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Bioshock - Smuggler’s Hideout

  • Photo du rédacteur: Anthony DI GIOVANNI
    Anthony DI GIOVANNI
  • 20 févr. 2023
  • 3 min de lecture

Dernière mise à jour : 26 janv. 2024

Introduction

Smuggler's Hideout, or Smugglers' Hideout, is the fourth level in BioShock. Jack's objective here is to reach the submarine holding Atlas' family and prepare it to escape the city.



Intentions

The key words of the level were tension and push to use the Adam :

  • tension with the need for help from Atlas (pre-explosion)

  • the almost permanent presence of gasoline puddles and explosive barrels ready to burn


Flooded cave :

Exploration, calm that serves as a checkpoint room and improvement of the player thanks to a checkpoint and a machine of improvement of powers, there are boxes to be searched in order to earn money and recover mana.

Storage cave :

The purpose of this room is to let the player know that they are in hostile territory without punishing them too much by using an immovable enemy: a machine gun turret and crates that block their view.It also anticipates mistakes by giving him something to heal himself and recover mana.






  • A turret placed far enough away so that it is not a danger

  • Crates blocking the turret's field of vision so that we don't get shot as soon as we enter;




  • The crates will also be used to make our way to it;

  • There are also two piles of crates to the left and right of the turret, which have the same purpose: to protect us;

  • The turret dies in 3 blows with a wrench;

  • There is also an explosive barrel placed just behind the turret to give the player a different approach;

  • There are Adam and life refills next to it, so that the fight is not punishing.

Ledge Path




  • U-shaped corridor to unload previous assets

  • The player's objective is "achieved" by foreshadowing the submarine: the player sees it through a hole.



  • All along the way there are windows through which he can see the submarine.



  • The player passes through a hole that is a point of no return.

Control Room

[Story where our ally Atlas is being attacked and we can't do anything about it]:

This creates tension in the player. The player wants to help his ally as soon as possible, the player feels responsible.



[Vidéo ici plutôt ]

  • Once the player has pressed the button to release the submarine, a red light will appear to guide the player's eyes to the action.



  • The player sees chrosomes coming out of pipes.

  • The smoke in the scene prevents the player from seeing what is going on, making Atlas' fate even more mysterious.

  • The player is locked in the room and has to wait until the room is unlocked.

Maintenance Room


Again, there are large obstacles that block the enemies' view so that they can be burned as a group.



  • The mood of this moment is to make the player feel a sense of urgency, he has to help his friend until the "climax" when he arrives in the room and the submarine explodes.

  • From that point on, the enemies you encountered before will no longer attack you.

Enemies encountered

The level features a mix of easily killable enemies to turn the level into a narrative. The time has come for the player to help our friend and make it an emotional moment. By having a variety of enemies with both melee and ranged splicers with the same behaviour.

Splicer :

  • Leadhead Splicer : Weak enemies armed with a ranged weapon (pistol or thomson) can heal themselves at the healing stations.


| Damage | 20 (pistol), 6 (machine gun),

36 (melee) with pistol, 60 with machine gun.







  • Spider Splicer : Weak enemies armed with melee weapons can heal themselves at the healing stations.



| Damage | 60 (attack), 80 (jump and kick), 35 before and during Hephaestus, 100 after (hook throw).











Turret :

  • The turret in this level is presented as an enemy guarding a room, it can be explained or hacked without too much difficulty and without taking too much damage.


  • It is the first enemy you will encounter in the level.






Pacing - Gameplay Beats



créer le même schéma avec :

Stress => Relâchement => Croissance => Progrès

Obstacle => Obstacle franchit => Récompense => Obstacle suivant plus simple à passer

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