Bioshock Doesn't Need To Be An FPS

Illustration for article titled emBioshock/em Doesnt Need To Be An FPS

Isometric RPGs will have an exciting year ahead. Just think about Pillars of Eternity or Torment: Tides of Numenera. Maybe this inspired Chris Bischoffwho's also about to create his own isometric game—to do a mockup of the underwater world of the first Bioshock and his project, Stasis.


I'd probably play an RPG like this with every class, on every difficulty and do all endings, because it would be so awesome.

Bioshock Stasis Mockup by Chris Bischoff [Statis Adventure Game, Facebook]

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No, part of what made the first Bioshock work so well was because you were in the first person you had no idea what was going on outside you're field of vision.

It built the atmosphere that sold me on the idea and sucked me in immediately. Hearing the clank of a Spider Splicer's claws on a grate and having to quickly look about for it...or when you were in the middle of a gun fight and backed into the same room as a Big Daddy.

You wouldn't get that here. Because you would never be "caught off guard" by surroundings that your character would otherwise not be aware of.