MIGS 2007: Jonathan Blow On The 'WoW Drug', Meaningful Games. gamasutra.com, 2007-11-28. [dostęp 2008-12-21]. Cytat: Blow turned to BioShock as his example of flawed architecture(...)The very idea of this save or kill dilemma is an architected idea imposed from the top," he explained(...)The game rules determine the actual meaning of life in the game, and it says whatever you do to the Little Sisters doesn’t matter, no matter how much the game tries to convince you that it does." The "Meta-message," according to Blow, is that "the designers of this game are trying to manipulate your emotions in a clumsy way."
Moke Dootitle: BioShock – Review. game critics, 2007-07-12. [dostęp 2012-12-03]. Cytat: Sure, there are Splicers that run around maniacally, crawl on the ceiling or teleport, but there is little to differentiate them aside from their theatrics(...)The game also presents a “moral” choice that feels promising early in the game, but ultimately falls into the cliché traps of black and white extremes
gameinformer.com
Andrew Reiner: BioShock review. Game Informer. [dostęp 2012-12-03]. [zarchiwizowane z tego adresu (2007-08-22)].
BioShock. mygamer.com, 2007-08-21. [dostęp 2008-12-06]. Cytat: Unfortunately, once the Splicers become aware of the player, they almost invariably rush forward, heedless of their own mortality, right into the path of the player's Plasmid powers and guns