Review: BioShock 2

Score: Meh
Difficulty played on: Normal
Time to beat: About 12 hours
Loved the most: The fantastic sound design.
Hated the most: Sophia Lamb and her pathetic story.
“In Rapture, a bleeding-heart tends to bring in the sharks,” says one of BioShock 2‘s more memorable characters. Well, consider this reviewer a shark then, because the bleeding-heart drivel peddled in this sequel to one of my favorite games of all time bastardizes the thought-provoking philosophical quandaries found in that ground-breaking 2007 title. And to get all poetic on you, I’m going to go ahead and label BioShock 2 a parasite–a game that hears of the wonderful world of Rapture and invades it with nothing new to offer, asking only where its share is. It isn’t necessarily a bad or broken game, and it’s actually quite fun at times. It’s just not worthy of the BioShock name.
You wouldn’t know of the disappointment to come from your first few steps in Rapture, though. Everything that made the city a marvel to behold is even better this time around. The unique art-deco setting is possessed by an unnerving atmosphere of decay and menace through heavy use of shadows and the first game’s signature horror touches. The sea’s continued reclamation of the city provides the opportunity for more of the best water in video games as well as plenty of colorful plant-life that emphasizes Rapture’s demise. Little touches like the smoke that meanders from recently fired guns or the tiny flames on each finger-tip of a plasmid-wielding hand add to the immersion. And while the character models aren’t the best by a long shot and looking at anything too closely will reveal its uglier side, any graphical problems are far out-weighed by the superb art-direction. Rapture is simply one of the most visually stimulating worlds to explore in gaming.
But the visuals are nothing compared to the sounds of BioShock 2. Without exaggeration, the audio direction in this game may be the best I’ve ever heard. The guns all erupt with fierce power (the sound effects even change depending on ammo type), the enemies casually banter to each other when they’re unaware of your presence and then proceed to insult you when alerted (they have nice screams when you set them on fire too), every audio diary is voiced with conviction, and the world in general just buzzes with minute touches of life. The first time you walk under a stream of water pouring from a broken pipe and hear a tinny dinging on your metal helmet you’ll understand. If not that, then listening to a Little Sister eagerly gulping the ADAM she’s just collected should do the trick. The score is just as creepy and down-right unsettling at times. My only quip with the audio is the occasional repeated line, which becomes especially noticeable in the final stage of the game for reasons that I cannot discuss here.

Same great look, but all grown up.
But what makes BioShock 2 tick is the same as what made the first game tick–the combination of exploration of the city and gun/plasmid fueled combat. Although, exploration isn’t quite as enthralling in the sequel. While the many audio diaries scattered throughout the city may be excellently voiced, the back-stories they tell just aren’t as interesting as those of the first game. In fact, some of them seem to go unresolved or are just entirely irrelevant to begin with. It really makes exploration less of a joy, which is a shame considering the level-design managed to keep the same mysterious veil of our first venture under the sea.
The combat’s slightly smoother, as you can utilize both firearms and plasmids simultaneously, but the difference isn’t that noticeable. And while it serves the purposes of this game’s campaign well enough, any time spent in the multiplayer will force you to realize how unresponsive and imprecise it is in comparison to other FPSs like Modern Warfare 2. Still, it works in this game and always manages to be fun and hectic.
As was the case in BioShock 1, combat’s at its best when you have to plan and strategize against your enemies. BioShock 2 offers more opportunities to do this by allowing you to adopt the Little Sisters you snatch from fallen Big Daddies and put them to work harvesting ADAM from “angels.” Hordes of splicers (most of them familiar but with three new and satisfying enemy types) then charge your little girl and you have to do what daddies do best–protect their daughters.
You’re afforded a diverse and powerful arsenal to do this with. Many of the guns offered this time around are simply variations on the weapons of the last game, but they’re fun nonetheless (although a massive splicer-boring drill is considerably less awesome than you’d expect). Unfortunately, some of them do seem to be unbalanced and you’ll likely end up using the same two or three guns the entire time, especially once you’d invested upgrades into your favorites and the others suddenly seem extra weak.
The balance issues extend to the plasmid powers as well. There are even more plasmids and tonics in BioShock 2 than its predecessor, but many of them feel utterly useless or underpowered. Worse yet, the game doesn’t exactly encourage experimentation on the plasmid/tonic front like the first one did. I’d wager that a person could get through the entire game using no more than two different plasmids. I definitely feel like the developers didn’t pay equal attention to every power and wonder why they felt the need to include so many useless abilities (more specifically referring to the tonics here). If anything, I would have liked to have seen the upgrading process go in a more specialized class-like direction for the second game, forcing me to pick a path and play the game that way. At least then the developers would have had to balance every play-style.

You can upgrade plasmids for new effects and greater damage.
And this brings me to my next issue–the game is just too damn easy. Perhaps if players had been forced to specialize then certain situations would have been more difficult. As it is, I never feared death in this game (and hell, even if I did die, I’d just come back in a Vita-Chamber with no penalty whatsoever). Money is always in such lush supply that you’ll be able to afford as many med-kits and EVE hypos as you want. ADAM is just as flush, and there’s no penalty for picking every one of the best tonics or plasmids, so at higher levels, you can pretty much regain health simply by killing enemies. Even if your many foes do exercise intelligent combat tactics, they’re never much of a problem.
That lack of difficulty extends to the new hacking mini-game as well. In BioShock 2, instead of the awesome puzzler mini-game of the first, we get a quick and simple real-time game where you have to land a moving needle in the right color zone a few times in a row. It’s not a bad mini-game and probably makes more sense in keeping the pace of the action up and not alienating the mainstream audience, but I personally loved the hacking mini-game in the first BioShock. It’s more of a personal complaint, but one that underlines the ease of this game, even if it is in real time. The ability to collect junk and build special ammo was also removed, with 2K Marin instead opting to fully stock vending machines and corpses with special ammo.
Now the two paragraphs above might lead you to believe that my biggest issue with the game is its lack of difficulty (actually, it probably is towards the end, when you literally don’t even have to fight through the final level), but it’s actually the fact that BioShock 2 simply returns to BioShock 1‘s world (albeit 10 years later) with a couple of new enemies and powers and calls it quits. This game honestly does not attempt to do anything new worth mentioning. Sort of ironic given the setting. Even the narrative structure is strikingly similar to the first game, sometimes to a degree of distraction.
The fact that the developers took this lackadaisical attitude with the game’s story is the most disappointing part of it all for me. Instead of creating something as fresh and stimulating as the first game’s narrative, they simply flipped the philosophies around and had a die-hard collectivist running the show. Even more embarrassing is that they couldn’t write her philosophies in a believable, charismatic way so they just made her absolutely crazy instead. Andrew Ryan was a magnetic man who could draw you into his vision and make you understand his ambitions. Even when things went bad, he was a believable tragic figure who lost sight of his ideals in the pursuit to save them. Sophia Lamb on the other hand, continually spouts off about loving everybody and eradicating the self, even as she oppresses her own daughter for her own goals. The “family” that she leads seems to consist entirely of homicidal junkies with about as much rational thought as…well, junkies. She’s so far off the reservation that she’s willing to change what it means to be human in order to create her utopia…hell, seems more humane to just act like one of the tyrants she’s always deriding.

This is about as up-close-and-personal as you get with Ms. Lamb.
You might be wondering what on God’s green earth a woman like Lamb is doing in a city like Rapture. The game’s fiction tries to answer that with some bogus “taking down the machine from the inside” garbage that leaves you wondering why she didn’t just stay topside. But there’s no such explanation for her followers (well, at least the one sane one remaining). The audio diaries of these people painted a picture of weaklings turning to a cult to deal with their problems, in my opinion. I felt no sympathy for them. They never belonged in Rapture in the first place.
And the way their history is shoe-horned into the BioShock canon seems to validate that sentiment. Apparently Lamb was Ryan’s biggest political enemy before the fall of Rapture and they had a bunch of major public debates. Apparently Lamb had a rather large following and manipulated them with her big psychological terms (because the best and brightest minds of the world are apt to blindly follow someone who can tell them about how they really feel). Apparently Ken Levine must have scripted the entire first game, because nobody on this new team knows how to write a compelling story.
The one aspect of the narrative that is engaging is the more personal side of it. Perhaps your personal Little Sister (who is coincidentally the villain’s daughter) isn’t always given the best lines to work with, but the very idea of a father-daughter relationship had a strong impact on the game for me. Where as in BioShock 1 I had no problem harvesting Little Sisters as I pleased, I legitimately felt bad about doing it this time, what with the little girls screaming, “Daddy, no!” And I really felt good when I saved them and they said things like, “I’m going to tell all the other girls that I have the best Daddy.” Of course they wrap your moral actions back to your personal Little Sister later in the game in a predictably binary and idealized way that leaves a little more to be desired. But still, despite the fact that harvesting is still presented as a screen of green smoke and not a violent and disturbing murder like I’ve always wanted, being a Big Daddy and possessing the trustworthiness that comes with it make an impact on the game.
Truth be told, with the pace losing steam towards the end, you’ll be glad to reach the end of the game and never play the campaign again. The “choices” in it are so black and white that it’s not even worth it to go back and play a second time. What does extend BioShock 2‘s value a bit is its highly controversial multiplayer mode. I won’t bother devoting a whole lot of words to it since it feels out of place to begin with, but I will say that it’s not bad. It has a different feel than most modern shooters, more akin to old N64 FPSs where zooming in wasn’t a viable course of action. It’s not at good as many of those old shooters I’m referring to, but it does feel similar, even with its in-vogue persistent leveling system. And the unique visual style actually reminded me a bit of TimeSplitters 2. They should remake that game as a downloadable title.

The multiplayer component has a much faster pace.
Anyways, every game type has a unique BioShock twist with Big Daddies and Little Sisters playing a role. You can even hack turrets (but they’re underpowered) and research enemy bodies for damage bonuses (cool idea). There are a few multiplayer-specific plasmids that make things interesting too. Still, the competitive element of BioShock 2 seems woefully underdeveloped and unbalanced (all you need’s the grenade launcher) considering what it could have been. The coolest feature is that leveling up unlocks audio diaries for each of the eight playable characters. These characters are sort of hit and miss, but some have more personality that single-player NPCs and their three-diary arcs are interesting, but probably not worth all the leveling it takes to unlock them. Ultimately, any good multiplayer does is undermined by an inexcusable glitch that freezes the game (usually in the player-lobby after a game) about 15% of the time.
So 2200 words later, I’m here to tell you that BioShock 2 is not a game worth owning. It shamelessly tries to ride the coattails of its classic precursor but fails miserably because of its lame story with unrelatable characters, lack of gameplay innovation, and indefensible ease, even on the hardest difficulty. Maybe my reverence for BioShock 1 has tainted my opinion, but I don’t think you’d find many people who’d tell you that the sequel competes on any front other than A/V and gunplay. If you want another mindless shooter with some cool powers and great atmosphere thrown in, then maybe you’ll enjoy this game. But most of us will probably feel like Tenenbaum upon returning…we’ll make up some lousy excuse for ever showing up in the first place and get the hell out of there (that probably won’t make sense if you haven’t played BioShock 2, but trust me, you’re better off not understanding).
Author: Cody7 Comments to Review: BioShock 2
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This one goes out to lollerskates.
I’m just curious, did you notice that the Big Daddy protecting the final Little Sister was the Mark Meltzer dude from the audio diaries? I didn’t my first time around but the second time, I went to collect stuff from his body and noticed that it said his name instead of the enemy type. Seems like they would have made this more prominent.
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I did not actually, and I’m actually grateful to you for pointing that out. I was wondering WTF happened to that guy for the entire game (although, since at last count he was going toe to toe with a Big Sister with what sounded like only a pistol, I had assumed the worst).
As per your review:
Simply put: I could not agree more. I even drew the same complaint you did, that the whole thing felt like a parasite feeding off the energy of the first one, in my mind while I was playing. One of my biggest disappointments, in addition to what you’ve mentioned, was that I felt whoever voices Andrew Ryan gave SUCH a lackluster job this time around. He sounded either like the directors told him to sound intentionally evil or extremely tired (I couldn’t tell which) in everything but his “Journey to the Surface” exhibits.
Beyond that though – I agree with you on Lamb. SUCH a disappointing character. As you said, Ryan captured every bit of you and had you nodding your head sometimes even if you later realized you didn’t agree with what he was saying, but Lamb came across from start to finish like a raving lunatic. Ryan’s idea of a utopia is to let men be totally free men under a totally free market. Her idea of a utopia is to transform human beings on a genetic level to have no concept of self awareness, and to reduce them to hyper intelligent insects, led by (from what I pieced together from her plans) a subject that has been injected with the memories and talents of every other so-called “person.” Uhh… yeah, good luck getting ANY sympathy out of anybody but the most blind of fanboys to this game, Dr.
The voice acting was fine, but the diaries sucked. There was no “The Wild Bunny, by Sander Cohen” to speak of here, no great “It was not impossible to build Rapture on the bottom of the ocean. It was impossible to build it anywhere else” lines. The closest thing to a touching diary was that little boy who left a single rose for some girl he had a thing for. I also, unlike most reviewers, absolutely hated the final two acts. Every other review has been all “Game was boring and paced too slow until the final two acts,” yeah that’s bull. The final two acts were a rush job, and for a game that’s so rewarding for its exploration, it simply didn’t fit.
I completed it on Hard with Vita Chambers turned off my first time through, and I had the same complaint about the difficulty. A full tank of gas for the drill (GAS for the drill. That’s right) would take out any Big Daddy or Big Sister so long as you stayed sharp with the Lightning plasmid. That’s just pathetic.
It was also made in the most unbelievable of manners. I thought they’d be smart about it, and have Lamb be sort of like some sleeper agent of altruism who, now with Fontaine and Ryan gone, would rise to power after laying dormant this whole time. That seems the smartest route, given she had NO mentionings whatsoever in the first game. But of course, that’s overlooked in favor of “dude she was doing all this stuff the whole time and you didn’t even know! lmao – oh and sinclair too haha”
It was insulting, to be perfectly honest. Plus, the fucking Savior achievement deemed it more moral to deny Alex the Great (Gil Alexander? I think that was his real name) his last SANE request, to die, than to grant him that sweet release from the psychological prison he was stuck in. Are you fucking kidding me? I can FULLY understand the morality behind not killing the little sisters, Grace, or even that Ryan agent Poole who was working to ruin Lamb, but the guy was literally begging you to kill him in the last moments of his sanity – but the moral choice is to leave him to his torment. BULL SHIT. At the VERY least, if you’re going to make a morally ambiguous case like that, don’t make it part of the requirement for the “Savior” achievement you assholes. I missed that my first time through and COULD NOT BELIEVE that it was part of the criteria to unlock it.
Multiplayer is laggy and buggy, but not the least fun thing I’ve ever played when it’s working. Game has frozen twice for me (and I’ve read many others) trying to play it, but I need to level up to 40 to cap off the achievements in this game.
But really, and this is what matters most – No Steinman. No Cohen. No Fontaine. No Suchong. No Ryan. Peach fucking Wilkins had more character than Grace did for God’s sake. Nothing memorable about the story of this game at all. If there was a plot twist, by the way, I totally missed it. I read there was one but that it could be “seen coming,” but again, I didn’t even get that. Such a shame. I don’t know whether I’m more angry at the wasted potential, or the feeling that BioShock 1 didn’t NEED a sequel is just being proven so true now that it hurts to think at what has become of the canon of Rapture.
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Spoilers ahead!
Agree with everything you said. And I think they probably directed Ryan to sound tired so they could pump up the rah-rah on Lamb.
As for the audio diaries, I liked that little boy one too. It was actually a little sister he was giving the rose to. I also really enjoyed Elenor’s one’s from childhood. If you’ve ever seen Cowboy Bebop, I thought she sounded a lot like Ed, especially in her “Barbarian” one.
As for the final acts, I really enjoyed the little sister perspective but felt like everything after that was just filler. And Jesus, that summon plasmid made it so you didn’t even have to fight.
On the morality of killing Gil, I couldn’t believe it either. I saved him the first time because I just assumed there was an achievement attached, and I guess it shouldn’t come as any surprise that this game’s morality isn’t complex enough to equate killing with a good deed.
Good luck playing long enough to get to level 40.
And yeah, none of the characters or levels in this game were memorable. And the lead director on this was the level designer for Fort Frolic! But it was actually Ken Levine who wrote the script for that, so I guess level designer simply entails building the environment.
I think the twist, which I’d call more of a shock, was when Lamb suffocated her own daughter (fucked up), which had all the weight robbed of it 60 seconds later when Elenor was all like, “Oh, she just stopped my heart for a second.” Personally, I’m more upset at the missed potential because I kept thinking of ways I would have improved the game and I honestly think I could write a better story. Half-Life 2 shows that unnecessary sequels can turn out to be revolutionary, the developers just have to be in it for more than money.
Lastly, I have a major problem with the damn train that’s continually blocked. Why am I forced to go through all these fucking trains when I’m a Big Daddy who can walk on the sea floor no problem? Why don’t I just bust out and swim to Fontaine Futuristics? From now on the only words needed to describe this game are “Peach fucking Wilkins.”
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A couple things I forgot. 1. That was a pretty screwed up “good” ending when Elenor kills you.
2. I almost didn’t want to do the 9-irony achievement. It just felt wrong.
3. Well, there was something else but I can’t remember it.
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1. Yeah I was definitely confused about that… did I miss something and it wasn’t possible for you to return to the surface without dying because of some part of being Big Daddy’d? Or did I die somehow from the explosion even though I managed to hold on the entire distance back up to the surface, as well as climb on top? Or did Eleanor really just murder me just so she could have some sort of twisted conscience? I didn’t get that.
2. Same here. Making a joke out of one of the more moving scenes of the first game, which was IN NO WAY intended to be funny, was a really bizarre choice.
“But most of us will probably feel like Tenenbaum upon returning…we’ll make up some lousy excuse for ever showing up in the first place and get the hell out of there ”
Forgot to comment on this. What in the hell WAS the point of that little cameo? They dumped all over her established character model from BioShock 1 (from what little we COULD see) and apparently managed to grow younger in the 10 years that have gone by, and then all we get is a brief scene, a hurried finish, and then nothing. Is she still down there? Did she leave Rapture? Did she even get away from who she was running from (was it Lamb? I don’t even remember)? I don’t think Sinclair says two words about her beyond the first conversation you have with him, and even then it’s like “Tenenbaum gave me ur digits. That cool?”
And what was WITH Sinclair? Was I supposed to love the guy like a best buddy for all of the… wait, what DID he do again? Drive the train? Was I supposed to hate him because of his role in my creation as Big Daddy? I didn’t really CARE about Sinclair. I was waiting for some sort of twist that had Sinclair turn out to be an important character with a foundation, maybe from an audio diary in BioShock 1 or something, but no such luck. He was just some guy who apparently was buddy buddy with all of the big names in Rapture but was, again, inexplicably absent from BioShock 1′s diaries and story.
*sigh*
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Regarding the poll: You guys (except Cody) have got to be kidding me. We had a write about games section for 6 months and nobody contributed except Tim… once.
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Yeah, it would be kind of nice to get serious answers if you were just joking when you picked that option, as the site will be undergoing some minor changes in the coming month. But if you were serious, then amen! We can start it up again. It will be glorious.
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