BioShock 2
Put a shock in it.
Andrew Ryan, the Citizen Kane of the seabed, forever railing against conformity, against predictability, against the things that hold men back from greatness: what would he think about sequels?
Actually, who cares? For the moment, it's just good to be home again. It's good to hear the echo and churn of Rapture's creaking rafters one more, and it's a thrill to have discovered a bit more of Ryan's glitzy, waterlogged underworld to mess about in. A chance to play through the first few hours of 2K Marin's BioShock follow-up reveals the city's new custodians are pretty pleased with things, too. They certainly waste little time in thrusting you back into that rumbling, corroded temple of the depraved and pitting its fallen population against you.
It's almost impossible to mention BioShock without turning your mind back to the original game's opening moments, remembering how jarring and how terrifying it was to be dumped into all that black water, surrounded by jagged walls of flame, while the tail of a passenger plane sank below the waves behind you.
The opening to the sequel is equally memorable, although previews (like this one - sorry) will have inevitably lessened the impact somewhat. Once again, water ripples and light flickers. Slowly, an image stabilises, and it's you - the hero? - peering into a murky puddle as your own reflection stares right back, all hulking shoulders and shiny brass face-plate with its thick, foggy glass.

Details are king in Rapture: the Incinerate Plasmid comes with the reminder that it's for ages 12 and up only.
You're a Big Daddy (the first one ever, brought back to Rapture for reasons as yet rather mysterious) and as you start to move, you feel the plodding heft of a Big Daddy in every step. Look around and you're likely to see the rim of your headgear obscuring the outer edges of your vision. Stand and your drill arm snaps into view at the bottom right of the screen. Take a few steps, and listen: You're back in Rapture in its groaning, dripping, flickering glory. Much has changed, and so, most importantly, have you.
Time has passed, and Ryan's paradise has spiralled even further into chaos. Any surviving Splicers are now grotesque mottled freaks, all split lips and blistered skin. Elsewhere, the city's constant architectural grumbling seems a little more insistent, and dereliction has dappled the walls of its palaces, theme parks, and railway stations with sea urchins and glowing coral, while aging speakers spurt wobbling chunks of old dance-hall music at you. You're never far from something that's sputtering, sparking or unevenly chugging down here, and figures hide in every shadow, ready to finish you off with spanner or tommy gun.
At least that last bit should be familiar. For the first few hours of the game, the biggest change, other than the general deterioration of the environment, is the drill where your right hand should be. Good. Combat was arguably the aspect of the original BioShock most in need of tweaking.
The blend of plasmids and firearms proved endlessly fascinating for those willing to really put in the effort, but for lazybones like me, it was too easy to ignore the game's regular promptings to sound out the environment for devious bottlenecks built for ambushes, and settle instead for a repetitive slog through lumbering enemies, sluggish weapons, and endless sentry turrets. If you weren't careful, combat could eventually become nothing more than the busywork price you paid to unlock the next bit of story, or the latest stylish chunk of art design.
The drill changes a lot of that, providing every kind of player, regardless of their approach to combat, with something devastatingly satisfying to focus on from the off. The torrents of claret that ensue every time you chew into an enemy might be there to disguise the fact that the animation itself doesn't have the greatest sense of connection, but the feel of the weapon, and the ease with which you can chug through Splicers with it, gives BioShock's often rather cerebral approach to death-dealing a much-missed visceral kick.
Nothing in Rapture ever comes for free, mind, and the drill has a cruel hunger for fuel to keep it spinning. That gives you one more dial to keep an eye on, and one more reason to loot the bodies of your enemies. Even when it's out of juice, however, you can still swing the thing in a brutal melee move that is, weirdly enough, a lot more visually satisfying than the stronger attack.
Aside from the drill, there are other new weapons to try out, like the rivet gun. It looks like something Heinz Wolf's steampunk granddad might have constructed to kill wasps, and it fires weighty slugs that punch into your enemies but leave an agonising pause between rounds. It takes various types of ammo, too, such as trap rivets, which give you even more options to get the drop on your foes when you're running low on Eve.
The best new gadget revealed in BioShock 2's opening hours isn't a gun, however: it's a research camera. Liberated fairly early on in proceedings, it allows you to sound out Rapture's baddies for weaknesses, gaining permanent perks and damage boosts in the process. The rub is that unlike the original game's camera, you can only capture the info you need by recording enemies while you're attacking them - a move which creates a pleasantly terrifying scramble as you switch the camera on and then start dealing out damage before someone puts an open-ended adjustable wrench through your islets of langerhans. (Google it. Actually, don't.)

Hacking has taken a turn away from puzzling and towards twitchier skills, but it's no less satisfying.
The camera adds a pleasant twinge of extra challenge to the average Splicer, but it's truly unnerving when you fumble to use it against some of the more dangerous foes like Big Daddies - particularly since you need to mix up melee, ballistic, and plasmid attacks in order to get the data you need. At the very least, it's an excellent means of forcing less imaginative players like me into embracing the levels of complexity that truly bring the series' combat to life. I tried new things out because I had to - and then I started to wonder about what other things I could try.
New weapons call for new enemies, and that means hulking nasties like the Brute Splicer, a huge damage tank who lobs pieces of scenery at you, and sits somewhere in between common grunts and Big Daddies in Rapture's ecology. He may have wandered in straight from Left 4 Dead, but we're happy to have him, and at least he put a shirt on.
Then there's the Big Sister, decked out in braces and leg supports and stomping into combat like the world's narkiest polio sufferer. Her semi-regular appearances are accompanied by an unpleasant screeching as she bounds acrobatically around the scenery. A match for you in both brawn and brain, Big Sister Moments tend to end explosively, indicating 2K Marin has inherited Irrational Games' (yay!) fearsome stage-management skills.
Even when you're pitted against the regular foot soldiers of Rapture, BioShock 2 ups the ante. As a Big Daddy, you're often required to protect a Little Sister as she harvests Adam, an activity which also happens to throw the local crazies into a frothing frenzy. For a few magical minutes whenever harvesting occurs, 2K's classy dissection of 20th century philosophy becomes a very pretty take on Smash TV; such impromptu arena moments are the final proof that 2K Marin's made the combat a lot more immediate and enjoyable.
The studio's gift for disquieting juxtaposition helps, too: any game that shoves you into a blood-soaked street fight against waves of women in pearls and sensible calf-length skirts while "How Much is that Doggy in the Window?" plays in the background must be doing something right.
New areas are as promising as the new tools you'll get as you explore them. I'll be brief here as, more than with almost any other game, environment and narrative dovetail so closely in BioShock that revealing too much of the former is almost certainly spoiling the latter. Suffice to say that, fairly early on in the game, you'll spend a charming half hour or so hunting through Pauper's Drop, the world's most unpleasant hotel - and I'm taking into account the Travel Lodge near Stansted airport when I say that.
It's a rough sprawl of crumbling hallways and miserable bedrooms with sharks flitting by outside and reminds you, in case you were in any danger of forgetting, how much can be gained by a skilful blending of the domestic and the other-worldly. You'll be exploring the hotel with an angry voice in your ear, too: the voice of an elderly woman hell-bent on telling everyone what an awful person you are. Before you leave, you'll have the chance to prove her right, should you wish to do so.
BioShock 2's not short on angry, even evangelical, voices, actually, the warring radio messages of Atlas and Ryan replaced, at least in the opening hours, with those of the first game's Dr. Tenenbaum and new antagonist Sophia Lamb. Tenenbaum's presence is unexplained as yet, but Lamb's far more openly complex - a messianic mother figure with a serious following. Graffiti left by her acolytes tends to have a distinctly spiritual bent, and Pauper's Drop kicks off with you stumbling into what looks quite like some manner of grim religious ceremony. If the first BioShock concerned itself with the dangers of the self, the sequel may well be turning its attention to the prickly allure of other realms entirely.

The architecture of Rapture, with its distant towers disappearing into the murk, is as wonderful as ever, carrying with it a distinct hint of the work of Hugh Ferriss.
Whatever dark treats Lamb and Tenenbaum ultimately have in store, BioShock 2's narrative quickly becomes a compulsive delight. As with the first game, however, the minute-to-minute agenda is slightly less engaging. Life in Rapture, even for a Big Daddy, is still often a case of "go there, find that, and bring it back", with the game's opening hours hinging on your gradual journey across the city by means of a train, with regular stops at various stations along the way as you clear track blockages via the medium of controlled exploration and fetch-quest.
That's more than enough to keep you playing, of course - and it's hardly that different from most other games' agendas - but because BioShock tends to bring such weighty thematic ambitions with it, you can't help but hope for game mechanics and structures that equal them. You're the first Big Daddy, the man who defines this world and - some would say - kicked off its slow corrosion. It's a little bit odd that, for the opening sequences at least, you're mostly dealing with the wrong kind of snow.
That said, there aren't many developers who would risk such enormous budgets and employ such obvious expertise on a fairly downbeat tale in which ritualistic child abuse plays such a central role, so it's hard to begrudge the designers a less than entirely inspired first act. Train tracks aside, BioShock 2 is looking thoughtful, moody, elegant and smart. The first few hours almost certainly have what it takes to meet your expectations; only the rest of game can tell whether 2K Marin will be able to subvert them, too.
BioShock 2 is due out for PC, PS3 and Xbox 360 on 9th February.
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Comments (50) Latest comment 2 years ago
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Can understand the 'bad combat' comment. I loved using the plasmids but a mate of mine pretty much cleared the game just using the machine gun. IMO he missed out on alot of what Bioshock had to offer and in doing so thought Bioshock was just another good shooter. If Bioshock 2 encourages you to be more diverse in your bloodletting then I think it will suck you into the world more, something which may not have happened with some players of the first game.
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That said, this will still crap over most games because it's still Bioshock, so preordered.
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The first game had a very unique feel, and I really enjoyed the ambiance until I realized it was just going to be the System Shock 2 story again (complete with the awful ending). I did mostly enjoy my time in the first game though.
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As long as we get a button to scream in that deep Big Daddy voice, I'll be happy.
And that any plot twist isn't predictable. I totally didn't expect the one in BS1 and it was excellently done, but most BS2 will likely be looking for one from the start, a bit like seeing another Shyamalan movie.
Predictions:
The Big Daddy is ... the Big Sister's BROTHER!
The Big Daddy is ... Sophia Lamb's SON!
Sophia Lamb is ... ANDREW RYAN!
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and the idea that there's just a guy inside one of those things, able to see the edges of their visor, checking valves and dials and making conscious decisions doesn't fit with the way i saw them in the first game. it's a bit like that episode of dr who where they first revealed daleks are just mobility chairs piloted by green, tentacled, bogey-like globs. anti-climax.
i'm showing my age.
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Oh yes.
Not bothered with the CE of this one, however at least they're doing a line of figures to buy separately so I can pick and choose. Bagsies the Big Sister & Little Sister combo pack! \o/
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I wonder if they will fool me again on the intro, I sat in the water for a while before it dawned on me I was in the game!
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I have faith in this as well
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Hopefully I'm wrong on both counts.
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Don't think I'm ready to go back to Rapture just yet - the excellently oppressive atmosphere is amazing but it was such a relief to see some blue sky.
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"it's a bit like that episode of dr who where they first revealed daleks are just mobility chairs piloted by green, tentacled, bogey-like globs. anti-climax.
i'm showing my age. "
I'll say.....that episode was in 1964!
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Will probably take a look at Bioshock 2 closer to release but I doubt it'll be a day one for me, I'll probably leave it until later in the year when the calendar is quiet and the price is reduced.
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"dude you need to start playing computer games properly. Bad combat? do me a favour."
I point you to this Destructiod article, How to respond to a review. Ok this not a review, but still applies here;
The writer obviously sucked at the game:
Nothing is more insulting to a gamer than impugning his ability to play videogames, and if you suggest that a reviewer lacks the required skills, then all his credibility is instantly shot and time itself will reverse to a point before the review was written, undoing its evil in a Quantum Leap-style situation. Besides, it's probably true. The game is clearly so awesome that it's physically and logically impossible for somebody to dislike it without having some sort of personal problem that has nothing to do with the game's quality.
Anyway, I hated the combat and controls in BS, was one of the reasons I stopped playing after around 60 mins.
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@AtomicBanana: And you'd much rather win easily than have fun? Right? Or you wouldn't rather, but you do anyway. This is probably true to some extent of virtually every gamer in the world, myself included. WTF is up with that?
Not really too excited about Bioshock 2. It's just not a game I feel I need a sequel to. The first one was awesome, I heartily look forward to whatever Irrational put out next, but I don't really see what there is for a sequel to add. Bioshock was about discovering Rapture. Now that I have, I don't really feel the need to do it again.
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On the last I killed Ryan got a bit further and just lost interest, story seemed stale by that point. Did I miss much?
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Still looks pretty good though
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That said, i can't get too excited about this as i really struggled to get into the first one. I knew how important it was, and loved the style and setting and care with which it had been created (and the audio! Oh my!), but it boiled down to endless corridors and clunky combat for me.
Should i give it another go?
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NOT these reheated leftovers being touted as a worthy followup.
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Hoping this one will be a tad heavier on the variation with better combat. Will probably buy it anyways.
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http://ko taku.com/5445329/bioshock-2-pre...
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Just want it to look pretty next to the original Bioshock s'all...
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Y'know, I played through the first game when I was sick, and finished it in two days. It was an immersive experience, and the "golf club" scene was something else.
Sounds like we could ahve something as good as the original.
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I hope this is true, since I felt that the RPG trappings in BS1 felt altogether optional - never really helping or hindering sufficiently to justify the fiddling and inventory management, and without enough environmental events/puzzles to bring them to bear. I'm still skeptical though, since I never felt compelled to use, or subsequently rewarded by using, the camera in the first game.
I can't help but compare Bioshock (1) and System Shock - in the latter, optimizing your character always felt creative and rewarding. In the former, it just felt like another wonky menu to go with the annoying, counter-intuitive map. And yes, the combat mechanics were sub-par, even with a mouse. Lovely art direction, though.
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I feel that I ought to do the same thing here...
...but for some reason being a Big Daddy just doesn't interest me. Nothing about this really appeals other than the name. I don't know what's missing. I have a gut feeling that it's related to this game being developed by 2K Marin rather than Irrational Games, but I can't justify that logically.
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Also read as pretentious as FUCK.
I jest, but anyway I really enjoyed the first game despite its flaws, but feel that BioShock just doesn't need a sequel. Without Rapture being a fresh new environment, with the great music and sinister atmosphere, all you're left with is dark corridors and boring combat. I'll wait until the reviews and then till later in the year when it drops in price.
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Does the game differ largely from the demo, or does the demo give a pretty strong indication of what to expect from the game in general?
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And just why would a big daddy start using a camera? in the first you were introduced to the camera as you had to reseach splicers in order to gain access to a locked door.. it showed it benefits through working it into the story like that.
I fear they may of missed the point of what made Bioshock so good - atmosphere. We've already tasted playing as a big daddy in the first one.. i can't say i have much faith in this. We shall see
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(I say "good" game... I was excited before it's release, and that lasted through the first few hours of gameplay. By the time I finished it I was beyond bored - it had become a chore. All in all, above average, though. Definitely a technical achievement for its time, and an "important" game industry-wise, if that kind of thing matters to you.)
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The demo is the first levels from the game, right? If you are finding it very formulaic and linear you probably won't be all that impressed with the rest of the game. You'll get more weapons and means of dispatching enemies, but as others have said, they aren't really required - none of the enemies in the game will (as far i remember) force you to change your tactics. The story may provide you with a desire to progress, but for me that wasn't enough: about 3/4s of the way through the game I gave up.
The story is interesting, and the art direction is superb, but none of that - for me at least - elevates it to greatness. I really, really wanted to love this game, but couldn't. It was a big disappointment.
Sadly, BioShock2 sounds like more of the same.
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As someone else has suggested, I also went through the majority of the game using the spanner. The technique was born out a desire to save as much money and ammo as possible for when it would be needed later in the game. I went through a great deal of it using that spanner. The problem was the enemies often moved too fast to be able to have a decent fire-fight which also meant wasting ammo. On top of that dying didn't matter as you came straight back in one of those life-pods, or whatever they were called. Having no fear of dying in a game absolutely kills the atmosphere for me. So with the sequel having an even more efficient melee weapon in the drill arm, I'm assuming fire-fights won't be any better.
If I understand this correctly, from what I've read, the player will have to look after one of those strange little girls. I don't know anyone who's ever enjoyed protecting AI in a game. Usually it's just one map or level in a game, and that's bad enough. Protecting and working with others in co-op is one thing, but having to re-do a section because the AI got itself killed?!?! No thanks.
And to top it off it sounds like a remake of the first game, no doubt ending in a similar fight, and 'surprise' ending! I'll play this if I can borrow it from a friend... It's not even worth a rent in my opinion. If there were an option to turn off all the enemies and just wander through the game and admire the art-deco and design I'd rather do that.
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Strange little girl, where are you going?
Strange little girl, where are you going?
Do you know where you could be going?
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IMHO the 1st deserves a better, more daring approach for a sequel. Just going back and killing some more splicers doesn't sound very exciting to me, but hopefully I'll be wrong...