Bioshock: Dive into the Story & Characters!

Hasintha mathangadeera
14 min readApr 23, 2024

In 2024, I ventured into the world of a 2007 classic on my PS5, immersing myself in the enigmatic and enthralling universe of BioShock. This game, known for its compelling narrative and deeply thematic content, offers a unique blend of horror, adventure, and philosophical undertones. Set in the dystopian underwater city of Rapture, BioShock presents a complex story of utopian dreams shattered by human vice and ambition. Join me as I unravel my experience and the intricate details of the game that keep players captivated even decades after its release.

About BioShock

Released in 2007, BioShock is a first-person shooter set in Rapture, an underwater city envisioned as a utopia for society’s elite. Founded by Andrew Ryan, Rapture was built to escape governmental oversight and social norms. However, the introduction of ADAM, a substance that alters human genetics, leads to the city’s catastrophic decline. Players, as Jack, navigate the city’s perils, using weapons and plasmids — abilities granted by ADAM — to survive the chaos and unravel Rapture’s dark secrets. BioShock merges intricate storytelling with engaging gameplay, positioning it as a landmark title in video game narrative development.

  • IGN: 9.7/10 — Exceptional narrative and gameplay.
  • Metacritic: 96/100 — Universally acclaimed for its atmosphere and design.
  • GameSpot: 9/10 — Lauded for blending FPS and RPG elements effectively.
  • Game Informer: 10/10 — Notable for its engaging story and setting.
  • Eurogamer: 10/10 — Praised for deep characters and impactful moral choices.

Story & Plot: The Gripping Tale of Rapture

The journey through the eerie depths of Rapture in “BioShock” begins with an unexpected descent. Our protagonist, Jack, finds himself the sole survivor of a mid-Atlantic plane crash, which leads him to the mysterious lighthouse entrance to Rapture, an underwater city designed as a utopian society by the visionary Andrew Ryan. Built to escape the oppressive control of governments and religions, Rapture was a haven for freedom and innovation. However, the discovery of a genetic material known as ADAM, which allows for superhuman enhancements through the use of Plasmids, sets the stage for the city’s tragic downfall.

As Jack explores the corridors of the increasingly chaotic Rapture, he is guided by Atlas, a seemingly benevolent figure fighting against the tyrannical hold of Andrew Ryan. The city, however, bears the scars of a failed utopia, with its deranged citizens — splicers — roaming the halls, driven mad by their addiction to genetic modification.

The plot thickens as Jack is compelled to make choices that question morality versus survival. The Little Sisters, young girls altered genetically to harvest ADAM from the corpses littering Rapture, are guarded by the fearsome Big Daddies — bioengineered behemoths in diving suits. Here, Jack faces a moral dilemma introduced by Dr. Brigid Tenenbaum, the geneticist partially responsible for the creation of the Little Sisters. She implores Jack to save the children, rather than harvest them for their precious ADAM, offering a chance for redemption in a city lost to greed and corruption.

As the story unfolds, Jack is led deeper into the heart of Rapture and its secrets. Uncovering the truth about his own origins and the sinister motivations of Atlas, who is revealed to be Frank Fontaine, a mobster thought to be dead and the architect behind much of the chaos engulfing the city. Fontaine had manipulated Jack from the start, using him as a pawn in his game to seize control of Rapture. The phrase “Would you kindly,” a conditioning tool used by Fontaine to control Jack’s actions, becomes a haunting motif that questions the illusion of free will.

The climax of the game sees Jack confronting Andrew Ryan in his office, where Ryan reveals the shocking truth: Jack is his genetically modified son, conditioned to obey commands preceded by “Would you kindly.” In a disturbing demonstration of control, Ryan uses the phrase to make Jack kill him, effectively handing over Rapture to Fontaine.

With Ryan gone, Fontaine takes over, revealing his true nature and leaving Jack to fight his way through the remnants of Rapture’s society to stop him. With the aid of Dr. Tenenbaum and the Little Sisters, Jack manages to overthrow Fontaine, who, in a last desperate act, injects himself with massive amounts of ADAM, transforming into a monstrous creature. Jack defeats him with the help of the Little Sisters, who drain Fontaine of his ADAM, finally ending his tyranny.

Depending on Jack’s earlier moral choices regarding the Little Sisters, the ending varies. If Jack saved the Little Sisters, he escapes to the surface with them, giving them a chance at a new life and finding redemption for himself. If he harvested them, the darker path leads to a grim conclusion where Jack exploits Rapture’s secrets for personal power, hinting at the cyclical nature of greed and violence.

The narrative of “BioShock” weaves a complex tapestry of philosophical questions about freedom, power, and morality, set against the backdrop of a utopian dream turned nightmare. It challenges players not just to play but to think, making it a compelling story that resonates long after the game ends.

Each segment of the story is punctuated with pivotal moments that are visually and emotionally striking, ensuring that the narrative’s depth is both seen and felt.

Main Characters of BioShock

Jack (The Protagonist)

Jack is the player character, a man who discovers the underwater city of Rapture after surviving a plane crash. His mysterious past and true nature are central to the game’s plot.

Andrew Ryan

Andrew Ryan created Rapture to establish a society free from government control and religious interference, embodying his deep-seated beliefs in personal freedom and capitalism. He envisioned a haven where individuals could pursue greatness without ethical constraints or societal judgement. Ryan’s philosophy and decisions play a crucial role in the city’s fate.

Frank Fontaine/Atlas

Initially known as Atlas, he is a charismatic leader opposing Ryan, but later revealed to be Frank Fontaine, a gangster using deceit and manipulation to control Rapture.

Brigid Tenenbaum

A genetic scientist originally involved in the creation of ADAM and the Little Sisters. Her remorse leads her to aid Jack in saving the Little Sisters.

Dr. J.S. Steinman

A surgeon in Rapture obsessed with creating perfection through ADAM, leading to his madness and disfigurement of his patients.

Peach Wilkins

A former smuggler and gang leader, Wilkins becomes paranoid and distrustful, challenging Jack’s progress through Rapture.

Sander Cohen

A psychopathic artist obsessed with beauty and art, Cohen creates disturbing tableaus with the bodies of his victims and plays a menacing role in Rapture’s cultural life.

Julie Langford

A botanist responsible for maintaining Rapture’s oxygen-producing forests. Her work and ethical stance become pivotal as the city deteriorates.

Dr. Yi Suchong

A key scientist in Rapture’s plasmid development, Suchong’s unethical experiments have significant implications for Jack and the Little Sisters.

Species and Groups

Little Sisters

Little Sisters are young girls who have been genetically modified and conditioned to process and recycle ADAM, a substance that grants superhuman abilities. Originally orphaned girls, they undergo a procedure that implants a sea slug in their stomachs, enabling them to produce and reclaim ADAM from the bodies of the dead. They see the world through a unique lens, perceiving their gruesome tasks as collecting treasures from “angels” due to their conditioning. This altered perception shields them from the horrors of Rapture and keeps them compliant. In the game, players face moral choices regarding Little Sisters: to ‘harvest’ them for a large quantity of ADAM or ‘save’ them, restoring their humanity but receiving less ADAM.

Big Daddies

Big Daddies are genetically enhanced humans, encased in heavily armored diving suits. They are the guardians of the Little Sisters and are among the most challenging enemies in Rapture. There are different types of Big Daddies, each with unique weapons and behaviors.

  • Bouncer
  • Bouncers are the most recognizable form of Big Daddies. They are characterized by their large, drill-tipped arm which they use to charge and impale enemies. Their primary role is close-quarters defense of Little Sisters, and they will attack the player viciously if they perceive a threat to their charges.
  • Rosie
  • Rosies carry a rivet gun and proximity mines, making them more dangerous at a distance compared to Bouncers. They are less aggressive in their patrols but will defend Little Sisters with the same ferocity when provoked. Rosies also contribute to maintaining Rapture’s infrastructure with their rivet guns.

Both Big Daddies and Little Sisters play a pivotal role in the ecological and economic systems of Rapture. Their interactions with the player significantly impact the game’s narrative and moral compass, making these characters central to the BioShock experience. Their presence also adds a layer of emotional depth and complexity to the game, as players must often choose between their survival instinct and their moral values when encountering Little Sisters protected by these formidable guardians.

Splicers

Splicers are the twisted remnants of Rapture’s population, once ordinary citizens now driven to madness by excessive use of ADAM. This genetic material, which allowed for superhuman abilities through Plasmids, also led to severe physical and psychological side effects. As ADAM became a highly sought-after commodity in Rapture, the city’s residents became addicted to its power, undergoing numerous genetic modifications. Over time, this led to irreversible degeneration and mutation. Splicers are what they have become — hostile, deformed, and aggressive beings, haunted by their addiction and a constant need for more ADAM to sustain their abilities.

These unfortunate souls are now the primary antagonists that players encounter within the dilapidated halls of Rapture. Each type of Splicer exhibits unique behaviors and adaptations that reflect their frequent and desperate use of Plasmids, showcasing the profound impact of ADAM on human bodies and minds.

  • Thuggish Splicer

The most common type of Splicer, these enemies attack primarily with melee weapons.

  • Leadhead Splicer

These Splicers are armed with firearms and tend to attack from a distance.

  • Nitro Splicer

Dangerous enemies that use explosives to attack from afar, often causing collateral damage.

  • Spider Splicer

Agile and creepy, Spider Splicers can climb on walls and ceilings and attack with hooked blades.

  • Houdini Splicer

These Splicers can teleport short distances and are capable of launching fireballs from their hands.

Deep Dive into the Sea Slug’s Role in BioShock’s Rapture

Sea Slugs and ADAM: The Catalyst of Change

The discovery of the sea slug in Rapture is nothing short of revolutionary. These slugs, found on the ocean floor near the underwater city, naturally produce a substance known as ADAM — a raw form of genetic material capable of granting superhuman abilities. Dr. Brigid Tenenbaum, a scientist in Rapture, first observed that the slugs could regenerate damaged tissue at an incredible rate, leading to breakthroughs in genetic engineering. When implanted into human hosts, specifically the Little Sisters, these slugs enable the mass production of ADAM, which is then harvested and refined into Plasmids. This process becomes the cornerstone of Rapture’s biotechnological industry and is integral to the city’s initial economic success and subsequent downfall.

Impact and Consequences
The exploitation of the sea slug signifies a critical turning point in Rapture’s history. As ADAM becomes increasingly integrated into daily life, its side effects become apparent. Citizens begin to show signs of physical and mental degradation due to ADAM abuse, leading to widespread addiction and genetic mutations. This dependency fractures the societal structure, turning the promise of a utopia into a dystopian nightmare.

Key Elements of Rapture’s Narrative

ADAM

  • Extracted from the sea slugs, ADAM is the genetic currency of Rapture, enabling the development of Plasmids. It drives the city’s economy but also fuels its citizens’ descent into madness, showcasing the dangers of unchecked scientific ambition.

Plasmids

  • These are injectable gene modifications powered by ADAM, allowing users to manipulate their DNA to gain abilities like shooting lightning from their fingertips or setting fires with their minds. Plasmids symbolize the pinnacle of personal enhancement technology and represent the ethical and moral dilemmas of using such power.
  • Electro Bolt: Shoot a bolt of lightning at enemies, particularly effective in environments with water.
  • Hypnotize Big Daddy: Hypnotize Big Daddies to make them allies temporarily, useful for avoiding fights on higher difficulties.
  • Incinerate!: Allows the player to light objects on fire, burn enemies, and melt ice obstructing paths. Despite enemies being able to extinguish themselves in water, still useful for damaging enemies and surprising them.
  • Telekinesis: Pick up objects and throw them at enemies or use them to reach inaccessible areas. Useful for both combat and exploration, such as grabbing keycards or throwing explosives.
  • Winter Blast: Freeze enemies and objects for a period, allowing damage or navigation through icy obstacles. Can be upgraded for longer freezing durations. Effective against Splicers and security devices, providing time to dispatch foes or disable defenses.
  • Enrage: Cause enemies, including Splicers and Big Daddies, to attack each other, creating confusion and distractions. Even after the plasmid wears off, enemies who damaged each other will continue fighting. Great for drawing enemy attention away from the player and allowing strategic shots.
  • Cyclone Trap: Create a mini-tornado that flings Splicers into the air, potentially damaging or killing them. Provides a comedic distraction and can be lethal with upgrades. Limited by only affecting Splicers and not security devices or Big Daddies.
  • Security Bullseye: Mark an enemy, prompting security devices to target them until defeated. Keeps two enemies occupied (the marked one and the security device). Situational but useful for diverting enemy attention and reducing direct threats to the player.
  • Sonic Boom: Send a shockwave that knocks down and pushes back enemies. Effective against grouped enemies but limited utility due to Rapture’s underwater setting, which offers few opportunities for environmental kills. Provides temporary crowd control but loses appeal over time as players opt for more versatile plasmids.
  • Insect Swarm: Spawn a swarm of bees to attack enemies, causing damage and distraction. Upgrades allow for targeting multiple enemies. However, the delayed effect and competition with other more direct offensive plasmids limit its usefulness, often relegated to a novelty power.
  • Target Dummy: Summon a holographic dummy to distract enemies briefly. Limited to one dummy and short duration. While novel, lacks practicality compared to other offensive or utility plasmids, making it a one-time curiosity for most players.
  • Little Sister Antidote: Free Little Sisters from their torment instead of harvesting them for ADAM. A moral choice mechanic that received criticism for its simplicity and implementation. Not a conventional plasmid and generally considered the weakest due to its limited use and negative reception among players.

Little Sister’s Orphanages

  • Facilities where orphaned girls are indoctrinated and altered to become Little Sisters, carriers of the sea slugs that produce ADAM. These orphanages are a grim reflection of how Rapture’s technological advancements come at the cost of human rights and childhood innocence.

Audio Diaries

  • These provide a narrative backbone to Rapture, offering personal insights into the lives of its citizens. Through these diaries, players uncover the hopes, fears, and secrets of the people who once believed in a better life under the sea, only to be consumed by their own creations.

Vita-Chambers

  • As revival stations scattered throughout Rapture, Vita-Chambers underscore the city’s advanced technology and its founder’s obsession with control and immortality. They serve as a reminder of the city’s initial technological promise and its subsequent perversion.

Bathyspheres

  • These spherical submersibles serve both as transport vehicles within Rapture and as a symbol of isolation from the outside world. They reflect both the ingenuity and the folly of Rapture’s isolationist policies, illustrating how technological advancements can be both empowering and imprisoning.

Reflecting on Rapture’s Legacy

As we resurface from the depths of Rapture, the echoes of its cautionary tale resonate with haunting clarity. BioShock not only entertains but also invites us to ponder profound questions about human nature, ambition, and the ethical boundaries of science. The city of Rapture stands as a powerful metaphor for the dangers of unchecked power and isolation, serving as both a technological marvel and a dystopian nightmare.

The characters we meet, from the twisted Splicers to the tragic figures of Little Sisters and Big Daddies, all tell a story of loss and desperation, entwined with fleeting glimmers of hope. Their narratives are woven into the very fabric of Rapture, painting a complex portrait of a society that flew too close to the sun.

As gamers and storytellers, we are left to ponder the moral implications of our own choices within such rich narratives. BioShock challenges us not just to navigate its world, but to consider the consequences of our actions in it — a testament to the game’s enduring impact and depth.

In closing, Rapture remains a timeless exploration of the potential and peril of the human condition. Through its innovative gameplay, immersive storytelling, and philosophical underpinnings, BioShock continues to be a landmark in gaming history, compelling us to reflect on its themes long after the credits roll. It stands as a stark reminder that in the pursuit of utopia, the very things we value most can become the first casualties.

Thus, we bid farewell to the sunken halls of Rapture, carrying with us the lessons learned beneath the waves, and a reminder of the delicate balance between innovation and morality.

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