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==Legacy== ''BioShock'' has received praise for its artistic style and compelling storytelling. In their book, ''Digital Culture: Understanding New Media'', Glen Creeber and Royston Martin perform a case study of ''BioShock'' as a critical analysis of [[Video games as an art form|video games as an artistic medium]]. They praised the game for its visuals, sound, and ability to engage the player into the story. They viewed ''BioShock'' as a sign of the "coming of age" of video games as an artistic medium.<ref>{{cite book|last=Creeber|first=Martin|title=Digital Culture: Understanding New Media|year=2008|publisher=Open University Press|isbn=978-0-335-22197-4}}</ref> John Lanchester of the ''[[London Review of Books]]'' recognized ''BioShock'' as one of the first video games to break into coverage of mainstream media to be covered as a work of art arising from its narrative aspects, whereas before video games had failed to enter into the "cultural discourse", or otherwise covered due to moral controversies they created.<ref name="John 18β20"/> Peter Suderman for ''[[Vox (website)|Vox]]'' in 2016 wrote that ''BioShock'' was the first game that demonstrated that video games could be a work of art, particularly highlighting that the game plays on the theme of giving the illusion of individual control.<ref name="vox sept2016"/> In February 2011, the [[Smithsonian Institution]] announced it would hold an exhibit dedicated to the art of video games.<ref>{{cite web|title=Exhibitions: The Art of Video Games |url=http://americanart.si.edu/exhibitions/archive/2012/games/ |publisher=Smithsonian American Art Museum |access-date=February 21, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110110015838/http://americanart.si.edu/exhibitions/archive/2012/games/ |archive-date=January 10, 2011 }}</ref> Several games were chosen by the Smithsonian's curators; when the public voted for additional games they felt deserved to be included in the exhibition, ''BioShock'' was among the winners.<ref>{{cite web |title=The Art of Video Games |url=https://americanart.si.edu/exhibitions/games |publisher=Smithsonian American Art Museum |access-date=January 21, 2021 |archive-date=September 1, 2017 |archive-url=https://web.archive.org/web/20170901125429/http://americanart.si.edu/exhibitions/archive/2012/games/ |url-status=live }}</ref> {{anchor|Would you kindly}} The game's plot twist, where the player discovers that the player-character Jack has been coerced into events by the trigger phrase, "Would you kindly...", is considered one of the strongest narrative elements of video games to that point, in part that it subverted the expectation that the player has control and influence on the game.<ref>{{Cite web | url = https://www.vice.com/en/article/would-you-kindly-read-this-article-on-gamings-greatest-plot-twist-915/ | title = Would You Kindly Read This Article on Gaming's Greatest Plot Twist? | first = Mike | last = Diver | date = February 23, 2015 | access-date = October 18, 2017 | work = [[Vice (magazine)|Vice]] | archive-url = https://web.archive.org/web/20171019060137/https://www.vice.com/en_us/article/exqb7p/would-you-kindly-read-this-article-on-gamings-greatest-plot-twist-915 | archive-date = October 19, 2017 | url-status=live | df = mdy-all }}</ref><ref>{{Cite web | url = https://www.avclub.com/choosing-the-impossible-did-bioshock-define-the-last-1-1798346366 | title = Choosing the impossible: Did BioShock define the last 10 years of video games? | author1 = Gerardi, Matt |author2=Barsanti, Sam |author3=Hughes, William |author4=Purdom, Clayton | date = August 21, 2017 | access-date = October 18, 2017 | work = [[The A.V. Club]] | archive-url = https://web.archive.org/web/20171019055540/https://games.avclub.com/choosing-the-impossible-did-bioshock-define-the-last-1-1798346366 | archive-date = October 19, 2017 | url-status=live | df = mdy-all }}</ref><ref>{{cite web | url = https://www.theatlantic.com/entertainment/archive/2016/09/bioshock-remastered/501809/ | title = How BioShock Mocked Video-Game Morality | first = David | last = Sims | date = September 27, 2016 | access-date = October 18, 2017 | work = [[The Atlantic]] | archive-url = https://web.archive.org/web/20171019060424/https://www.theatlantic.com/entertainment/archive/2016/09/bioshock-remastered/501809/ | archive-date = October 19, 2017 | url-status=live | df = mdy-all }}</ref> In homage to ''BioShock'', ''[[Black Mirror]]''{{'s}} video game-centric episode "[[Playtest (Black Mirror)|Playtest]]" includes the phrase.<ref name="rs ref">{{cite magazine | url = https://www.rollingstone.com/culture/features/black-mirror-playtest-horrific-take-on-hololens-gaming-w446236 | title = 'Black Mirror': 'Playtest' Episode Is Horrific Take on HoloLens, Gaming | first = Rachel | last = Weber | date = October 21, 2016 | access-date = October 15, 2017 | magazine = [[Rolling Stone]] | archive-url = https://web.archive.org/web/20171016070225/https://www.rollingstone.com/culture/features/black-mirror-playtest-horrific-take-on-hololens-gaming-w446236 | archive-date = October 16, 2017 | url-status=live | df = mdy-all }}</ref> A sequel, ''[[BioShock 2]],'' was announced in 2008, with its development led by [[2K Marin]]. Levine stated that Irrational (then 2K Boston) was not involved in the game's sequel because they wanted to "swing for the fences" and try to come up with something "very, very different", which was later revealed as ''BioShock Infinite''.<ref name="Interview: Ken Levine">{{cite web|url=http://www.gamesindustry.biz/articles/ken-levine-part-one |title=Interview: Ken Levine β Part One |publisher=GamesIndustry.biz |date=August 5, 2008 |access-date=August 5, 2008 |first=Phil |last=Elliott |url-status=live |archive-url=https://web.archive.org/web/20080808053320/http://www.gamesindustry.biz/articles/ken-levine-part-one |archive-date=August 8, 2008 }}</ref> ''BioShock 3'' was also announced, with its release assumed to likely coincide with the ''BioShock'' film.<ref name="Bioshock 3 Announced">{{cite web |url=http://xbox360.ign.com/articles/879/879727p1.html |title=BioShock 3 Announced |publisher=IGN |date=June 5, 2008 |access-date=June 5, 2008 |first=Ryan |last=Geddes |url-status=dead |archive-url=https://web.archive.org/web/20080607135953/http://xbox360.ign.com/articles/879/879727p1.html |archive-date=June 7, 2008 }}</ref> ''BioShock 2'' takes place about ten years following the events of the first game. The player assumes the role of Subject Delta, a precursor of the Big Daddies who must search the fallen city of Rapture for his former Little Sister, Eleanor. ''BioShock 2'' was released for Windows PC, Mac, Xbox 360, and the PlayStation 3 worldwide on February 9, 2010. While ''[[BioShock Infinite]]'', developed by Irrational Games and released in 2013, shares the name and many similar gameplay concepts with ''BioShock'', the title is not a sequel or prequel of the original story, but instead takes place aboard the collapsing [[Floating cities and islands in fiction|air-city]] of Columbia in the year 1912. It follows former [[Pinkerton National Detective Agency|Pinkerton]] agent Booker DeWitt as he attempts to rescue a young woman, Elizabeth, from the angelic tower in which her father has imprisoned her.<ref>{{cite magazine|url=https://www.wired.com/gamelife/2010/08/bioshock-infinite/ |title=First Look: BioShock Infinite Satirizes American Imperialism, in the Sky |first=Olivia |last=Koski |date=August 12, 2010 |access-date=September 23, 2011 |magazine=[[Wired (magazine)|Wired]] |url-status=live |archive-url=https://web.archive.org/web/20110821114854/http://www.wired.com/gamelife/2010/08/bioshock-infinite/ |archive-date=August 21, 2011 }}</ref> ''Infinite'' involves the possibilities of multiple universes. In one scene, the game take place at the lighthouse and bathysphere terminus of Rapture as part of this exploration. However, no direct canonical connection is given in the main game.<ref>{{Cite web |url=https://www.forbes.com/sites/insertcoin/2013/03/27/an-attempt-to-understand-bioshock-infinites-brilliant-and-bizarre-ending |title=An Attempt to Understand BioShock Infinite's Brilliant and Bizarre Ending |first=Paul |last=Tassi |date=March 27, 2013 |access-date=March 28, 2013 |work=[[Forbes]] |url-status=live |archive-url=https://web.archive.org/web/20130329203638/http://www.forbes.com/sites/insertcoin/2013/03/27/an-attempt-to-understand-bioshock-infinites-brilliant-and-bizarre-ending/ |archive-date=March 29, 2013 }}</ref> The episodic expansion, ''[[BioShock Infinite: Burial at Sea|Burial at Sea]]'', takes place in Rapture in 1959, before the war between Atlas and Ryan, while continuing the story of Booker and Elizabeth. This content links the two stories while providing expansion on the causes and behind-the-scenes events alluded to by the in-game background from ''BioShock''. After completing ''BioShock Infinite'' and its expansion, Levine announced that he was restructuring Irrational Games to focus on smaller, narrative-driven titles. 2K Games continues to hold on to the ''BioShock'' intellectual property and plans to continue to develop games in this series, considering the framework set by Levine and his team as a "rich creative canvas" for more stories.<ref>{{Cite web|url=http://www.gamespot.com/articles/bioshock-universe-a-rich-creative-canvas-for-many-new-stories/1100-6417894/ |title=BioShock universe a "rich creative canvas" for many new stories |first=Eddie |last=Makuch |date=February 21, 2014 |access-date=August 29, 2014 |publisher=[[GameSpot]] |url-status=live |archive-url=https://web.archive.org/web/20140404130354/http://www.gamespot.com/articles/bioshock-universe-a-rich-creative-canvas-for-many-new-stories/1100-6417894/ |archive-date=April 4, 2014 }}</ref>
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