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Sunday, 18 April 2010

Bioshock 2 Review


Bioshock 2












Set in 1968, eight years on from its sequel 'Bioshock', this highly anticipated title was released in February without participation from original creator and inspiration Ken Levine, whose ideologies and input produced the innovative storyline handling and impressive end product.

Here, though, the gamer plays the role of Delta, a Big Daddy 'creation' who has had his Little Sister removed from by Sofia Lamb, a devious psychiatrist who has taken control of Rapture, the game's fictitious under-sea utopia, following Andrew Ryan's demise in the first game.

Whilst the creative absence of Levine had brought with it cries of woe from the most dedicated of Bioshock fans, it was seen as a chance to inject a zest of fresh writing and allowed, many believed, a chance for the series to perhaps look to other characters to produce yet another atmospheric and groundbreaking entry to the critically acclaimed IP.

Whilst the game itself doesn't bring any huge changes in any department, it certainly stands strong as both a separate entry in terms of creative production, but also as a standalone title. Those unfamiliar with the earlier game are reminded throughout Bioshock 2 of events and characters from the past through audio log entries and interaction with newer and pre-existing characters this time round. Though those with fond memories of Bioshock will not be miffed either, old characters making cameos along the way, be it through audio logs or through psuedo-cutscenes.

Gameplay mechanics are only slightly amended; the ability to wield plasmids and weapons at the same time produces some fantastic and ultimately endless ways of killing enemies, an ability which was lacking from the previous title but didn't necessary take away from the overall experience. That said, it certainly helps in close-quarters combat environments and does nothing but help those who find facing enemies overwhelming at times.

Probably the biggest letdown of the game itself is the way different characters are introduced and the way their impact on the lives of Eleanor, the game's main story character, Sofia Lamb and Delta is demonstrated. There are points in the game where peripheral characters interact with the player but little explanation (or at least, no clear explanation) is offered. This left areas of confusion in the game's timeline and left me feeling like I didn't know why I was taking on some enemies but within the overall context, this was not a concerning factor.

When considering Bioshock 2 in the same breath as its predecessor, it's hard to really compare the two. The original offered a fantastic game world, and one which players could observe and gaze at in awe, realising the history and monolithic collapse that had taken place just years earlier. The way the sense of immense atmosphere and presence was created made the game that much more impressive when placed side by side with other first person shooters across the various generations of games consoles. However, as a sequel without its creator, and with a tough task to overcome in bettering the previous title, it was never a plausible option.

However, perhaps the game's biggest achievement is how it handles the ending, a tricky area for all game developers. How does one (possibly) bring to a finish one of the better-realised stories of the current generation, whilst satisfying those who live for the Bioshock series? Without spoiling anything for those yet to play the game, for me it was a brilliantly executed ending. Not only does it wrap up the ideologies discussed in the two Bioshock titles, it all questions the ideal of Utopia, and just what makes such a magical (or otherwise) fantasy.

As a standalone title, Bioshock 2 emerges as an impressive, albeit varied shooter. It makes enough improvements to be considered a great entry within the Bioshock franchise but also makes enough changes to separate itself from the original. Does it better the original's ending, absolutely. Is it better than the original? Not quite. But few can argue that it is itself is a thoroughly enchanting and rewarding game by itself.

8/10

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