Rapture 10 years on is a fitting setting for BioShock 2. Not so much in that it represents an accelerated dystopia from the one you either liberated or came to rule (in essence), but that its crumbling halls, myriad leaks and decaying furniture parallel the game itself. The BioShock engine -
at one time a marvel to behold - is looking old. Very old. It struggles to do the things it should, like an ancient hulking beast burning the fuel at both ends just to remain employable... oh wait, how fitting - you play just such a character in one of the narrative's very first Big Daddies.
The comparisons are appropriate. BioShock 2, for what it adds in expanded lore and the odd gameplay innovation hasn't really shifted itself beyond the shadow of the first game. Like so many looming, noire-esque silhouetted beasts threatening your very existence throughout the game, so too has BioShock threatened BioShock 2 at every turn, and just like the mindless, single-track casters of those shadows; Rapture's denizens-gone-mad,
Splicers, BioShock is completely unaware of what it's doing to its younger, more fragile offspring.
This was always going to be the case though. As soon as word of Ken Levine's minimal input and 2K Boston's full departure from the series hit, alongside word of the existence of a sequel, consumer concern was imminent. Further disclosure more and more teams would be added to the development mix also didn't help - was no one capable of handling this precious new IP on their own? Clearly not, and it shows throughout. BioShock 2 lacks a severe amount of polish and progress, especially given the time and resources being thrown at it by 2K Games, but the devs have handled a few things very well, and despite the game's many shortcomings, it's still a driving romp; a great action title with some excellent and even innovative ideas that will push you to the bitter end.

BioShock 2's initial downfall starts where all initial downfalls should - at the beginning. The game presumes you've played the first game, and makes no apologies for dumping you in the proverbial deep-end if you haven't. That said, it then ignores this stance, putting you in the large, heavy boots of a Big Daddy who is probably the weakest one ever produced. The narrative would suggest your special place within Rapture's halls and history make you unique and powerful, but they apparently only make you especially vulnerable, and
if you did play the first game, you'd be more than aware that facing
any Big Daddy is one very daunting task. What's more is, a solid three hours in, I still had Splicers smashing me about the head with led-pipes marginally more powerful than my drill arm.
The design goal here is obvious - the objective is to become more powerful, but the problem is it appears the main character never was powerful. Usually in this type of game, a pre-textual portion of play allows you to see
just how powerful you can become before introducing a story element that strips you of said power. Like giving a horse a carrot so he knows he likes it, allowing you to tie the next one on a pole and string and dangle it in his face; ostensibly giving you recourse to lead him wherever you like.
Unfortunately that is not the case here, and what you get in wake of a poor decision is an intro that feels alarmingly similar to the first game, and utterly out of context. What's more is, turning off the Vita Chambers and playing on the hardest setting (something I did with the first game, and repeated here) has once again seen a back-step in the save/checkpoint system, in that there essentially is none. While I understand the onus is on me to remember to save given my choice to play with the Chambers off, I reviewed the game on Xbox 360 (the copy we were sent) and there is no such thing as F5 on consoles. A quick save button would be a welcome addition, but even more so, at the very least, area-specific checkpoints - there's nothing worse than getting sucked into the flow of combat and progression only to die and realise you were so immersed you didn't think to hit Start and go through the annoying act of manually saving. Ultimately this breaks the flow of the game, and pulls you out of context and character, and could simply be implemented a lot better.

Other archaic decisions have come along, which add to the familiarity factor of playing the first game. For one, letting your health drop without manually applying a medkit will see you dead, even if you have several kits on board. The insult to injury here is, your EVE replenishes automatically if you have reserves, making this decision very annoying, and again, given the fact you're initially the weakest Big Daddy to set foot in Rapture, and the Splicers seem to be much, much stronger, you're forced to attempt to fend for yourself while fumbling to replenish health; swearing at the screen in disbelief because a massive guy in body-armour with a drill for an arm can't really do enough damage to take any of them out.
Despite all of this though, there is a plan in place, and it is about progression and becoming more powerful and it begins at the very first Power to the People weapon upgrade station you come across. These stations allow a single item in your inventory to be upgraded in the form of more powerful attacks, more ammunition storage and so on. While initially I upgraded my rivet gun, I later learnt the real money is in my aforementioned drill. An upgrade or two of this baby, and you begin to feel like the powerhouse you should. The drill needs fuel to run (which is ridiculous because if you stand near another Big Daddy who has a little sister, his drill is running non-stop - must have an endless supply of fuel), so it's a good idea to upgrade that, also. Moreover, the stations come into play much quicker this time around, showcasing the absolute
need for you to power-up, and there seem to be more of them, which is fitting because the one area BioShock 2 stands out over the first is in its combat, and with so much else painting an early negative picture, it was a wise decision on the development front to show players these tools as early as they have.
The action is paced very differently to the first game. Whereas in BioShock everything was new; each and every area a visionary site to behold of Andrew Ryan's goal to create the ultimate, free man's utopia (allowing for a slower pacing), BioShock 2 does no such thing. The closest we get to being gob-smacked visually is during underwater traversing, which I must admit is very cool, though slightly underwhelming. So combat has become the new 'scenic route', and it begins with the very reason you're in Rapture in the first place: Little Sisters.

Once again the creepy young girls are back, but this time you can adopt them directly, even after taking out their own Big Daddies (apparently they're not too picky). Once you've adopted one, holding down the X-button will present a pheromone trail to follow, leading you to ADAM. ADAM is the building blocks of Plasmid life in Rapture, and you'll need it in order to upgrade. So once the Little Sister has found her ADAM apple tree - usually a dead Splicer - you set her down and she starts poking away with her unnervingly cute syringe. The problem is, as soon as she does this, other Splicers can smell what's going on and crash the party to get some of the gear for themselves. Everyone in Rapture is a drug addict and as such, will go to extreme measures to get their next fix.
Obviously this poses a problem because the Little Sisters take their time extracting the ADAM, and as witnessed in the first game, your very job in Rapture is to stand watch over these little ladies while they do their job. A tactical stance is in order then, and it's here BioShock 2 sets itself apart. Before setting the Little Sister down to fetch ADAM, you have room and time to ensure any Splicers who come knocking will never knock again. New weapons have allowed for setting booby traps, such as trap-rivets, which can be shot into any surface and will project a trip beam which when triggered, will send rivets flying. You can shoot them into the ground, into doorways - even dead or live bodies, and they're invaluable early in the game. You'll also usually find oil-slicks around you, where you can carefully place an explosive barrel that won't only do some serious explosive damage to everyone around you, but set the oil on fire so anyone else approaching feels the aftermath. Proximity mines also come into play, while eventually new Plasmids will allow you to arm your traps in a variety of different ways.
All of this ensures battle is never quite the same, and there's enough room for your own style of play that you're likely going to be creatively opposite to how anyone else plays. Much of this tactical combat can also be applied to the Big Sisters you'll face - grown up little ones who're almost the antithesis to Big Daddies. They're quick, nimble and downright scary, so much so they're not worried about warning of their impending approach with a banshee-like wail, in fact they likely get off on it. Essentially the tool-set you're eventually rewarded with, and how you use it, will determine the length and severity of battles with Big Sisters, Splicers and other bosses, but it's the most redeeming feature of BioShock 2 overall, and one worth playing through the game for, regardless.

The other core difference to the first game (beyond the aesthetic, also) is BioShock 2's overall narrative which is both good and bad, with some unflavoured bits in between. It's no secret the fan-base has been divided with knowledge you play as a Big Daddy, and while it's an honour to play as one of the
first Big Daddies, it's not really the driving factor. Without spoiling too much, you're nicknamed Delta, and it's 10 years since the events of the first game. Since Ryan's death, his political rival, Sophia Lamb, a psychologist brought down to Rapture to help denizens adapt to their new world, has taken over and she has a plan for the city, and a plan for its Little Sisters. What's more is, Rapture seems to have become a revolving door, with citizens coming and going as they please, and even land-dwellers procuring their own submarines to stumble upon the decaying underwater metropolis. Specifically, this happens because young girls the world over have been disappearing from beaches, which lead to a father following his instincts by following her trail to Rapture - all of which you learn via voice-recordings, once again strewn about the game-world.
There are some excellent ideas presented from Lamb's altruistic perspective, and her use of psychology has clearly turned all of Rapture's citizens into her own encourageable army. But aside from a few philosophical differences, her role is almost no different to that of Fontaine's in the first game - though she's less brute and far more cerebral.
While engaging, BioShock 2's overall story lacks the mystery and discovery of the first, and it's but one direction they could have taken things - especially after the disappointing endings of the first game. But like that, you can service yourself different outcomes here based on decisions you make with the Little Sisters - and one Little Sister in particular (we won't spoil it for you though).

As for multiplayer, BioShock 2 serves to dish up something of an interactive telling of just when splicing became the norm for Rapture's citizens; multiplayer essentially offering a narrative context to 'testing abilities'. It's a shallow and somewhat tacked on affair that has some interesting moments and ideas, but really nothing of the lasting gain of games like Modern Warfare 2 (even sans dedicated servers) or Left 4 Dead. Though in saying that, it might have been worth looking into a stand-alone cooperative story add-on rather than the usual affair of deathmatching et al. It'll be interesting in the coming months to see if it stacks up and keeps players coming back.
Ultimately though, BioShock 2 is not about multiplayer. It's a story-driven action experience that takes cues from the first game and expands upon combat and engagement, while holding back in far too many areas, with far too few technological progressions since 2007's debut of the first game. The engine is looking tired (though is still capable of some pretty cool stuff, and everything runs smoothly), but it would be nice to see Rapture in more detail.
The hurdle here was always going to be asking players of the first game to leave their investment with Jack and offer it to someone new, and a Big Daddy, no less. But their ambition is clear, and it's a well-crafted experience. It just lacks the punch and innovation of the first game, presenting itself more as a tangent than a true sequel. But if you liked the setting of the first and need more Rapture love, BioShock 2 will sate - just don't go in expecting to be wowed in the same way you were the first time.
Posted 01:43pm 10/2/10
Hardly. Drill + slam move = nearly instant kill for anything but the toughest bad guys.
I thought the graphics are great and it runs silky smooth as I expect some lower speced PCs will as well. This is a good thing.
Yeah you got me there. I expected some free roaming going on. Mabye #3 will fix this a bit and have you leave rapture in order to swim around and go somewhere else?
Posted 01:47pm 10/2/10
Also, an AusGamers 7.3 is actually pretty good
Posted 01:54pm 10/2/10
but i'm looking for a game to play
i read where you said you get thrown i the deep end, does it matter that much?
Posted 01:59pm 10/2/10
just need to know it's all in an underwater city, you look after little kids who poke dead people with syringes and beat the s*** out of weirdos trying to get them
Posted 02:20pm 10/2/10
Posted 02:25pm 10/2/10
Posted 02:27pm 10/2/10
Theres a big emphasis on defense,and when I take the time to set up turrets,traps etc it's really quite satisfying.
The strength of the big daddy is in the thinking/planning. He's weaker but smarter
they even hint at that when you make certain decisions in the game
Posted 02:30pm 10/2/10
they(2k games) were lucky to have a first game that was as good as bioshock, would have been too good to be true to repeat the same success. I always thought the first game was over rated and that a sequl would be a stupid idea.
Posted 02:34pm 10/2/10
See that's all nice and all.. but the big daddy was originally sold in the first game as a brute with one purpose(to protect little sister).
Id expect a concept like this to be released as a weak expansion or DLC for the original... kind of like the lame yet entertaining enough expansions to half life... Blues*** ect..
Whilst i admire the fact that the dev's have gone to the effort of making a complete full game... i personally found it was a weak attempt at a cash grab which is a real shame given how solid and decent the franchise could of been.
"YOU GET TO PLAY AS A BIG DADDY!()&(@&%!@" is something my 6 year old would tell me, to get me to buy the game.. very similar to "YOU GET TO PLAY AS PIKACHU"... a novel concept... but really quite boring.
I could rant for hours on how much i dislike bioshock 2.. all stemming from the amount of shear disappointment the game has given me... Kind of like ep 1,2,3 of starwars.
Posted 02:40pm 10/2/10
Posted 02:43pm 10/2/10
seriously any game i get for free (you know, borrowing the game from a friend), should at least give me SOME enjoyment and what little enjoyment it gave you should be multiplied many times over because it was free!
Posted 02:49pm 10/2/10
Posted 03:22pm 10/2/10
Posted 03:27pm 10/2/10
I never said i got the game for free... what kind of madness is this.
Posted 03:33pm 10/2/10
Posted 03:41pm 10/2/10
Have you had a chance to play the pc version, does it feel like a bit of a console port or does it handle pretty well?
Posted 04:04pm 10/2/10
Posted 04:16pm 10/2/10
Posted 04:31pm 10/2/10
That sounds pretty cool, nice to hear it doesn't feel like a cheap console port *cough* AvP *cough*
Posted 04:46pm 10/2/10
Posted 04:51pm 10/2/10
are you sick viper?
Posted 04:54pm 10/2/10
Posted 05:05pm 10/2/10
Posted 05:10pm 10/2/10
Posted 05:25pm 10/2/10
Posted 05:32pm 10/2/10
Damn first consoles start messing with my pc games then they charge for dlc and now they are giving me aids too....when will it end?
Posted 05:37pm 10/2/10
Posted 05:41pm 10/2/10
I agree with the review, and the rating. The 'mainstream' gaming reviews have giving it 9.0-9.5, um, no thanks.
Posted 05:49pm 10/2/10
But it didn't even get a mention.
Posted 05:50pm 10/2/10
Posted 05:55pm 10/2/10
Haven't actually tried it out yet though, too much Dante's Inferno and MAss Effect 2 to still play.
Posted 06:17pm 10/2/10
Seriously, just say the person's name followed by a comma. The @ thing is f*****g gay.
Also, Steve's review is bang on. The game kinda blows.
Posted 06:41pm 10/2/10
I'll assume you are talking at me, just to clear up I have never even been to the twitter website EVER!!!!!111!!! just saw some people do it assumed it was the way to be done, your point is however noted.
Also your desire for me to be a homosexual is flattering but I'm afraid that your dream won't come true sorry.
Posted 10:04pm 10/2/10
Posted 11:35pm 10/2/10
Posted 10:47am 11/2/10
maybe its not the speed at which people finish games but more the length of games.
Posted 10:49am 11/2/10
Posted 10:49am 11/2/10
Posted 10:58am 11/2/10
you might find it supports a 360 controller like the first one in which case you can play it with the best visuals and a more comfortable control scheme for you.
Posted 11:04am 11/2/10
Posted 11:18am 11/2/10
one of the shops in Fort Frolic.
You have to go up to the end of the basement to flip some switch and when you look back the plaster figures are gone...
I hope Bioshock 2 has some moments like those, seriously freaky.
Posted 01:31pm 11/2/10
Took me about 12 hours to get through, i think the length was just about right.
I recently had this discussion on my podcast, on one side of the fence you have a game like Halo ODST, that takes like 4 - 5 hours to finish. I did not like this game at all, thought that it was slow and unexciting for a 4 hour game...
On the other side we have something like Modern Warfare 2, which also took me just under 5 hours to get through. Although it was short in length, the game was action packed and extremely entertaining the whole way through.
I played the BioShock 2 on PC and didnt have any real issues, what was your problem with the game? Was it that you couldn't use the 360 controller?
Posted 01:38pm 11/2/10
Posted 01:42pm 11/2/10
Yeah, that bit freaked me out, there was a few bits with those mannequins that were freaky, like where you'd look away and hear some splashing/noises, and look back and the mannequins had moved or were getting closer to you. Something about mannequins just freaks me the f*** out.
last edited by Khel at 13:42:14 11/Feb/10
Posted 01:42pm 11/2/10
You say that like its a bad thing?
Posted 01:51pm 11/2/10
It was a build up that made you want to learn everything you could about the world you were in... the characters were interesting and each one had a cool story... and then once you learned everything you thought you could know the throw a twist in there and your draw drops...
Bioshock 2 has you putting a gun to your head and blowing your brains out... from that moment.. i really couldn't care what was going on... It wasn't captivating enough, it didn't give me any real reason to want to find out what was going on... and from that moment there is where i lost complete interest in the game.
Posted 02:11pm 11/2/10
His song is not ours!
The Many sings to us...
Posted 02:06am 12/2/10
The gameplay was much, MUCH better and actually quite a lot of fun.
It isn't really worth buying, go get ME2 instead. Also the single player can easily be clocked in 10 hours, so a rental could be the ticket.
Posted 09:57am 12/2/10
I haven't finished it, but this it my impression of it a few hours in. The actual gameplay and the surrounding mechanics are more fun that bioshock 1, and in my mind that's more important.
Posted 10:07am 12/2/10
i'll probably give it another crack on the weekend
Posted 12:30pm 12/2/10
Posted 12:53pm 12/2/10
Posted 03:09am 15/2/10
Must say its very slow paced also kinda reminded me of doom 3 around the beginning with all the trains.
As for length I started at like 430pm its now 306am so thats like about 10 hours 30 minutes or something like that, forgive me if its wrong its 3AM.
Overall its pretty fun and would make a great gap filler between some of the bigger releases this year.