Bioshock is the award-winning First-Person Shooter from 2007, created by Irrational Games. Set in 1960, player character "Jack" (who is never actually called that in-game) is stranded in the middle of the ocean after his place crash-lands. 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 the 2016.
These weapons were used in the video game BioShock:
Webley Mk VI
The 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 most the game. Its ammunition is very common until the Splicers begin to use other weapons. The pistol uses .38 caliber rounds, and it can use rare armor-piercing rounds or 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. Also, it should be noted that the hammer is always locked back, even though there is no animation for cocking it. 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 multiple cylinders, even when upgraded with the capacity increase). One interesting thing to note is that in the beta release, the "Pistol" operated via cocking the hammer after every shot rather then how it's fired now.
Single Action Army
The logo on the "El Ammo Bandito" vending machine features a pair of Single Action Army revolvers.
Colt Detective Special
A Colt Detective Special can be seen as the logo for the Combat Tonics when viewing them via the Gene Bank.
A cartoon image of an unknown revolver appears in the description of Combat Tonics.
Thompson Submachine Gun
The "Machine Gun" is the third weapon in the game, and is based on the Thompson M1921, with a charging handle on both sides of the weapon and long barrel like the M1927 Carbine. At the early stages of the game after it's found, ammo is very scarce. The weapon and its ammo become 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 (Which, oddly enough, is very similar to the Thompson No. 8 prototype:). A modified version is the standard armament for security bots. The weapon's casings eject to the left, as is common in video games. 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 inventable armor-piercing rounds. It can be upgraded with a damage boost and a recoil reduction which resembles a suppressor. The ones used by Security Bots appear to be M1/M1A1 Thompsons.
In the remastered version the proportions are much better, the weapon actually looks like the M1921/1928 model (only with the Cutts compensator with the front sight at the wrong end and the aforementioned side-position charging handles), the weapon has a much cleaner appearance, and has box-shape rear sight.
The weapons used by Security Bots appear to be M1/M1A1 Thompsons.
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.
The "Shotgun" is the fourth firearm in Bioshock. It is based on a Spencer 1882, with custom Art Deco-style gold Inlays on the receiver/main body of the gun. Unlike the real Spencer, which loads from the top, the in-game shotgun loads from under the receiver. 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. A mechanical auto-loader can be fitted to the weapon as part of the "Increased Rate-of-fire" upgrade, as well as a damage upgrade. The weapon can fire 00 buckshot, as well as electrified or explosive slugs.
Home-made 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 you can get 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 - they 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.
The crossbow is first given to Jack by Sander Cohen while heading to Andrew Ryan's office. It is a lever-action, six round self-loaded crossbow that can fire regular steel-tipped bolts, incendiary bolts, and trap bolts. The most unique of all ammo types, the trap bolt, deploys an electrically charged trip wire on impact and when used effectively, can instantly take out all kinds of Splicers and severely damage a Bid Daddy. When reloading the crossbow, Jack opens the release latch to eject the spent cartridge box holding the crossbow bolts and inserting a new one as he prepares to close the release latch.