BioShock 2

Going deeper.

Sisters are not doing it for themselves. But then, it shouldn't come as a surprise to discover the Big Sister is not the main baddy in BioShock 2 despite what we've been encouraged to think. After all, this is the series that had you take a golf club to its own illusions last time out. If even 2K Marin's press events are a festival of misdirection, surely that's another tick in the "worthy" column for the arch-nerds in the audience.

So who's in charge of Rapture, the underwater city where good ideas go bad? This time it's Dr Sophia Lamb, a clinical psychiatrist and former political rival of Andrew Ryan. 10 years after the events of the first game, she's taken over Rapture to promote her vision of a world where everyone helps one another. It's Lamb who's in charge of the Big Sister, a graceful but unstable and super-violent guardian of the BioShock ecology, whose job it is to keep the gene-enhancing ADAM flowing, and prevent people harvesting or removing the ADAM-collecting Little Sisters from the world.

You, meanwhile, play as a prototype Big Daddy, fighting a typical FPS fight across Rapture to reach the Little Sister to whom you were bonded over a decade ago, back when all this was fields (of cute children plunging syringes into corpses to extract the genetic equivalent of a magic potion). You need ADAM to power yourself up along the way or you simply won't make it, so you'll be harvesting or saving the Little Sisters as you go. Lamb isn't very happy about this which, among other reasons, is why the Big Sister gets all up in your grill. You're her enemy.

'BioShock 2' Screenshot 1

The Big Sister has the strength of a Big Daddy, but mobility and aggression unlike anything else in Rapture.

Not half as much, however, as somebody else. Andrew Ryan, Rapture's creator and visionary, may be dead, but he's still everywhere you care to look or listen, and his conflict with Lamb is the subject of plenty of the audio recordings you find scattered around the locations you visit. Hardly surprising, since Lamb's collectivist stance is just about diametrically opposed to Ryan's philosophy of rational self-interest. If he were to discover she'd taken over, you imagine he'd be spinning in his grave - providing he could do it on his own terms.

Part of the fun of BioShock has always been that you don't need to get the philosophical stuff to enjoy it, but if you really didn't understand that part of it the first time around, the first section of BioShock 2 that we get to play ought to make things clearer. Ryan Amusements is its name, and it's a series of mechanical dioramas designed to discourage the children of Rapture citizens - born to the city and curious about the world outside - that it's all a bit rubbish up top and they wouldn't like it anyway. It's literally an objectivism funfair.

The kids are all gone now though, so these days it's a stretch of space you need to cross in order to retrieve the Incinerate plasmid - one of the genetic upgrades that allow you to turn people to ice, fire electricity from your hands or, in this case, spout volleys of fire, either to toast your enemies or perform practical services, like de-icing the rails ahead of the train car you were travelling in at the start of the level.

'BioShock 2' Screenshot 2

The new Brute splicer is very strong, which is rather helpful once you have the Hypnotise plasmid.

An early highlight is the discovery that hacking is now done "without pausing the simulation", as one developer puts it. You now have a hack 'gun', which can be used directly on safes, doors and vending machines, but also fired at sentry bots and distant switches. Whether near or far, it brings up a little gizmo with green, red and blue zones on it and a needle moving back and forth across them. Press a button when the needle's in a green zone and the hack's successful; press it in blue for a bonus; press it in red to set off an alarm and come under attack, or receive a jolt.

As well as locked doors, naturally Ryan Amusements is also full of splicers, the whacked-out former inhabitants of Rapture who have been pumping themselves with genetic enhancements for over 10 years, and for whom this hasn't worked out terribly well. They also want ADAM, and they certainly don't like you, so they shoot and slash at you on sight (although, as in the first game, it's fun to evade their gaze for a little while and listen in on their tragicomic conversations). Most of the splicers here are familiar.

But there are a lot of them, so it's a good thing you're a nine-foot-tall killing machine in a reinforced fifties diving suit. As a prototype Big Daddy freed from his conditioning, you can splice yourself with plasmids, just like the hero of the first game, and one of the revelations of the sequel is the ability to swap between and utilise them with your left hand while you simultaneously fire regular weapons with your right. Most of the plasmids here are familiar too, although some have been upgraded. Security Command, for example, can now be used to set waypoints for any sentry bots you've hacked.

Meanwhile, your weapons are hardly regular - they're Big Daddy specials. The drill, first of all, is wonderfully savage. Coupled with a lunge move, it grinds splicers to pieces with staggering brutality and fountains of gore, so much so that it's hard to look beyond it for a couple of minutes - until you realise it leaves you exposed over distance, so it's better to do some ranged attacks first. With the rivet gun, for example, which is a kind of nailgun for people who can bench-press whales. Or the spear gun, which pins people to walls from across the room. Or a massive minigun.

As with BioShock 1, there are alternative ammo types for each gun, and these deliberately mess with each weapon's functionality. Explosive spears, for example, burrow through splicer flesh and see the poor dears running around in terror before they disintegrate, along with any of their nearby friends. Trap bolts can be laid on the ground and fire upwards rather ferociously when crossed. Power to the People machines, which provide weapon upgrades, now also come with a third upgrade level, which is designed to modify the utility of a weapon further. The drill, for example, can deflect bullets once fully spruced.

Some of the best bits in the first BioShock were encounters you had a bit of time to plan, laying out traps and taking advantage of water features and other useful bits of the scenery, and the sequel's developers are evidently wise to this, because there are many more opportunities to do so in BioShock 2.

As a Big Daddy, you can adopt Little Sisters, and thanks to a cloudy on-screen pheromone trail they can lead you to bodies ripe to be harvested for ADAM (it's nothing like the escort mission at the end of the first game, incidentally). In Ryan Amusements, the ideal candidate for ADAM extraction happens to be next to a big door and in-between two staircases. Once you instruct the Little Sister to start harvesting ADAM, a harvest meter appears, and splicers lay siege to the area until it's full, so you have to plan your defences and keep your wits (and rivets and spears and drill-bits) about you.

'BioShock 2' Screenshot 3

Splicers with advanced plasmid skills? So it would seem.

You don't meet Little Sisters by accident, of course, and they are not alone when you do. BioShock 2 welcomes back a couple of Big Daddy archetypes as their guardians, but there's a new one as well: the Rumbler. He's all about controlling his territory, laying down miniature turrets and firing a rocket launcher at you from distance (after which you can pillage these weapons from his corpse, naturally).

Once he's out of the way, you get the usual choice to harvest the Little Sister or adopt her. Adoption is the wrong term though, because it's far from permanent. As well as the responsibility you assume during her forays into ADAM-collection, you eventually reach a point with each Little Sister where you have to decide whether to let her escape through a familiar grandfather-clock shaped vent or to harvest her anyway. If you ask me, harvesting her, having saved her the first time, is more wicked than ever. Hopefully there's a really nasty end sequence for you.

Whichever option you choose, though, you will enrage Sophia Lamb, and she will send the Big Sister after you. By this stage in the Ryan Amusements demo, you've acquired Incinerate and are on the verge of heading back to the train car and finishing the level, and the Big Sister confrontation is not staged around a particular location, so where and when you face her is as much down to you as the game. When you do, it is, as promised, the biggest rumble you've had in the whole of Rapture. And despite the developer's insinuations earlier in the year, there's more than one Big Sister to worry about before the end of the game.

'BioShock 2' Screenshot 4

Yep, never gets old!

Despite all this action, you still get plenty of time to take in Ryan Amusements. As with the first game, there are secret stashes of weapons, ammo and money tucked in around the margins of every room, along with audio recordings that shed light on the park's role in the events of New Year's Eve 1959. All the while you work, you're contacted by members of the sequel's cast, too, including Lamb's current adversary, and the closest thing the game seems to have to a Frank Fontaine - Augustus Sinclair.

Judging by audio recordings and the fiction that underpins the multiplayer, Sinclair is an opportunist who not only rolled deep in the field of plasmid research but did a lot of Andrew Ryan's dirty work. The logs hint at his role in suppressing Lamb during the period prior to the first game, so it's no surprise to discover, at the end of the demo, that he is the kind of man to - in the words of the game's creative director Jordan Thomas - "play absolutely any side against the middle".

But the star of the demo is the Ryan Amusements exhibits themselves. We get a selective history of how Rapture was actually built, and we get a lot of Ryan's beliefs brought to life by thunder-cracks and automatons. As you walk past a farmhouse scene, with a happy family tending the soil, a spotlight falls and Ryan's voice growls over the top. On the surface, he says, farmers sow and harvest their crops, but do they get to keep the proceeds? A giant hand reaches from the sky and pulls the very roof from over the family's heads. "Noooo," booms the voice from the original game's peerless introduction. Wonderful.

It's a strong first showing, or would have been, except it's actually the second level we get to see. The first, which we don't get to play, is called "Big Sister is Watching", and delves deeper into the prototype Big Daddy's background. Set in a place called Siren Alley, "around halfway through the game", it puts you on the path to a pumping station, where you hope to find the means to drain a nearby section of Rapture so you can cross it. This being Rapture, of course, the pumping station is now a collectivist church run by one of Lamb's lieutenants, Father Simon Wales.

Surrounded by his flock of splicers, he's not happy to see you, and a fierce battle ensues. Perhaps the eeriest thing about this demo, however, is a woman's image on the wall. Her name is Eleanor. The game makes it clear that, 10 years ago, she was your Little Sister. Why she is being deified by Wales and his followers is not explained. "Somehow, she's become involved in all of these events," says Jordan Thomas, "and finding out how is one of the mysteries of BioShock 2."

Perhaps the best thing about this demo, meanwhile, is what happens when you dispatch Wales. Lamb comes on the blower, none too pleased as ever. She's sending a Big Sister after you. Again, it's a movable fight, and it happens to hit in Siren Alley's version of Main Street - a claustrophobic huddle of gaudy wooden saloons and motels - but this time showcases your range of options against these ironclad ladies of the deep. Siren Alley also introduces a new enemy, the Brute splicer, who has been pumping up for 10 years, and thanks to the Hypnotise plasmid you can set him to work at your behest. He can go toe to toe with Big Daddies, mauling you with a series of gorilla-like lunges, and he holds up the Big Sister for a while. Then you finish her off.

'BioShock 2' Screenshot 5

The Rumbler likes to keep you at a distance with explosive attacks.

Lamb's no idiot though, so just to be on the safe side she's also flooding Siren Alley.

Superficially, BioShock 2 is merely a prettier version of BioShock 1 - no bad thing, since the first game was as artistically lovely as it was technically stunning - but the ensuing flood is a new benchmark for 2K's use of Unreal Engine 3. It's not quite up there with the equivalent scenario in Naughty Dog's recent Uncharted 2, but, to be fair, Drake and company's downpour of technology stops at your knees, whereas these waters advance to the ceiling. As they fill the scene, silence falls. Good thing you're in a diving suit. Bodies hang, lifeless in the water; a shark swims benignly overhead. "Look Delta," says Lamb, referring to you by your prototype designation, "it is the world for which you strive - you, alone among the dead."

After all this, we also get to go hands-on with the multiplayer component. Much of what we said prior to E3 is still valid, but now we know there are more modes than expected, one of which is Capture the Sister - a fast-paced rumble between two teams, one of whom is trying to pick up a Little Sister and bring her to a vent on the other side of the map. The two teams swap roles at the end of each round, and the winner is the team who can capture the most Sisters in their rounds on the offensive.

'BioShock 2' Screenshot 6

The Iron Sights spear gun attack can be used to pin splicers to the wall. Fun to listen to them nattering first though.

The customisable loadouts should provide decent depth, and the decision to have one player on the defensive team spawn as a Big Daddy rather than a splicer is a nice touch, which means the defensive team is actually stronger to begin with. 2K Marin and Digital Extremes - the team handling the multiplayer - see this element of the game as much more than an afterthought, or a means of warding off second-hand sales, and while we're still more interested in the single-player, BioShock 2 multiplayer shows a lot of promise.

Yet, for all the things we now know about the game overall, we still know very little. What's happened to Eleanor? Where's Tenenbaum? What does Sinclair want? What does Lamb want? What do the other new plasmids do? And what does a Big Daddy, searching for a girl he's predisposed to care about, and who he hasn't seen for 10 years, do when he finds her?

Based on everything we've seen and played so far, though, the thing that's most exciting about BioShock 2 is the suspicion that these aren't even the right questions - and that we may not even know what they are until we've finished the game next February.

BioShock 2 is due out for PC, PS3 and Xbox 360 on 9th February 2010.

Comments (54) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Benno #1 2 years ago

    hopefully this one will have above average combat!
  • dither #2 2 years ago

    I think you guys need to lower your expectations of games. Bioshock was ace, and the sequel is looking like more of the same.
  • groovychainsaw #3 2 years ago

    I was hoping for more depth to the game (veering more towards system shock), but this sounds more and more like a corridor shooter with a bit more plot than usual...I'm not sure about this, not sure at all. Enjoyed the design on the first one, but got very straightforward and was never enough depth to the combat. Here's hoping the rpg options and level design offer a little more variety, rather than more of the same.
  • Retroid #4 2 years ago

    I'm cautiously looking forward to this. Absolutely loved the first game (although it wasn't perfect) and am hoping this can repeat the quality, even if it can't repeat the twist which made the first so memorable.
  • Geordiemp #5 2 years ago

    Another Unreal engine shooter with the only discernable thing is the art decor environment, but small areas and shiny bump map graphics and 1000 step animations (Ok being sarky on last comment)...

    Meh
  • NGCes26294BIV #6 2 years ago

    I have to say that I'm struggling to have much enthusiasm for this, despite enjoying the original.

    It's strange - I've never seen such a widespread apathetic view to the sequel of a hugely acclaimed and successful game...

    ...perhaps there's something in the water? :p


    EDIT: I'd love to hear the justification for giving negative marks to a post stating an opinion, followed by a non-comittal statement. Some bright sparks here, it seems.

    EDIT 2: Thanks for proving me wrong :-)
    Edited by 2 at 29/10/09 @ 16:31
  • thedaveeyres #7 2 years ago

    Really excited about this! Roll on February.
  • EmiliasHorse #8 2 years ago

    Read the first paragraph then thought possible spoiler. No wish to know anything about the story, in any form. Bioshock was so good that the sequel is afforded instant buy status.
  • ParanoidZombie #9 2 years ago

    How will the game deal with death this time? The original's plot was expalining why you could use vita chambers, but this wouldn't make any sense in bioshock2 since your character is "only" an anonymous big daddy. Mark me down if this has already been answered elsewhere ;)
  • NGCes26294BIV #10 2 years ago

    "Bioshock was so good that the sequel is afforded instant buy status."

    I'd agree if the sequel was being developed by the original team.

    Unfortunately, it's being made by two separate teams - The single player is being handled by the guys who made the less-than-stellar PS3 port of Bioshock (which I own, fanboys) and the multiplayer is being made by the developers of the very average Dark Sector.

    Neither gives me much confidence.
  • darkmorgado #11 2 years ago

    @ParanoidZombie,

    They haven't said yet, but it wouldn't surprise me if the prototype you play has a bit of Ryan DNA in him. They are genetically modified after all. Would explain why he was considered too dangerous to be activated, and why he seems to have been able to shake off his conditioning, and would make him a physical embodiment of Objectivism, fundamentally at odds with Lamb's philosophy.
  • Retroid #12 2 years ago

    Hey!

    Dark Sector had its charms, I liked it. Got it for a fiver, mind, but.... y'know :)
  • RedSparrows #13 2 years ago

    Bioshock was a great game, flaws and all. I hope this improves on it. Once again we see the usual reductive 'shooter game is just about shooting, BORING' rhetoric.
  • NGCes26294BIV #14 2 years ago

    I agree, Dark Sector has its 'charms', but I'd rather not have the team in charge of a decent franchise when their previous effort can only only be considered 'good value' at a fiver :-)
  • Hypercube #15 2 years ago

    I'm certainly interested - I really liked Rapture itself, and playing as a Big Daddy sounds great. Unless they really fuck it up, I'll probably get it.
  • Geordiemp #16 2 years ago

    Dark sector programmers, Unreal specialists....seriously, whether xbox or Ps3, if we as gamers ask for better game engines maybe we will start seeing more of them.

    Does it have coop ? If so, will buy as it could be more fun than the first.....
    Edited by 1 at 29/10/09 @ 17:04
  • ParanoidZombie #17 2 years ago

    @darkmorgado: you have a point, the DNA angle is probably the only way to go, but maybe they'll get rid of them altogether, I mean, lots of people unlocked the "clear the game on hard difficulty without using vitachambers" achievement/trophy/whatever, and being able to save any time you want made vita chambers kinda useless, IMO. I guess they'll use them as respawning devices in MP, though.
  • RedPanda #18 2 years ago

    Post deleted at 14:31:59 28-01-2012
  • IneptPercy #19 2 years ago

    I liked th first one but got to a point and lost interest, I killed ryan and thought that was the end and then it carried on, and after a short time I just gave up.

    All I ask is for native AA this time on the PC, I got it working last time but should I have to mess about when it should just be in the options.
  • smelly #20 2 years ago

    Will I be punished for playing badly this time? Or will it be infinite respawn city again?

    Dunno if i can be bothered to play another game which held my hand as much as the last one did - felt like a "my first fps"...
  • smelly #21 2 years ago

    Quote : "playing as a big daddy is what's putting me off this i think. the original had a survival horror feel to it when you started out which was nice. hard to feel scared when you're a walking tank though. "


    You played as a big daddy in the first game? Do you not remember getting all the big daddy parts?
  • TRUTH #22 2 years ago

    I thought the 1st Bioshock was way to simple - once you got a decent upgrade you could just walk through the game, also it was fairly samey about half way through!
  • jimbo118 #23 2 years ago

    Uncharted 2 had a flood scene? wut
  • smelly #24 2 years ago

    >System shock II >>>>>>>>>> Bioshock

    System shock 2 actually had a challenge.

    Bioshock:

    1. Run into room guns ablazing
    2. Take out some of their health
    3. Die. Respawn.. Notice their health is still at level it was when you died
    4. goto 1 until they're all dead.
    5. Fall asleep.
  • Shikasama #25 2 years ago

    Cool, now I don't need to play the game. I'll wait until the actual review and then Eurogamer can tell me the second half of the story aswell.
  • Dirtbox #26 2 years ago

    Why are the people saying the first one was shit being marked down?

    It was shit, only people with no taste thought it was any good.
  • Mashum #27 2 years ago

    Benno: "hopefully this one will have above average combat! "

    Shhh... people don't like to hear it. I loved the first one but the combat was below par, on a gamepad at least, perhaps it wasn't so bad on PC?
  • tnt_2008smum #28 2 years ago

    Hi smelly its me again, just a quick question.

    Why is it you’re allowed to criticise any game you want yet when others do it you accuse them of being a fanboy (usually a Halo loving xbot)?
  • Pro_Gamer #29 2 years ago

    Bioshock appealed to fanboys who preferred graphics to good gameplay. If you compare the mechanics of a shooter like Halo 3 with Bioshock it is BLEEDINGLY obvious how weak Bioshock was. I love FPS, but come on, it was quite lame. I didn't even bother finishing it because it was, well, rubbish. Sorry, but thats how I felt.
  • FladgeMangle #30 2 years ago

    The only thing that bugged me about Bioshock were the creepy vending machines, they were a real carnival of horrors.

    The rest of it was an intelligent and imaginative shooter with a bit of OCD collecting and self improvement with excellent production design, rendering and storyline. I loved it, but if you didn't like it or get it then fair enough. Keep the pointless flamebait to yourselves though please, for your own sakes.

    I know this is a forum and all opinions should be respected, unfortunately this is an EG forum, so views that do not comply with popular opinion will get marked down on a matter of principal. Saying you didn't like the game is your right, but complaining that you got marked down because of this is useless. I should know, I accidentally let it be known that there was a tiny bit of a Tim Schafer demo that I found less than stellar and bingo! Markdown city.
  • ParanoidZombie #31 2 years ago

    I liked combat in Bioshock because it allowed you to experiment: mines, traps, vortex, decoys, hijacked security devices, invisibility, telekinesis.. . I always tried to combine as many "smart" and sadistic ways to kill enemies as I could, had great fun doing so, especially against big daddies.
    I just hope that bisohock 2 manages to make significant improvements on this aspect, with larger environments, more varied enemies and of course even more creative plasmids.
  • immateriaux #32 2 years ago

    After the ludicrous vacant frothy foaming enthusiasm Eurogamer showed for the original game, I can't believe anything they say this time about the sequel. They went so over the top in praise for the original it was like listening to Tom Cruise bouncing on a couch, talking about Scientology.
  • curtlikesmeat #33 2 years ago

    I feel similar to others with a general apathy for this despite loving the original. I like the setting, the characters and the story but am generally not that bothered about corridor shooting. In fact I think I'd have preferred it if it was set at the fall of rapture, so the first half was an RPG where you talked to people etc. and the second was similar to the first Bioshock.... still, it is what it is and if reviews are good I'll pick it up.
  • darkmorgado #34 2 years ago

    Once again, the ironically-named Pro_Gamer misses the point entirely.
    Bioshock is NOT an FPS. It was a story-led adventure that JUST HAPPENED to be in first-person and feature guns, that was centred around an analysis of philosophy and politics and played with genre conventions, such as making the linearity into a plot-point.
    Why are the criticisms of Bioshock only ever based around the narrow-minded view that it was a shooter when it was obviously so much more?
  • ASHBERY76 #35 2 years ago

    This game should not have been made.
  • smelly #36 2 years ago

    @Tnt : quote "Why is it you’re allowed to criticise any game you want yet "


    I'm not criticising this game (that'd be stupid as i havent played it - because it's not even out yet!).. i'm criticising the original.. Which i've played and completed (as you can see in my achievements list) - so I actually am talking about the game itself, not the machine it's on..

    I'm not being a troll who just jumps in and says "haha, this is going to suck as the 360 sucks! All 360 games are too easy and aimed to the kiddy market" or something like that am i? Or in your case going on about how many super mario games there has been while ignoring the fact that there has been more halo games in the same period of time.

    I have genuine complaints against bioshock (biggest complaint being all the REALLY positive press it got - which convinced me to buy it and then feel like i wasted my money).. and whereas i hope the sequel is better, i wont hold up high hopes... And i certainly wont be believing any reviews!


    Edited by 3 at 30/10/09 @ 00:25
  • Dizzy #37 2 years ago

    The original was a rather perfect game. There should have been no sequel. Some games do not work as sequels.
  • Pro_Gamer #38 2 years ago

    @darkmorgado

    Well excuse me whilst I turn my head and puke. Bioshock was 'not' a real FPS? Are you on DRUGS? Philosophy?! LOL! The whole save or kill the little girls was nothing of interest and you know it. Just admit it - EUROFAILER gushed over it and then regretted it. I recall they even had to write a defensive of their own review. FAIL.
  • YourMessageHere #39 2 years ago

    Like several others here, I loved the first one but don't really feel enthused at all at the prospect of a sequel. When it was over I felt like the game was, well, over - it didn't cry out for more, it was a completed story. As others have said, the first person perspective was simply incidental to (and in fact, given the way it messes with expectations of FPS gameplay, part of) the storytelling, and people playing it solely as an FPS, rather than an FPSRPG, without regard to the story, were quite simply doing it wrong. This seems to me to be going in exactly the wrong direction; I can't for example imagine why this has multiplayer, unless it really is being transmogrified into something that is primarily a shooter. I'll not say I'm against its existence but I am extremely wary.

    @ everyone complaining about the combat: yes, compared to polished FPS games the combat was a bit weak. Compared to any other FPSRPG, which is what Bioshock actually was, this was superb. Don't compare the combat in Bioshock to Half-Life or CoD or Unreal, compare it to the combat in System Shock 2, Vampire the Masquerade: Bloodlines, Deus Ex, because those are Bioshocks true peers. Set against them, it's much more fluid.

    @ Smelly, and anyone else still whining about vita-chambers: you serially exploited the game mechanics without even trying to play the game in a different way, something that Bioshock was perhaps one of the best games at providing opportunities for in recent years, in fact the idea of choice was a major theme of the game, and yet the game, not you, is at fault? You could have ignored the vita-chambers or simply tried your best not to get killed, but then perhaps you might have found it harder or even (heaven forfend) started to enjoy yourself, which obviously is not a patch on mindlessly complaining, really.
  • wonton #40 2 years ago

    "The original was a rather perfect game. There should have been no sequel. Some games do not work as sequels. "

    Sums up my thoughts too.

    Bioshock is a self contained entity, it was never plotted for a trilogy or anything but now we have another excuse layered on top of the original.

    Eventually this franchise will become a mess as the 2K Boston/2K Australia have gone away to do something else and various other developers pile in with their ideas. The original vision will be lost.

    Reminds me of a few movie franchises actually.
  • drumbaby #41 2 years ago

    "but, to be fair, Drake and company's downpour of technology stops at your knees"

    Yes, because all you do in U2 is look at the floor. :/
  • RedPanda #42 2 years ago

    Post deleted at 14:31:59 28-01-2012
  • darkmorgado #43 2 years ago

    Thought more about this. What if the big revelation as to why you are looking for your little sister is because she is, quite LITERALLY, your little sister? Perhaps both you and your little sister contain the DNA of Ryan and Lamb, explaining why you could use vita-chambers and are hated by Lamb (her own offspring turned against her worldview) while your sister is worshipped (being a Little Sister, harvesting ADAM to give back to rapture, encapsulating her collectivist philosophy)?

    And Pro_Gamer, seriously, just keep quiet. That way you can pretend to yourself that you're intelligent and we don't have to feel our IQ's dropping every time you post. It's a win-win situation.
  • Gecks #44 2 years ago

    @YourMessageHere
    most other FPSRPGs have less combat than bioshock, though, or at least the flexibility to play it as a hacker-type character who barely fired a shot (you can actually play system shock 2 through to the end without using a weapon - look on youtube for the 'pacifists approach' videos).

    my biggest complaint with bioshock was that i'd played system shock 2 to death, and the plot (same twist!), gameplay and general feel of the thing was lifted wholesale, except it was all slightly worse. that said, "slightly worse than system shock 2" is a caveat i can live with!
    Edited by 1 at 30/10/09 @ 11:16
  • darkmorgado #45 2 years ago

    Erm Fallout 3's combat was awesome. It was an RPG and wasn't meant to be played as a shooter - hence the VATS system, which has been part of Fallout since the very beginning.
  • metalangel #46 2 years ago

    Bioshock was a grotesquely dumbed down System Shock 2, with dull combat and far too much Pipe Dream hacking, and was only saved by the art deco atmosphere and intriguing story. What we have here is a bunch of shit ret-conned in to allow a sequel that isn't needed or wanted.
  • smelly #47 2 years ago

    (i've made a promise to myself to ignore the trolls accusing me of being pro something or anti something - and talk about the game):

    My wishlist:

    1. More bad guy variety

    2. Penalty for death - yes i could TRY to not die - but i'm a lazy gamer and if something is given to me i exploit it, then hate myself for it.

    3. Focus on gameplay rather than story

    4. PERHAPS multiplayer - but i never really bother playing online games anyhow..

    5. If you're going to give me a choice of "good or evil" make it really matter for something other than the end video.. and make it a real choice...

    6. Edit : Forgot the AWFUL pipe mania hacking thing.. yuck!

    That's it!

    I'm not saying Bioshock was a bad game - but it certainly wasnt worth 10/10 (imho - everyone is gonna think differently). However fixing the above things will make it a winner for me.
    Edited by 2 at 31/10/09 @ 02:23
  • smelly #48 2 years ago

    It blew my mind the whole game was supposed to be underwater.. but tehre was no swimming sections!
  • Xinch #49 2 years ago

    EarlBassett and Progamer are in my camp on this game. I couldn't finish it and I never will. I do not like Bioshock 1at all.
  • Kaminari #50 2 years ago

    People whining about the Vita-Chambers make me laugh. You complain that BioShock 1 was too easy, and yet you conveniently "forget" that you could just turn the respawn option off. Such a bunch of hypocrits.
  • samadriel #51 2 years ago

    I never used a vitachamber and the game was still insultingly easy.
  • metalangel #52 2 years ago

    @smelly: What you prefer your character to die of? Being crushed by the water pressure, getting the bends when you come back out of the water, or hypothermia from the temperature of the water?
  • darc #53 2 years ago

    "Just remake system shock 2 with the UT engine and FFS make it just as difficult! Hacking and inventory in realtime etc."

    You can put me down for a copy. In fact, I don't know a single PC gamer who wouldn't buy that at retail.
  • darc #54 2 years ago

    "Shhh... people don't like to hear it. I loved the first one but the combat was below par, on a gamepad at least, perhaps it wasn't so bad on PC?"

    No question mouse and WASD were better (oy did I just walk into a s***storm), but it was still a little subpar in terms of feel. (I'm expecting approx. a -25, assuming folks are still reading this thread.)

    I loved Bioshock for the first few hours, but after that it really became a chore. By the time I finished it, it felt like complete masochism.

    And was I the only guy who thought that "map" was ass-backwards? (OK make that a -30.)