That said some of the underwater areas are used creatively so this is a relatively minor gripe.įrom a plot and pacing perspective BioShock 2 is a slow starter. The real downside of these areas is that there's no combat or puzzle solving, rather they are just transitions between two areas. It's a fantastic sequence and a worthy addition but the rest of the underwater segments, while beautiful, are painfully linear and tease something that could have been very cool. Where the first game featured a beautiful reveal of Rapture from the portal window of a bathysphere, the sequel allows you to see the entire city from a hill overlooking the entire place. You can level the drill up to block ranged attacks as well as a fun rush attack with the drill but other than the few parts where the drill is required to solve a puzzle or two it's a weapon of last resort at best.Outside of the new ways to attack people, playing as a Big Daddy allows you to explore some of the world outside of Rapture. It's rare that a FPS game can make effective use of melee weapons and BioShock 2 is not one of those games. Most of the weapons are a lot of fun to use but for some reason the game really wants you to use the drill weapon. The reason you need all these things is because you'll be fighting larger quantities of Splicers, Big Daddies/Sisters, and a few other foes. You also get a few fun extras like portable turrets and proximity mines which can be helpful in creating some interesting trap areas. For example you could freeze an enemy and then shatter them with a shotgun blast or you could do what I did which was to electrify a bunch of bad guys and then mow them down with a machine gun while they do the electric shuffle. There are a few moments of tension and horror created through some of these but given how much the mechanic has been copied by other games it doesn't feel as fresh as it once did.ĭelta is unique in that you can use both weapons and plasmids at the same time which allows for some fun combos. The mechanisms still works but feels a little less original now although it's the quality has been upped a notch. Like its predecessor, BioShock 2's story is told through conversations with characters in the game and through audio clues that you find scattered throughout the game. This means that the goal of the game isn't just to escape Rapture but to find your specific Little Sister and escape with her as you'll die without her. Since you're a "special" Big Daddy you're bound to your Little Sister even more so. The game fleshes out the relationship between the Little Sisters and Big Daddies a bit and it turns out that Big Daddies are genetically bound to their Little Sister. Picking up a decade after the first game, you play Delta, a very special Big Daddy who can not only wield the heavy hardware of the leviathans from BioShock but can also use plasmids to boot. The real fun now is figuring out which political set the third BioShock game will follow because you know it's coming. Along the way she points out the folly of Ryan and how her plan is better but it doesn't come across as well as the message from the first game. BioShock 2 shifts the paradigm to Sofia Lamb's beliefs that the group is more important than the individual and that it's important to sacrifice yourself for the betterment of the group. The first game focused on Andrew Ryan's (the founder and builder of Rapture) belief in the individual, that a man was entitled to the sweat of his brow without being taxed to support others.
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