Ten Years in Rapture: The Legacy of Bioshock

I didn’t play Bioshock ten years ago. I played it probably around 2009, when my computer finally got a graphics card upgrade and I had enough time after high school got out to play it. It was after its place in gaming had been cemented: I knew Bioshock was “the game,” the one that people who were smart played. The thinking man’s shooter. I thought I knew what I was getting into. I didn’t.
When I played it, even two or so years late, even with “the big twist” having already been explained to me, it was an unforgettable experience. It was so good that I still use a phrase like that to describe it, even when it feels overused. There just wasn’t anything like it.
Contextually, Bioshock came in the “0451” lineage, a loose term describing a design ethos shared among a number of immersive, puzzley, first person games of the early ‘90s and beyond. It’s explained very well in this video from Errant Signal if you want more of a deep dive. Essentially, Bioshock was good then because it knew where it came from, and it’s good now because we know what it did to change games since its launch.