Many people had mixed feelings when 2K Games announced that they would be making a sequel to BioShock. I was among them. I worried just how a game with such an original concept, a surprisingly beautiful, yet creepy atmosphere, and no intentions for a continued story could be followed up. And while BioShock 2 just can't quite match the level of awe that came with playing the original, it's still a very enjoyable experience that by no means should be called a disappointment.
The game starts off with a cutscene taking place on New Year's Eve 1958 in Rapture -- the eve of the civil war that will plunge the undersea utopia into the depths. You are subject Delta, the original Big Daddy who has an extreme bond to his Little Sister. However while defending your Little Sister from splicers, she is taken from you by Sophia Lamb as she hypnotizes you into committing suicide. You wake up ten years later on the cold floors of Rapture, revived via a nearby Vita-Chamber, and begin your search for your long lost Little Sister.
The decaying city you venture out into this time around is much more civilian and human than in the first game. Instead of facing off against mad doctors in hospital wards and visiting a very twisted art gallery, you will be gathering ADAM and bashing splicers in environments that normal citizens of Rapture would find themselves surrounded by every day. You will explore an area filled with diners, shops, and an apartment complex, a sort of shopping and gambling district, and even Andrew Ryan's own twisted version of Disneyland.
The main antagonist in your journey is Sophia Lamb, who fits in with Rapture's history very well. She was a therapist brought in by Andrew Ryan to keep his citizens sane in his self-first city. She instead started manipulating people into a more communal belief of utopia; she was Ryan's antithesis. Lamb was eventually incarcerated by Ryan, but the civil war and Ryan's death freed her once again. Throughout the game, she becomes a great villain and gives the world of Rapture a new twist, where now the antagonist is trying to turn Rapture into the exact polar opposite of what Andrew Ryan had envisioned it to be.
More of Lamb's backstory and the story of Rapture can be found throughout the game via audio logs, which make a return in BioShock 2. Though always optional and mostly hidden, the audio logs are a great source of information about characters, Rapture's demise, and Lamb's rise.
When it finally comes time to beat down Lamb's splicers and Big Sisters, you get a feel for just how much gameplay in BioShock 2 has been improved over the first game. Dual-wielding allows you to fire your weapons and plasmids at the same time without switching between the two. It makes combat much less of a hassle, and more of an enjoyable and immersive experience. The variety of weapons, ammo, and plasmids also open up a whole new level of strategy to the BioShock series.
You will encounter several different types of enemies on this venture. Some will respond differently to different types of ammo. Regular splicers can be dealt with by normal ammunition or plasmids, Big Daddies and Big Sisters will require anti-armor ammo or explosives to effectively eliminate, and special enemies like the brutes and alpha series will require anti-personnel armor or explosives. Plasmids allow you to freeze, shock, hypnotize, and set enemies ablaze. Knowing what works well against which enemies will really make you thoroughly think through most encounters and will aid you in your survival. But that's not where combat strategy stops. There are also the various gathering sequences in the game.
The gatherings in BioShock 2 require you to set up defenses such as trap rivets, trap spears, proximity mines, and mini-turrets to defend your Little Sisters from waves of splicers as they collect ADAM. The sequences are great for strategizing and bring a different element of gameplay to the action. However, at times it tends to take away from some of the game's immersive quality, and the easier ones eliminate the feeling of fear and dread that was always in the back of your mind in the original, replacing it with slight tedium. Playing as one of the original Big Daddies essentially removes the sense of fear at every turn completely. The other Big Daddies are strategically stalked and ambushed instead of nervously avoided. It's easy to predict when you'll run into a Big Sister almost every time. Rapture seems to capture more a sense of eerie despair and creepiness than terrifying caution.
| Mechanics & Design: Easier combat with an emphasis on using the right plasmids and weapons on the right enemies. Gatherings are fun and add strategy but can become tedious. | |
| Graphics & Sound: Not the best looking game but Rapture is still depressingly pretty. Another great soundtrack to follow up the one from the original. | |
| 8.5 | Final Word: It can't top the original, but BioShock 2 stands on its own as a great installment to a hopefully continuing series. |
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