisters are examples of how playing Bioshock engages you with Rapture.
Despite there being a wide variety of traditional weapons to use and upgrade, I found myself very rarely using anything other than the shotgun or the machine gun. And I never engaged with the invention system, which allows you to collect ingredients to construct ammo and other items.
Bioshock also combines elements from the survival horror and roleplaying game genres. At times, Bioshock reminded me of the early Resident Evil games. Being in an underwater city, there are many claustrophobic, anxiety-inducing moments exploring dark and dank areas, fearful of when the splicers are going to jump out. Further, at times I found myself low on First Aid Kits, EVE, and ammo for my favoured weapons.
The level of customisation available with weapons, plasmids, and gene tonics provides you with many different types of play styles to choose from.
Which weapons do you focus on using and upgrading? Which plasmids do you prioritise? Do you prefer offensive plasmids or plasmids offering deception and manipulation? Do you invest in improving your hacking abilities?
These are all choices and combinations of choices you consider when playing Bioshock.
Bioshock isn’t perfect. As I’ve mentioned, there were a few sections where the pacing felt off, with some unnecessary repetitiveness. The final boss battle doesn’t sit right with me, as it felt out of place at the end of an incredible narrative journey.
But these gameplay limitations in Bioshock take nothing away from the overall experience of Rapture. It certainly won’t be my last time delving into its depths.
For those that have played Bioshock, I’ve already recommended reading Rapture if you haven’t already, and ideally at the same time as playing Bioshock. I also recommend reading Bioshock and Philosophy: Irrational Game, Rational Book (2015), particularly if you have also played Bioshock 2 and Bioshock Infinite. It contains a series of articles commenting on the games in areas such as human enhancement technologies, propaganda, metagaming, free will, and developer Ken Levine’s depiction of Ayn Rand’s philosophy.
For those that haven’t played Bioshock, I’ve deliberately avoided discussing a major plot point (though I have hinted at it throughout…), as I think it’s an experience you must have.
So, would you kindly go and play Bioshock?
So, have you decided to play Bioshock?
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The post Bioshock (Continued) appeared first on Present Perfect Gaming.- Present Perfect Gaming
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Bioshock
Contents The Intro The Game The Replay The Verdict The Intro Title: Bioshock Release year: 2007 Developed by: 2K Boston / 2K Australia Genre: first-person shooter (FPS) Platform replayed on: PC Would you kindly…? Bioshock begins. Those three memorable words still haunt me to this day, just as much as they did back in 2007 when Bioshock was released, now almost seventeen years ago. Haunting imagery in Bioshock For those that know Bioshock, those three
Bioshock
Contents
The Intro
Title: Bioshock
Release year: 2007
Developed by: 2K Boston / 2K Australia
Genre: first-person shooter (FPS)
Platform replayed on: PC
Would you kindly…?
Those three memorable words still haunt me to this day, just as much as they did back in 2007 when Bioshock was released, now almost seventeen years ago.
For those that know Bioshock, those three words will instantly conjure memories of playing not just another first-person shooter, but memories of exploring a utopian vision of a city under the sea gone horribly wrong. A city called Rapture.
Those three words have become synonymous with Bioshock.
And since taking those first few tentative steps in Rapture way back when Bioshock first released, the game and the series (Bioshock 2 came out in 2010, and Bioshock Infinite came out in 2013) have become one of my all-time favourites.
And I’m not even a big first-person shooter fan.
So how did the original Bioshock enrapture me, and why does it keep calling me back?
Would you kindly read on, and join me as I step back into Rapture to find out…
The Game
Bioshock begins aboard a passenger plane, flying over the mid-Atlantic in 1960. You join the protagonist, Jack, as he looks over a family photo in his wallet.
Jack looks over a gift from his parents, as yet unwrapped. Seconds later, the plane is going down. Jack resurfaces amid the debris, and looks up upon a foreboding lighthouse, backlit by a full moon.
Jack wades through the water to reach the apparent safety of the lighthouse, and takes his first step into Rapture…
What Jack discovers deep beneath the Atlantic Ocean is an underwater city, the brainchild of industrialist Andrew Ryan. Ryan had envisioned a utopia where scientists, artists, and fellow industrialists and visionaries could be free from government interference and religion.
However, Jack discovers Rapture in ruins, the result of a civil war sparked due to a power struggle between Ryan and the leader of an opposing faction, Frank Fontaine.
Jack is kept alive in Rapture by a man named Atlas, who communicates with Jack via shortwave radio. You see, Rapture is not a safe place.
The gameplay in Bioshock and the story seamlessly integrate as you explore and fight for survival in this once mighty underwater fortress. Rapture is inhabited by seemingly-crazed residents, hellbent on killing Jack on sight.
You soon learn what is behind this behaviour, as Jack finds a mysterious syringe and suddenly plunges it into his veins.
Jack has injected what is known in Bioshock as a plasmid—a serum providing superhuman powers. The first of which is the ability to hurl lightning.
You uncover many more of these plasmids in Bioshock, allowing you to perform feats with fire, telekinesis, and even insect swarms.
There is a traditional first-person shooter arsenal of weapons also available, and playing Bioshock becomes a balance of combining traditional firepower with plasmids effectively.
But using plasmids has a cost, just like ammunition. To keep using these super powers, Jack needs to keep injecting himself with another serum called EVE.
Acquiring more plasmids, as well as upgrading them, requires the gene-altering substance known as ADAM, one of the scientific discoveries made within the depths of Rapture.
And here is where we come back to the crazed residents of Rapture. The discovery of ADAM, and its potential to create super beings, led to high demand and addiction among the populace.
The subsequent civil war that broke out was fought with both sides using plasmid-enhanced humans known as “splicers”.
To escape Rapture, Jack must venture through various levels of Rapture, many of which are controlled by the scientists, doctors, and artists once brought here to help Rapture flourish.
Security in Rapture is also very tight, so you often find Jack needing to avoid security bots and weapons turrets.
Fortunately, there’s a way in Bioshock to turn the odds in Jack’s favour: hacking.
Hacking security bots, security cameras, weapons turrets, as well as doors and safes, is a minigame within Bioshock. You need to quickly manipulate tiles on a grid to create a path for a liquid to flow through to complete the hack.
Hacking the security in Rapture will allow it to aid you instead of hindering you. Security cameras will now target splicers, sending security bots to attack for you, just as hacked weapons turrets will also.
You can also hack the various vending machines around Rapture, allowing discounts on health items and ammunition.
Further turning the odds in Jack’s favour, it’s not just plasmids that ADAM is useful for, as you can also upgrade Jack with gene tonics. These tonics provide Jack with passive boosts to his offensive and defensive capabilities, his hacking and machine skills, and his physique.
The narrative in Bioshock is often delivered via the shortwave radio Jack picked up when he entered Rapture. Often, it’s Atlas navigating Jack through the various levels of Rapture.
Other times, some of the residents pick up on Jack’s signal and communicate to him, for better or worse.
Jack also finds audio diaries littered all around Rapture, which provide the back story and context of the downfall. These diaries are time capsules, giving voice to those on both sides of the struggle capturing the events leading to the failure of the Rapture social experiment.
Bioshock features a deep and thought-provoking narrative, so having the story told via conversations and audio messages also keeps the game moving, avoiding the need to stop and read through large amounts of text.
Jack has a lot to deal with as he is guided through Rapture by Atlas, with the splicers attacking him at every opportunity, the genetic mutations coursing through his veins, and the aftermath of the power struggle between Ryan and Fontaine on display all around him.
However, with all that is going on around Jack in Rapture, there is one unnerving question lying just beneath the surface.
Who is Jack?
The Replay
We last left Jack just as he had injected the Electro Bolt plasmid into his arm.
Atlas doesn’t seem disturbed by this, and merely tells Jack to hold on while his genetic code is rewritten. However, he later explains how plasmids changed everything in Rapture—destroying bodies, and destroying minds.
But that’s not what immediately concerns Atlas, as he’s hoping Jack can reach and rescue his wife and son. To do that, he’ll need to get to Neptune’s Bounty, a port complex in Rapture.
In a relative moment of calm, as Jack is led towards the exit to Neptune’s Bounty, the haunting reality of Rapture is laid bare.
Jack also starts seeing ghosts of former residents of Rapture.
Bioshock is a creepy experience, with moments of suspense and horror raising anxiety levels, as well as begging the question of just what happened down in the depths of Rapture.
But for all the mysteries lurking around each leaky corner of Rapture, nothing in Bioshock quite prepares you for the encounters with the Little Sisters.
Atlas instructs Jack not to be fooled, and that these Little Sisters are not the innocent little girls they appear to be. Little Sisters had been genetically modified and mentally conditioned to harvest ADAM from corpses around Rapture. This was due to the populace’s ADAM addiction, and the use of ADAM in creating the armies of splicers used in the civil war.
As the Little Sisters carry harvested ADAM around Rapture, this naturally makes them a target. This is where the Big Daddies come in.
This first encounter with a Little Sister and her bodyguard Big Daddy foreshadows an inevitable showdown, but for now, Jack has bigger problems. Andrew Ryan has become aware of his existence in Rapture.
With the exit to Neptune’s Bounty now locked down, Jack will need to find a way out. That way out is through the Medical Pavilion. And Dr Steinman.
Steinman has a key to override the lockdown to Neptune’s Bounty. Unfortunately, like many in Rapture, Steinman has devolved into depravity.
A plastic surgeon, Steinman became obsessed with perfection. With the freedom from ethical and moral boundaries Rapture provided, he began to experiment.
It’s a disturbing exploration of a mad man’s psyche, and as you play through Bioshock, these diversions serve to provide the context within which Rapture collapsed.
Steinman wasn’t the only doctor in Rapture to influence its demise, as Jack soon encounters Dr Tenenbaum.
Tenenbaum is connected with the Little Sisters. She is trying to protect one as Jack stumbles upon a ravenous slicer thinking there’s some easy ADAM on offer without a Big Daddy protector around.
Tenenbaum takes out the splicer, and threatens that Jack will be next if he hurts the Little Sister. Tenenbaum then provides Jack with a plasmid which will allow him to free the Little Sisters from their genetic modification and mental conditioning.
From this point on in Bioshock, you will have a choice whenever you encounter a Little Sister. You can either harvest them, receiving more ADAM, or rescue them, and be rewarded by Tenenbaum.
There is a lot of freedom available in play styles in Bioshock, due to the options and combinations with weapons, plasmids, and tonics, but there is little agency with the story. The choice to harvest or rescue Little Sisters is one way which does influence the ending.
Of course, future encounters with Little Sisters will also mean getting through their Big Daddies.
Each level in Bioshock contains a fixed number of Little Sisters, and it’s also optional whether or not you engage. Without engaging though, you won’t get the access to the ADAM needed to further upgrade Jack.
Entering Neptune’s Bounty introduces another optional gameplay element in Bioshock which can influence your play style. To get access to it though, it also requires negotiating with another mercurial Rapture resident.
A paranoid smuggler hiding out in Fontaine Fisheries by the name of Peach Wilkins wants Jack to acquire a research camera for him, and also to take some shots of what are known as spider splicers. Doing so will allow Jack passage through Fontaine Fisheries, and ever closer to the rendezvous with Atlas.
Jack keeps the research camera, and from then on in Bioshock you can take photos of the splicers, Big Daddies, Little Sisters, and even security bots. Doing so earns you research progress on the target within shot. The better the shot, the higher the progress made, and the faster you will achieve bonuses against your targets.
Like the hacking minigame, it’s entirely optional in Bioshock whether you take research photos throughout Rapture. But like hacking, it’s incredibly addictive, and just as thrilling. It’s nerve wracking as you quickly whip out the research camera to take an action shot of a splicer or Big Daddy charging at you before quickly switching to your plasmid or weapon to deal with the threat.
Cutting through Fontaine Fisheries, Jack can finally see Atlas, as he stands outside a bathysphere containing his wife and son.
Without spoiling too much, things don’t quite go to plan, while Ryan radios in and ponders Jack’s presence in Rapture.
A change in plan from Atlas moves Jack onto a collision course with Andrew Ryan himself. But getting there won’t be easy, with another lockdown, another madman, and a bomb to build awaiting Jack.
After the fast-paced introduction to Rapture reached its climax, the next part of Bioshock slows things down, for better or worse.
Ryan locks Jack down again, this time in Arcadia, an experimental forest and botanical garden. Ryan has injected a herbicide into the area, reducing oxygen levels by killing the plant life, and as such triggering the lockdown.
Jack must work with resident botanist Julie Langford to build what’s known as the Lazarus Vector, a chemical solution which would revive the plant life in Arcadia.
This mission in Bioshock is a bit drawn out, requiring Jack to hunt down a list of ingredients. It’s a bit repetitive from a gameplay perspective, but narratively it’s important as Jack uncovers more about ADAM and his ever-present radio guide, Atlas.
Jack escapes the lockdown, but Ryan continues to torment him.
But Jack is getting closer. That is, until he meets Sander Cohen.
It’s yet another Lockdown situation, as Sander Cohen has his own plans for Jack in Fort Frolic—Rapture’s entertainment district.
Sander Cohen, an eccentric artist, ran Fort Frolic for Ryan. However, Atlas describes him as a lunatic and a psychopath. And this is soon proven to be true, as Cohen won’t let Jack leave without helping him complete his “masterpiece”.
Cohen has also blocked all radio transmissions, so there’s no more Atlas and Ryan for a while.
Just a madman and his moth, as Cohen refers to Jack.
It’s a truly macabre experience, as in order to complete Cohen’s masterpiece, Jack must take photos of Cohen’s deceased disciples, and display them.
This is another level in Bioshock which doesn’t contribute much to the overall narrative, but further deepens understanding of the level of depravity found festering in Rapture.
Satisfying Cohen’s extravagant and insatiable lust for revenge, Jack is allowed to leave Fort Frolic.
Atlas then brings Jack ever closer to the endgame: to kill Andrew Ryan.
But Andrew Ryan isn’t about to just let Jack walk through the door.
So it’s time to build that bomb.
Like scavenging for the ingredients for the Lazarus Vector in Arcadia, scrounging for bomb parts around Hephaestus, home of the Hephaestus Power Facility, got a little tedious. At one point, I actually got stuck looking for the final piece.
I also think that as a player you know Andrew Ryan is so close once you reach Hephaestus, the motivation to run around another level of Rapture facing the same splicers, Big Daddies, and security systems is not there. This is one section of Bioshock where I felt the pacing was slightly off, as you can feel the tension rising as you enter Hephaestus, only to be slowed down with another hunt and gather mission.
Completing the mission, building the bomb, and taking out the power core of Hephaestus is worth it though.
Ryan knows Jack has arrived, now seemingly resigned to the fact he’s been caught.
But rather than cowering in a corner, Jack finds Ryan calmly putting golf balls in his office.
Perhaps not quite the introduction one might have expected, if playing Bioshock for the first time. But whether or not it’s your first time or your fifth time playing Bioshock, coming face to face with Andrew Ryan, founder of Rapture, is intimidating.
However, in the end, he’s just a man.
This is not the end of Bioshock, but it is the end of part one of this retro replay on Present Perfect Gaming. I’ll wrap up the replay and deliver my verdict in part two.
Would you kindly stay tuned?
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