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Original Title: BioShock
Genge: Action,Horror,Mystery,Sci-Fi,Thriller
The year is 1960, while flying over the Atlantic ocean, average citizen Jack blacks out and awakens to discover that he is the sole survivor of a plane crash. Amidst the wreckage of his plane Jack spots and swims to a lighthouse and boards a Bathysphere that takes him deep within the ocean and into Rapture. Originally conceived as a utopia where a man would be entitled to all that he made without the interference of "parasites" by idealistic billionaire mogul Andrew Ryan. Rapture has since decayed and festered from the infectious effects of civil war and anarchy, brought about by the very ideals it citizens and it's leader embrace. Aided by a sympathetic smuggler and a rogue geneticist, Jack salvages gene altering chemicals transforming himself into a superhuman, and uses his newfound powers and abilities as well as an arsenal of weapons to fend off the vicious hordes of psychotic mutants, security robots and armored supersoldiers that resulted from Rapture's unrest while given the choice to either rescue or lethally harvest the genetic material from Rapture's only citizens with a chance: the 10 year old "Little Sisters". As Jack wanders through the condemning atmosphere of rapture, he treads towards a secret that for could shatter all that he has known forever.
In 1960, a lone survivor of a plane crash named Jack discovers an abandoned underwater utopia, only to find out that the mystery behind its creation is much more sinister than he first believed.
"Bioshock", like most art, is shaped from an idea, a message, a concept; in this case, it's Rapture, an underwater dystopia molded by objectivist ideals. In this Jules Verne scenario, 20.000 leagues under the sea, Andrew Ryan (a captain Nemo politician), after being fed up with government oppression, decides to build an entire underwater nation, where every "man is entitled to the sweat of his brow". In his own private utopia, justice, religion, ethics and any social considerations are absent, in favor of free commerce and free will as Law. The result, as you can guess, is nothing but disastrous. Though at first, the lack of ethical boundaries makes science, commerce and art bloom, after some time, everything goes haywire. The result is an underwater ghost city, filled with the monsters of Andrew Ryan's dreams: a plastic surgeon that makes Picasso paintings out of women, a sculptor that makes art by molding human flesh, and a capitalist entrepreneur that is willing destroy an entire society, if only to be entitled "to the sweat of his brow". Rapture is, without a shadow of a doubt, one of the most intelligent universes ever to grace a video game. Written by none other than Ken Levine ("Thief, the Dark Project", "System Shock 2"), this metaphor of modern capitalism and nightmare of ideological proportions, rightfully belongs in the same pantheon of dystopian masterpieces such as "1984", "Farenheit 451" "Brave New World", "Gattaca", "V for Vendetta"...
The plot itself revolves around the discovery of Rapture by an unknown man, after his plane crashed in the middle of the Ocean. Controlled by the player, he will uncover Rapture's dark past, by listening to the audio-logs of its inhabitants and by facing Andrew Ryan's objectivist monstrosities. In the end, his quest will decide the fate of Rapture, according to the moral choices of the player. And though they are binary, if they're taken seriously, they can add a level of dramatic impact to the plot, making it much more meaningful. The narrative tends to move slowly and tries to establish certain moods, allowing the player to immerse in the chaotic nature of Rapture, while at the same time, learning about its convoluted history. Curiously, few cut-scenes are used, which ends up being both a blessing and a curse. On one side, you aren't obliged to sit through important plot details, but on the other side, much of the dramatic potential of the plot feels wasted.
What manages to counterweight the absence of cut-scenes, is the sheer amount of detail and information that lies hidden in the art and music of the game. Posters, sculptures, flyer's, songs, all have something to say about the world of Rapture, and whether you want to or not, you'll apprehend a lot of information that might be otherwise hard to convey. Of course, this wouldn't be that interesting if the Art Design or Music weren't as good as they are. The fact is that "Bioshock", besides featuring one of the best narratives to grace a game, also features one of the best art designs ever to appear in one. The virtuous art deco transforms every corridor, wall and painting into marvelous works of art. The contrast between the cold, stark colors of the ocean and the flashy neon of Rapture's buildings is the perfect testament to the designers' capability of creating interactive paintings. Accompanying the visuals, a an erudite soundtrack by Garry Schyman fills in the immersion gap, with moody piano ballads and claustrophobic cacophonies establishing the player's mood perfectly.
Usually, in my reviews of artistic games, every compliment has been said by the time I get to the game-play section, which is where I commonly start "bashing". Guess what? "Bioshock" is also grand on that regard. It takes the first person shooter / rpg hybrid mechanics of "System Shock 2", removes the unneeded complications, and empowers certain abilities, creating the perfect blend of open-ended first person shooter. The player has at his disposal a great number of weapons and abilities (which he can level up), each with a particular context of use, allowing the player to choose his particular fighting style. It's nothing that hasn't been done before, but in "Bioshock", everything feels tweaked and balanced, to the point of making complex mechanics inherently fun to use, while most games, either simplify them too much, thus discarding the tactical nature of choices ("Crysis"), or complicate them to the point of being too obtuse to be fun ("Deus Ex"). Furthermore, special abilities, which range from fireballs to electric shocks, have special uses when the environment's context is right, thanks to a physics engine that defines water as electric-conducting and oil as inflammable, making special abilities all the more amusing. Perhaps the only (minor) flaw I can find in this game (that can't be regarded as nitpicking) is the sometimes overly hectic nature of the action; for the most part of the game, there is someone (or something) trying to kill you. The reason this comes out as a flaw is simple: "Bioshock" is beautiful, immersive, and mysterious, warranting exploration and attention to detail in order to sink in all the wonders of the game, but it is hard to do so, when you're constantly fighting for your life. A more paced game-play would definitely emphasize the more interesting aspects of the game, even if it would end up losing some appeal for more trigger-happy players.
It's not hard to understand why someone who looks upon games as an art form, would love "Bioshock" in every possible way. It's one of the few games that actually wants, from the get go, to be regarded as much more than just a toy, or just a "game". Its aesthetics are beautiful, its message is strong, intelligent and emotionally provocative, and it is an entertaining game. It is, by my definition, the perfect example of a perfect game, and one of the best works of art I've seen in the past year.
With the rage of casual gaming that has been going on 2k must have had a sh*t fit when they realizes one of there most expensive games was probably only appealing to the so called "Hardcore" demographic. And so in a sudden burst of madness they did every thing they could to make this game more accessible to the casual gamers. In effect ruining the core of what was supposed to make Bioshock so great.
Let me explain. The first Time I played this game was on Normal. The first couple of levels where great. With little money, little ammo and little health and scrounging for all those things, I was challenge and felt some of that atmosphere all the reviewer where talking about. Unfortunately the illusion that I was ever in any kind if danger was quickly taken away from me when a foe finally got the better of me. I had saved often and was just about to retrace my last steps when I suddenly materialized in a chamber. That's right you cant die
now you had a chamber like this in System shock too but it cost something and once you where out of that you did die. But not in Bioshock, you can die as much as you like making every boss and battle a piece of cake. Unfortunately if invincibility still doesn't do it for you, later in the game you can buy ammo and health every where and money is never very hard to come buy
the first time I completed Bioshock I felt a bit of a disappointment in the fact it had every thing a great game needed, great story, great depth in game play, great graphics and great controls. it was just all made way to easy for the player. And thus I as a gamer that wants to be challenged felt let down a bit.
I decided the second time I was going to play it would be on Hard. And I would not use any of the vending machines that sell ammo or health and I was going to reload my last save if I died there by countering all the things I don't like about Bioshock. I am pleased to say that now it is one of the greatest games I have ever played.
It is unfortunate that I had to take matters in my own hands to make it so, but on the other hand I should be pleased that any wimp can complete the game and enjoy the greatness that is Bioshock.
I just hope that in Bioshock 2 they think about the "Hardcore" gamers and take out all the things that make the game to easy on the hard level.
1960 The Atlantic Ocean. Yes there is a Bioshock 2, and Bioshock: Infinite was announced that acts as a prequel. Yes, there are three endings.
It depends on how you dealt with every Little Sister.
You get the Good Ending if you don't harm any little sisters.
You get the Bad Ending if you harvest some of the little sisters.
You get the Worse Ending if you harvest all of the little sisters.
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