Bioshock

Bioshock is an award-winning first-person shooter released in 2007, developed by 2K Boston (later Irrational Games) and published by 2K Games. Set in 1960, player character Jack is stranded in the middle of the ocean after the plane he is on crashes. Seeking shelter in a lighthouse, he soon comes across the city of Rapture, an underwater Heaven-turned-Hell filled to burst with leaks, a powerful element called ADAM, power-giving Plasmids, violently ADAM-addicted "Splicers", little girls with giant diving-suited protectors, and a friendly Irish man called Atlas. Arming himself with these powerful Plasmids and various weapons, Jack ventures out into Rapture to defeat the tyrannical Andrew Ryan, the founder of Rapture, and find out that not all is what it seems.
A remastered version was released in 2016.
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=Handguns=
==Webley Mk VI==
The second weapon and first firearm the player character finds is the "Pistol", based on the Webley Mk VI revolver. This is also the weapon of choice for Leadhead Splicers for about the first half of the game, and ammunition is accordingly very common until the Splicers begin to use other weapons. The pistol uses .38 caliber rounds (even though it is not modelled after the .38 variant), and it can use rare armor-piercing rounds or even rarer antipersonnel rounds. The pistol can be upgraded with a damage boost and a strange device that seems to be a drum magazine feeding into the right side of the cylinder, which increases the weapon's capacity to twenty-four rounds. The pistol model held by Splicers is smaller than the one held by the player. The hammer is always shown as cocked, with it somehow cocking itself after being fired. This is a leftover from an early build of the game, where the Webley was single-action. Another interesting thing to note is that Jack reloads the gun by replacing the entire cylinder, rather than using a speedloader (indeed, ammo packs for the pistol are of detached cylinders, even when upgraded with the capacity increase).
thumb|none|350px|Webley Mk. VI - .455 Webley
=Submachine Guns=
==M1921 Thompson==
The "Machine Gun" is the third weapon in the game, and is mainly based on the M1921 Thompson. The in-game model is heavily stylised, with significant disproportion from the real weapon, and contains M1/M1A1-specific features such as its stock shape, side-mounted charging handle (albeit present on both sides of the receiver instead of just the right), and M1A1 triangular sight protectors (but no actual rear sights). The weapon is also modelled with a strange top-mounted ejection port (although spent rounds are ejected from the area around the left charging handle), and a long barrel like the M1927 Carbine. At the early stages of the game after the Machine Gun is found, ammo for it is very scarce, but becomes increasingly more common when Leadhead Splicers upgrade to this weapon from their revolvers towards the end of the game. The Splicer model is smaller and lacks the foregrip and stock. The weapon uses a forty-round drum (as opposed to actual Thompson drums, which hold 50 rounds). The Thompson can fire standard ammo, rare antipersonnel rounds, and craftable armor-piercing rounds. It can be upgraded with a damage boost and a recoil reducer which resembles a suppressor.
The model in the remastered version is significantly less cartoonish and more true to a Thompson. The grips and drum are now properly sized, and the rear sight is now based on the one used on the M1921. However, it retains the improperly-placed front sight, ambidextrous side-mounted charging handles, and top-mounted ejection port (with casings still ejecting from the left).
thumb|none|450px|M1921 Thompson - .45 ACP
thumb|none|600px|Thompson viewmodels left to right: unmodified, increased damage, decreased kickback, and both mods.
 
=Shotguns=
==Spencer 1882==
The "Shotgun" is the fourth weapon in Bioshock. It is based on a Spencer 1882, with custom Art Deco-style gold inlays on the receiver and action bars, as well as a shorter barrel and magazine tube. Ammo for the shotgun is not common throughout the first half of the game, especially since enemies don't carry it, so it often has to be bought from vending machines. The weapon has the usual damage upgrade but also has a semi-auto conversion. The weapon can fire 00 buckshot, as well as electrified or explosive shot.
thumb|none|450px|Spencer 1882 - 12 gauge
thumb|none|600px|Left to right: unmodified Shotgun, increased rate of fire, increased damage, and both mods.
=Machine Guns=
==Browning M1919==
The Browning M1919 is mounted on the automated gun turrets found throughout the game. It is not directly available to player character, but the turrets can be hacked to fight for them instead. Destroyed gun turrets sometimes drop .45 ammunition, implying that this gun somehow uses that instead of .30-06, which would mean technically it has been converted into an SMG.
=Launchers=
=="Grenade Launcher"==
The "Grenade Launcher" is the fifth weapon in the game. It is a custom setup built from common household and industrial parts. The Grenade Launcher seems to be made from one of the many pipes available in Rapture, complete with their Art Deco patterns, a converted handle and trigger to fit that pipe, and various other parts - even including a box of "Home-Grown Asparagus" for the magazine/grenade box. Jack loads the next round by twisting the rear of the gun to the left, which exposes the breech and loads a new grenade from the box, and reloads by replacing the entire module behind the barrel. Ammo is somewhat rare until the final areas, where it suddenly becomes extremely abundant. Luckily, no enemies wield this weapon, though Rosie Big Daddies will often throw proximity mines when attacking, and RPG turrets fire RPGs (which may be heat-seeking like the ones for the Grenade Launcher). The three ammo types for the Grenade Launcher are:
*Fragmentation Grenades; a very crude concoction of empty sardine cans filled with explosives. After shot from the grenade launcher, these will explode on impact with the nearest enemy or surface, but will often take some time before they explode, and will not explode after hitting the first surface due to their very primitive and simplistic design and manufacture. They are fired in a ballistic arc, so long-distance aiming might be more difficult. Fragmentation grenades are the standard ammo type and by far the most common.
*Proximity Mines; these are a significant technological step up from the regular grenades. These will only explode when an enemy/NPC (including friendly Big Daddies and Little Sisters) enters a certain radius around them; basically anyone except Jack. These are most effectively used as traps, to set up a defensive radius, or to inflict massive damage in a single attack to enemies who require it, by using telekinesis to throw an object covered in mines (the so-called "Doomcan", so called because the usual object used is a trashcan). These also fire in a ballistic arc but adhere to any surface, including walls and ceilings. Since they will also stay in place until detonated (even after transitioning to a different level), proximity mines are ideal for setting up on the known paths of Big Daddies so they take immediate damage and have to hunt you down. These are considerably rarer than the normal fragmentation grenades but also become more abundant towards the end of the game.
*Heat-Seeking RPG; the most advanced and rarest of the ammo types for the grenade launcher. As the name suggests, these projectiles are not only propelled by rockets - so don't follow a ballistic arc - but also actively seek the closest heat source. This is very useful if that closest source of heat are enemies, as you only need to aim in their general direction and the rocket will seek and destroy on its own. However, they will also aim towards fires and other hot masses if they are larger and/or hotter than your target. These are ideal in taking down Big Daddies as quickly as possible, as you don't need to precisely aim; just back away while facing their general direction while shooting RPG's at them from a very long distance. These are also ideal against targets who are not only very far off, but also semi-obstructed from direct line of sight, as well as groups of splicers due to its large radius of damage.
 
=Unusable Weapons=
==Colt Detective Special==
A Colt Detective Special can be seen as the logo for the Combat Tonics when viewing them via the Gene Bank.
==Charter Arms Bulldog==
A cartoon image of a revolver resembling a Charter Arms Bulldog appears in the description of Combat Tonics as well as the HUD icon for the Webley.
none|thumb|600px|The Wrench Jockey combat tonic description features a cartoon rendition of a revolver.
==M1/M1A1 Thompson==
The weapons used by Security Bots appear to be M1/M1A1 Thompsons. 
==Single Action Army==
The logo on the "El Ammo Bandito" vending machine features a pair of Single Action Army revolvers.
thumb|none|350px|Colt Single Action Army "Artillery" model - .45 Long Colt
Category:Video Game
Category:Science-Fiction
Category:Mystery
Category:First-Person Shooter