- Release Year: 2016
- Platforms: Macintosh, Windows, Xbox One
- Publisher: 2K Games, Inc., Feral Interactive Ltd.
- Developer: 2K Australia Pty. Ltd, 2K Boston, Inc
- Genre: Action, Compilation
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter
- Setting: Futuristic, Sci-fi, Steampunk
- Average Score: 83/100

Description
BioShock: Remastered is an enhanced version of the classic first-person shooter-RPG hybrid set in the dystopian underwater city of Rapture. Players take on the role of a man who must survive against genetically enhanced enemies while uncovering the dark secrets of this fallen utopia. The remastered edition features high-resolution textures, improved models, 4K support, and additional content like the Museum of Orphaned Concepts and Imagining BioShock director’s commentary.
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BioShock: Remastered Reviews & Reception
metacritic.com (85/100): BioShock Remastered is one of gaming’s all-time classics, and whether you’re experiencing Rapture for the first time or simply interested in revisiting it, you’ll be pleased to learn that the Switch version is every bit as solid as its counterparts on other consoles.
joelfraney.com : But I won’t say the game looks like a 2016 release. And here I was, hoping for the riper, richer Rapture we saw in Burial At Sea.
gameramble.com (83/100): BioShock Remastered successfully preserves the heart of a modern classic, dressing Rapture’s haunting corridors in sharper textures and higher resolutions while offering valuable extras like the Museum of Orphaned Concepts and director’s commentary.
gamepressure.com (83/100): A remastered edition of a popular FPS with RPG elements, originally released in 2007 on PC and Xbox 360; the PlayStation 3 version came out a year later.
mgrgaming.com : The Remastered version of Bioshock is a welcome sight. This was an incredible game back in the day and now we can experience it all over again with current gen technologies.
BioShock: Remastered Cheats & Codes
BioShock: Remastered (PC)
To enable cheats, edit the ‘DefUser.ini’ file located in the game’s Release folder. Bind cheats to keys by adding lines like ‘F10=god’. Alternatively, launch the game with ‘-allowconsole’ and press TAB in-game to access the console.
| Code | Effect |
|---|---|
| god | Become Invulnerable/Invincible |
| ghost | Disable Clipping |
| walk | Disable Fly and Ghost cheats |
| fly | Fly |
| igbigbucks | Gives $500 |
| givebioammo | Gives EVE |
| givehealth | Immediately refills your health bar to max |
| killpawns | Kill All Enemies on Level |
| KillAll (NameOfAIClassToKill) | Kill Specific Class Enemy |
| suicide | Kill Self |
| slomo X (X=Value) | Slomo Mode (0.0=slow; 1.0=norm; 2.0=fast; 3.0=faster; 4.0=fastest) |
| teleport | Teleport to Crosshair |
| ChangeSize [Value] | Change Size (0.0=normal; 5.0=large; 10.0=larger) |
| GiveItem 100 ShockDesignerClasses.MedHypo | Heals |
| GiveItem 100 ShockGame.Adam | Gives ADAM |
| GiveWeapon ShockGame.Wrench | Gives Wrench |
| GiveWeapon ShockGame.ResearchCamera | Gives Research Camera |
| GiveWeapon ShockGame.Pistol | Gives Pistol |
| AddWeaponStatUpgrade Pistol Damage | Upgrades Pistol Damage |
| GEP AlarmExpert | Alarm Expert Plasmid |
| exec Plasmid.txt | Executes commands in Plasmid.txt file |
BioShock: Remastered: Review
Introduction
Few video games have left as profound a mark on the medium as BioShock. Its 2007 debut redefined the first-person shooter, weaving a dystopian narrative of philosophical depth and existential horror into a sunken utopia. Nearly a decade later, BioShock: Remastered arrives not merely as a facelift but as a preservation of this landmark achievement. As a professional historian and critic, I contend that this remaster transcends mere nostalgia; it is a vital curation of a work that, in its original form, laid the groundwork for games as legitimate art. By sharpening Rapture’s visuals and integrating contemporary conveniences, BioShock: Remastered reaffirms the game’s status as a masterclass in interactive storytelling and design, proving that a masterpiece, when refined, can shine brighter than ever.
Development History & Context
BioShock emerged from the crucible of Irrational Games (later 2K Boston and 2K Australia), a studio helmed by visionary creative director Ken Levine. Following the critical success but commercial disappointment of System Shock 2, Levine sought to craft a spiritual successor that fused immersive sim mechanics with cinematic narrative ambition. The game’s genesis was fraught with iterative changes: initial concepts revolved around a deprogrammer combating a cult on a space station, but this evolved into the art deco-drenched underwater city of Rapture after Levine drew inspiration from New York’s Rockefeller Center and Ayn Rand’s Atlas Shrugged.
Technologically, Irrational pushed the boundaries of the Unreal Engine 2.5, enhancing water physics and Havok-based interactions to create Rapture’s oppressive, saline depths. Key influences included Resident Evil 4’s environmental storytelling and tactical combat, as well as Ken Levine’s Jewish cultural background, which subtly informed themes of displacement and survival. The development was a turbulent odyssey marked by team expansion from six to sixty members, publisher pressures to emphasize action over RPG elements, and a pivotal playtest that forced a late-game overhaul—adding a visceral plane crash opener to ground players in Jack’s narrative. Budget constraints (approximately $25 million) and creative clashes nearly derailed the project, but Levine’s unwavering vision, combined with 2K’s faith, yielded a game that defied genre conventions upon its August 2007 release. In an industry dominated by militaristic shooters, BioShock stood as a bold, introspective anomaly, setting a new standard for narrative ambition.
Narrative & Thematic Deep Dive
The narrative of BioShock is a meticulously constructed tragedy, unraveling through Jack’s descent into Rapture’s abyss. The plot hinges on two interwoven deceptions: Atlas’s revolutionary facade and Jack’s conditioning as Ryan’s genetically engineered son. The twist—that Atlas is Frank Fontaine, and Jack is his obedient puppet via the trigger phrase “Would you kindly”—is a masterstroke of ludonarrative integration, weaponizing the player’s assumed agency to expose free will as an illusion. This revelation reframes the entire experience: Jack’s “choices” are preordained, his identity a fabrication, and his quest for redemption a manipulated puppet show.
Thematic depth permeates every layer. Andrew Ryan embodies Objectivist extremism, his Rapture a microcosm of unchecked capitalism that devolves into cannibalistic competition. His iconic monologue—“A man chooses, a slave obeys”—becomes a cruel irony when he compels Jack to kill him, embodying philosophy’s tragic collapse into self-parody. Meanwhile, Fontaine’s rise as Atlas critiques populism’s corruptibility, using class struggle as a mask for totalitarian ambition. The Little Sisters and Big Daddies serve as visceral metaphors for exploitation: the former as Adam-factories, the latter as dehumanized guardians symbolizing Rapture’s moral bankruptcy.
Bridgette Tenenbaum’s redemption arc offers a counterpoint, her scientific guilt culminating in a chance at redemption through Jack’s choice. The game’s dual endings—salvation or tyranny—reflect its central tension: can humanity transcend its programming? Though criticized for binary outcomes, they underscore the game’s exploration of determinism versus grace. Jack’s final act, whether rescuing the sisters to build a family or harvesting them to seize power, cements the narrative’s enduring power: it is not merely a story of survival, but a haunting parable of how systems—political, genetic, and narrative—shape us.
Gameplay Mechanics & Systems
BioShock’s genius lies in its fusion of FPS action with RPG depth, creating a fluid, reactive combat sandbox. Players wield firearms (the iconic wrench, pistol, shotgun) and plasmids—genetic powers like Incinerate or Telekinesis—with the agility of a first-person shooter, but the strategic depth of an immersive sim. This synergy is epitomized by environmental manipulation: setting foes aflame with plasmids before finishing them with buckshot, or hacking security systems to turn turrets against splicers. Hacking, a mini-game involving pipe-fuzz puzzles, adds risk-reward tension, while the research camera—used to photograph enemies for cumulative damage bonuses—encourages observation over brute force.
Character progression revolves around ADAM, harvested from Little Sisters, spent on plasmids and passive gene tonics. This economy forces moral calculus: saving a sister yields less ADAM but confers narrative grace, while harvesting maximizes power at an ethical cost. The Vita-Chamber system—reviving players at checkpoints—was controversial for trivializing death, though a post-launch patch allowed disabling it for heightened challenge. UI and controls are refined in the remaster, with smoother menus and full controller support, though the radial weapon/plasmid menu occasionally lacks the precision of mouse-aiming.
Flaws persist, chiefly in enemy AI. Splicers’ erratic patterns, while thematically appropriate, can reduce encounters to predictable cycles. The final boss fight against Fontaine also suffers from design hiccups, with clunky hit detection and reliance on quick-time events. Yet these are minor blemishes on a system defined by its elegance: combat never feels rote, as plasmids and tonics encourage constant experimentation, making every encounter a dynamic puzzle.
World-Building, Art & Sound
Rapture is arguably gaming’s most meticulously realized environment, a character in its own right. Conceived by Andrew Ryan as an Objectivist haven in 1946, its art deco grandeur—curved arches, brass fixtures, and neon signage—evokes a bygone era warped by decay. The city’s districts, from the fisheries of Neptune’s Bounty to the botanical haven of Arcadia, are masterpieces of environmental storytelling: posters for Ryan’s sermons, propaganda broadcasts, and audio diaries chronicle Rapture’s descent from utopia to dystopia. Water leaks through ruptured corridors, and overgrown flora reclaim hallways, visualizing entropy. The remaster enhances this with high-resolution textures and dynamic lighting, making rusted metal and murky water textures eerily tactile.
Sound design elevates immersion. Garry Schyman’s score blends melancholic strings with dissonant brass, mirroring Rapture’s fractured psyche. Licensed 1940s standards—like Bobby Darin’s “Beyond the Sea”—play phonographically, their jaunty tones clashing with the city’s horrors, creating a pervasive unease. Audio logs, rich with character voice acting, piece together Rapture’s history through fractured confessions: Ryan’s megalomania, Fontaine’s greed, and Tenenbaum’s regret. Even the Big Daddies—groaning, mechanical leviathans—emit haunting whale-like calls, their glowing visors signaling status (passive, alert, hostile) without a word. This synergy of art and sound transforms Rapture from a setting into a living, breathing entity, where every drip and creak tells a story of ruin.
Reception & Legacy
Upon its 2007 release, BioShock was hailed as a revolution. Metacritic scores of 96/100 across platforms underscored universal acclaim, with critics lauding its narrative ambition, art direction, and world-building. It swept year-end awards, including Game of the Year at Spike TV, BAFTA, and Game Informer. Commercially, it sold over 4 million copies by 2010, cementing its mainstream appeal. However, the remaster’s reception was more muted. While praised for its technical polish, some critics questioned its necessity, arguing the original’s artistry transcended dated visuals. Yet it introduced a new generation to Rapture, selling steadily on PC, Xbox One, and PlayStation 4.
Legacy-wise, BioShock irrevocably shaped gaming. It popularized the “immersive sim” revival, influencing titles like Prey (2017) and Dishonored. Its twist—“Would you kindly”—became a benchmark for narrative subversion, dissected in academic circles for its commentary on player agency. The game’s inclusion in the Smithsonian’s “The Art of Video Games” exhibit affirmed its cultural status as art. Yet it sparked debate: Clint Hocking’s concept of “ludonarrative dissonance” criticized the tension between its altruistic themes and the selfishness encouraged by gameplay (e.g., harvesting sisters for power). This critique, while valid, underscores BioShock’s complexity—a game that thrives on moral ambiguity. The remaster’s inclusion of director commentary and unused concept art further enriched its lore, ensuring Rapture’s story remains a touchstone for interactive storytelling.
Conclusion
BioShock: Remastered is more than a high-definition reissue; it is a testament to a game’s enduring power. By refining visuals and integrating modern comforts without sacrificing its soul, it preserves a landmark experience that remains as haunting and philosophically resonant today as in 2007. The original BioShock was a watershed moment, proving that games could tackle complex ideas and deliver emotional weight. The remaster ensures this legacy endures, inviting players to once again dive into Rapture’s depths and confront its brutal truths.
In the pantheon of video game history, BioShock occupies a hallowed place. It is a masterwork of world-building, a searing critique of ideology, and a profound meditation on choice. BioShock: Remastered does not merely revisit this achievement—it revitalizes it. For newcomers and veterans alike, it remains essential: a chilling, beautiful reminder that in the depths of ruin, humanity’s choices—and its art—can still echo.