Bioshock is in These Lists
In addition to the similar games listed above, which have been linked to this game specifically in the database, you may find games with a similar theme to Bioshock in the following lists:
Aphantasia is the inability to visualize. Otherwise known as image-free imagination. When people imagine something they are able to visualize that to a varying degree. At one end of this spectrum are people who have very little ability to visualise things in their mind.
“You might imagine a lifelike image of a horse in your mind, while your friend might only see a dim or vague one. Some will find it easy to visualize a horse in all its colours, while others will have to work a little harder to paint that picture. Some of us can only hold images in our minds for mere seconds, others for longer. But almost all of us will have some variation of this quasi-perceptual picture-it system.”
We’ve worked with the
Aphantasia Network to uncover some games that are well suited to people with Aphantasia. These are experiences that offer inclusive design and features to avoid this being an unintended barrier to players. It also includes experiences that ease the extra effort required by players with Aphantasia in other ways:
Some good examples of games that reduce this barrier are
Triangle Strategy which lets you pull up a bio and image for any character who is currently speaking.
Phoenix Wright Ace Attorney and
Ghost Trick are examples of games that let you rewind dialogue at any point if you need to refresh your memory about what was said.
Other examples of games that ease the navigation load by offering direction and maps are
Submerged Hidden Depths and
Legend Of The Skyfish. The latter also provides really helpful lists of missions to keep track of what you still have to do – along with information on where to go for each one.
Finally, there are other accessibility features that generally reduce the cognitive load on the player. These can be useful for people with Aphantasia who are working harder to cope with recall and visualisation aspects of the game:
While some video games revel in the density and effort required to discover the narrative in their virtual worlds, others want to make it as easy and accessible to make their story your own.
Two things come together in these games. Characters are fully voiced by actors. Choices have a tangible effect on how things turn out. For former reduces friction for the player. The latter increases engagement.
Games like the
Frog's Princess,
King of Dragon Pass and
Call of the Sea offer a story-book feel with branching narrative that can be a novel way for younger players to discover the joy of stories.
Other games like
South of the Circle,
Before Your Eyes,
Firewatch and
It Takes Two offer fully voiced experiences with choices that don't create new endings but still add a sense of involvement.
Then there are games for older players like
Detroit: Become Human,
Last Stop,
Grand Theft Auto,
Twelve Minutes and
Heavy Rain combine branching stories and fully voiced characters. These games use the immersion of the human voice and branching stories to create engaging experiences.
Voices and choices are a large part of what it means to be human. The games in this list use these two things to create experiences that engage on a deeper level.
These are games made by Australian game developers. Some have featured in the
Australian Game Developer Awards, but others we have found by researching Australian developers online with the help of the
IGEA.
The list includes games originally made in Australia as well as HD versions and re-releases worked on by Australian game development studios.
Video games aren't high on the list of most people's spiritual spaces. However, many games offer experiences that invite you to explore buildings, worlds, cities and the countryside full of potential for spiritual reflection.
Games offer a unique way to encounter what is beyond us: other people, the world and possibly even the divine. They include themes of hope, loss and love. They invite us to reconsider how we see the outsider and the marginalised. They offer a chance for response and emotion to grow.
The games in this list have been the subject of a series of articles I have written about video games and faith. Firstly, from 2013-2015 for
ThirdWay magazine, and more recently for
Youth and Children's Work (YCW) magazine.
These are two publications for Christian audiences, that have invited me to shed light on what a range of video games might mean for those communities. I aim to make connections with faith, the bible and the experience of these video games. This is one way to interpret them which of course invites further and possibly counter interpretations from other perspectives.
YCW articles:
Firewatch |
Everything |
Bury Me My Love |
Abzu |
Wilmot's WarehouseThirdway Articles:
Proteus |
Joust |
Uncharted 3 |
Alan Wake |
This War of Mine |
Journey |
Limbo |
Spaceteam |
A Dark Room |
Altos Adventure |
A Year Walk |
Bioshock Infinite |
The Last of Us |
Disney Infinity |
Everybody's Gone to the Rapture |
That Dragon Cancer |
Spec Ops The Line |
Papo and Yo Time in video games is a valuable thing. Unlike in the real world where it proceeds in a linear fashion, in a game it may speed up, slow down or even go backwards. There are some games where controlling time becomes a crucial and fascinating game mechanic. The best of these integrate your time travelling powers with both characters and narrative to create a compelling experience.
Games create virtual worlds where you can experience life from other perspectives. This can be entertaining and light-hearted, but also presents ethical scenarios that require you to think carefully about consequences.
The games selected here each place you in a challenging situation to give you a first-hand experience of what it’s like. It may be nail-biting, heart-breaking or desperate, but often, through all the trials and tribulations, there is still hope. Either way, unlike reading books or watching films about these subjects, here you are emotionally implicated in the choices you are faced with.
In this series, we are learning how different aspects of video games work by playing games that offer an easy introduction to this one concept. This is designed for people new to gaming, and aims to identify games with the least barriers. In this entry we are looking at big budget games.
These games are big, brash and popular. They have big budgets which means the visual and interactive quality is particularly high. They also have strong and wide ranging player communities.
For new players these can be overwhelming as they combine a number of genres like
Strategy games,
Shooting games,
Adventure games,
Role Play games. Still, they are a good way to see how these different elements combine in a large and ambitious experience.
We spend our lives in buildings every day. Our homes, offices, shopping malls, cathedrals, stations, bridges and even public toilets have all been designed. Video games mirror and magnify this built environment in different ways.
Some, like
Assassin's Creed,
Grand Theft Auto and
Forza Horizon recreate virtual versions of familiar places. Others, like
The Witcher,
Legend of Zelda Twilight Princess and
Eastshade, create their own cities and buildings. Then there are games like
The Legend of Zelda Breath of the Wild,
Biomutant,
Enslaved or
The Last Of Us that drop you in a once-great but now ruined architecture.
Along with these pre-built spaces, there are also games that invite you to affect and rebuilt the architecture of a world. Games like
Townscaper allow you to easily create series of buildings and consider how one structure relates to those around it -- like a street-scene generator. Then there are games like
Animal Crossing, that offer a social context in which to apply your architectural and landscaping skills.
Then there are games that build spaces that would be impossible in real life. From the Escher-like
Manifold Garden to the scale-confounding
Superliminal, these games can play with perspective and movement to not only confuse the player but open new possibilities in perceiving buildings.
Finally, there are games with breathtaking architecture. Whether it's the atmospheric lighting of
Control, the climbable buildings of the
Uncharted series or
Shadow of the Colossus vast cathedral-like structures, video games often create original spaces that stop you in your tracks.
The video games in this list create space to notice, reflect and try your hand at architecture. They are fun, but they are also important because the design of the spaces we spend time in have profound effects on how we feel, think and move.