To be perfectly honest I never climbed aboard the unending praise train
for the original Bioshock released in 2007. While it tirelessly sucked
at the teats of nearly every single professional video game reviewer and
earned countless game of the year awards, I personally was left far
from impressed. Instead of being the frequently promised spiritual
successor to the amazing System Shock 2, what I ended up playing felt
more like a watered down, console centric rip off, complete with the
same entire storyline pasted into a different setting, no matter how
fresh and original said setting was.
Worse still all the elements that made Shock 2 so unforgettable had been
exorcised, such as the oppressive atmosphere and solid RPG mechanics
that encouraged multiple play throughs. Players could carry every single
weapon, find or buy all the plasmids and hack everything in sight
straight off the bat. Likewise ammo and health were lying about all over
the place like it was Doom or something. With those key elements
missing what was left was a pretty but plain corridor shooter without
the smooth and satisfying combat traditional shooters rely on. Weapons
felt underpowered, mouse aiming was sluggish, switching between firearms
and plasmid powers was a clumsy affair and the vita chambers removed
every last scrap of challenge from the game, instantly reviving you upon
death without any penalty. Every foe could be overcome by pure
attrition and once you figured that out not even the Big Daddies seemed
threatening any more.
It's amazing then what adjusted expectations and some small design tweaks can do for a game.
Distanced from the daunting shadow of Shock 2 and viewed solely as a
direct sequel, Bioshock 2 is surprisingly fun to play. While it does feel
more like a full priced, stand-alone expansion pack at times, 2K Marin
have refined every single element of the original game and fixed many of
the issues that plagued it, making the return to the underwater city of
Rapture far more satisfying this time around, even for those like me
who found the maiden voyage so deeply disappointing. It is still more
Doom than System Shock, but at least the mechanics feel solid now.
Of course one could easily argue that a sequel wasn't even warranted in
the first place. The single greatest element of the original Bioshock
was it's unique underwater setting and rich history that slowly revealed
itself throughout the course of the game. The developers wisely chose
not to directly continue the first game's tale for the sequel, but instead tell a
far more personal side story set in the same fallen utopia with a new
cast of characters. Players take control of a new protagonist called
Subject Delta, a prototype Big Daddy designed to be a better, more
empathic protector to the Little Sisters. After a fairly traumatic
opening cinematic you awaken to find your assigned charge, Eleanor,
missing and her absence is slowly killing you. This sets up what is a
linear but enjoyable quest to retrieve little Eleanor who is of course
more than she initially seems.
At first the idea of portraying a Big Daddy seems like an odd decision,
what with them being soulless, lumbering behemoths and all. But then you
quickly remind yourself that the main character from the first game was
hardly a memorable character either, his twisted origins
non-withstanding. Besides the opening cinematic he didn't even utter a
single word. If anything Subject Delta's bond with his Little Sister
makes him a far more interesting role to inhabit, and it helps that
Eleanor herself is a constant presence, speaking to you telepathically
via your bond. Your actions also have a direct effect on her behavior
and help make the game's multiple endings far more emotionally rewarding
than those found in the original. While the story may lack the sense of
awe and wonder of its predecessor, it is still a well-told and
satisfying tale.
Of course what really matters in a shooter, even one as story focused is
this, is the feel of combat and thankfully that has been greatly
improved. The player can now wield weapons and powers simultaneously and
the weapons themselves, as familiar as they are, have a far greater
kick to them. Enemies don't seem to scale up quite so dramatically over
the course of the game so all your weapons continue to remain useful
throughout. Plasmid powers now gain new behaviors as they are upgraded
instead of plain damage bonuses so your Electro-Bolt will now dish out
chain lighting and Telekinesis will allow you to grab enemies from
across the room and hurl them head first into their pals Gordon Freeman
style. Even researching foes is easier and more rewarding with a simple
one click video recorder replacing the clumsy camera from the first
game.
Speaking of foes, a few new ones flesh out the somewhat limited roster
from the first game, all of which make return appearances. Tough Brute
splicers charge at you like crazed berserkers and slam you about the
environment. A new type of Big Daddy, who wields a rocket launcher and
throws down mini turrets, occasionally guards the precious Little
Sisters you'll need to get your hands on, adding a little variety to
those inevitable battles. Other prototype Big Daddies will also make an
appearance later in the game spicing things up. But the big new resident
of Rapture is the Big Sister, one of those creepy little girls now all
grown up, encased in armor, and royally pissed off. Once every Little
Sister in a level has been either rescued or harvested a series of
screeching wails precedes her arrival before she tears onto the scene
hurling plasmids in every direction and flipping about like a ninja on
too much Red Bull. She's a tough cookie to crack and a good deterrent to
being too greedy.
The big new gameplay addition however has been the expanded method of
gaining Adam, the resource that allows you to increase your combat
skills by purchasing new plasmid powers and gene tonic stat boosts. You
still have to find a Little Sister and dispatch the Big Daddy guarding
her, but afterward you can, being a Big Daddy yourself, take on his
former duty and adopt the now fatherless child. You can then lead her
around the environment and find specific dead bodies that she'll then
harvest while you protect her from a horde of incoming splicers. This
requires setting up a defensive perimeter, laying down trip wires and
other traps to try and even out the odds while you mop up the remainder.
It offers a nice change of pace to the regular linear level progression
and you can purchase specific gene tonics to make her harvest a little
quicker if tedium threatens to set in. Or you could just harvest the
little tyke and to hell with whole thing.
Other non-combat improvements are also on display. Hacking has been
completely overhauled with a quick and simple sliding needle mini game
replacing the time consuming, tile based plumbing one from the original
which quickly became a chore. The vita chambers can now be disabled out
of the box and I thoroughly recommend all players do so, along with the
quest arrow, if they want some actual challenge. Best of all the mouse
smoothing and acceleration issues that plagued the first game can now be
disabled from the in-game options menu making the game feel much more
responsive overall.
Unfortunately a few small issues have been carried over as well. As a
byproduct of the Unreal 3 engine technology powering it, the field of
view is still frustratingly narrow and can leave the player feeling
disorientated when playing on a desktop monitor. A manual key bind can be added to an external config file to work around the issue but it would
have been nice to see the option available in-game for once. Another
engine issue is the lack of in-game FSAA support that can still only be
enabled via external graphic drivers. The map is still as useless as tits on a bull (surprising since the one in System Shock 2 was damn right perfect) making it difficult to find your way to your next
objective if you decide to disable the quest arrow, which simply leads
you there by the hand and diminishes the element of exploration.
Concerns were also raised about bugs and stability upon release but as
of patch 1.03 I have yet to encounter any technical issues during my
play through of the single player campaign. The game ran completely
stable and smooth as butter on my quad-core, Nvidia GFX 280 rig.
Graphically the game has changed little from its predecessor. Thankfully
the original game still stands up strong almost three years later and
so does this sequel. While many of the environments feel overly
familiar, the art design is still unique among its peers and the game as
a whole looks wonderful throughout. One great sequence towards the end
has you seeing through the eyes of a Little Sister and the effect is
stunning. The heavenly environments with their bright bloom lighting
really adds to the tragedy of those little girls especially when the
effect is broken during certain moments and the real Rapture comes
pouring back in. Audio wise most of the sound effects have been
similarly recycled from the first Bioshock, but the new voice actors
rise to the original game's standards and the new dialogue is just as
well written.
In nearly every single way Bioshock 2 is an obvious improvement over its
predecessor. With more fluid combat, increased gameplay variety,
improved mini-games along with a more personal and satisfying story,
this is how the first Bioshock should have been. If that had been the
case maybe it would have taken the sting out of so many broken promises.