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Tuesday, February 23, 2010

Bioshock 2 - Deja Vu Rules to the end



I finished Bioshock 2 and there is little there in sense of real accomplishment as there was in the first game. As I wrote in my "half way through" review, this game follows close, almost too close to the original title. 

Towards the games conclusion the direction and story line felt more like going through the motions than unraveling a mystery and worthwhile cause. Injecting Andrew Ryan's voice recordings seem to be the only way of validating Sofia Lamb where he clearly notes their differences. A handful of voice recordings from other characters voicing their own agendas and positions on Ryan and Rapture are more or less fodder than substance.

Given that the characters aren't anywhere near as compelling as those in the first game makes this games dramatic disclosures that much more muted. Sofia Lamb's purpose, motivations, and speeches aren't gripping so the revelations that unfold in the game are allot less meaningful.

As mentioned in my previous post, the feeling of Deja Vu is prevalent. Almost on rails, familiarity plays out up to the final animated sequence. Since I saved all the little sisters in the first game, I'm treated to a similar warm purposeful ending.

It's like 2K Marin said, "if it aint broke, don't fix it". Unfortunately they followed the first games player progression so closely that its easy to compare where Bioshock 2 comes up short. There are differences, but they aren't enough of them to knock the ball out of the park. It's like riding a haunted amusement park for the 2nd time, it's not as exciting the second time around. There are no attempts of meaningful story twists and the Big Sisters really are just a new enemy class type.

What the Game Does Right

Midway through the game, updated weapons and Plasmids can really lay on the punishment. Toward the end, given your Plasmid and Weapon upgrades compliment each other, you can be a dual wielding master of pain.

I found that Electrobolt 3 and Shotgun using Phosphorous Buck was enough to bring down some biggies very quickly. The fully upgraded launcher is devastating throwing grenades that cause secondary explosions. Watching Alphas and Brutes writhing helplessly getting loads of Electrobolt and shots of Buck before going down is viscerally rewarding. 

I found Cyclone Trap 3 amusing. It's almost like a Jedi's Force Pull. Any enemy not too heavy could be hurled into walls allowing you to finish them off with cheaper ammo. It uses less Eve than other Plasmids so setting multiple traps makes allot of sense when little sisters collect Adam.

Overall, the weapons and Plasmids are the benefactors in Bioshock 2. Most of them are effective and give a level of strategy to use when taking on specific enemy types.

Summation

If you have never played the original Bioshock then you really wouldn't know what you're missing in Bioshock 2.  If you like the idea of building up and customizing your characters offensive/defensive capacities accompanied by an OK storyline that's a plus. For anyone who enjoyed the story as much as the action in the original, you should park your expectations on story and look forward to the updated Weapons/Plasmid game play.          


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