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[Multi] Bioshock 2, February 9th, 2010.


SinisterDeath

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Everyone and there mother (that plays video games) has at least heard about Bioshock 1.

 

Set during the fall of Rapture, players assume the role of a Plasmid test subject for Sinclair Solutions, a premier provider of Plasmids and Tonics in the underwater city of Rapture that was first explored in the original BioShock. Players will need to use all the elements of the BioShock toolset to survive as the full depth of the BioShock experience is refined and transformed into a unique multiplayer experience that can only be found in Rapture.

 

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Game Informer review:

 

I no longer feel like a tourist in Rapture. Once wondrous and foreboding, this underwater society now has the familiarity of a local shopping mall. Audio recordings of Andrew Ryan detail the need for rational selfishness in a controlled world, Big Daddies moan dejectedly in every corridor, and the biggest decision we are faced with is to save or harvest a Little Sister. For roughly 10 hours, BioShock 2 follows directly in its forefather’s footsteps, too fearful to inject anything new into this twisted world.

 

The developer’s stubbornness to not veer off of the beaten path clashes with the game’s premise. In this installment, players assume the role of the first Big Daddy. Had the game not made this abundantly clear within the introductory cutscene, I would have thought I was playing as a character similar to the original game’s protagonist. Because the Big Daddy’s suit appears to be made of cotton, splicers pose just as great of a threat to your Big Daddy as they did to BioShock’s human lead. Shouldn’t I be just as big of a threat as the other Big Daddies in the world? Apparently not.

 

This inconsistency in BioShock’s lore stretches into the realm of the absurd when your Big Daddy’s drill is in play. Yes, this violent device turns splicers into satisfying smears, but it guzzles gas faster than a Hummer. After just a few uses, it runs out of fuel. When this happens, its role is demoted to that of a whacking tool…like a wrench.

 

With writer/director Ken Levine and his team at Irrational Games not returning for this sequel, 2K Marin (and four additional development teams) took on the task of continuing the BioShock franchise. For the majority of this experience, these developers seem to be spinning their creative wheels, and the tiny bits of new content feel tacked on. The Big Sister is the most noticeable mistake. Early in the adventure, her role seems to be similar to Resident Evil’s Nemesis – dropping in unannounced to wreak havoc. Her combat prowess dwarfs yours to a degree that you immediately think, “I’ll never be able to take her down.” As imposing as she is initially, you end up defeating her within the first hour of play. As the game progresses, her class type becomes a reoccurring boss (usually confronting you at the end of each level). Given the potential she exhibits in the first hour of the game, I’ll never understand why 2K Marin opted to change her from a unique antagonist (the original plan and reason why the game was delayed) to a faceless enemy type.

 

Another odd addition is the hack tool. Remember how tricky it could be to navigate rooms with cameras and turrets? With the hack tool, which fires just like a gun, you can take control of stationary targets from a safe distance. Why even have them in the game if you are going to demote their role to being mild nuisances? Would a Big Daddy really use the stealthy approach? When I played as the Big Daddy in the first BioShock, I thought it was an underdeveloped section of the game. I get the same feeling from BioShock 2.

 

Eventually this disappointing adventure does turn a corner. It takes 10 hours to get there, but the final two acts (lasting approximately three hours) are brilliant. One plot twist in particular shows you a side of this world that you never thought you’d see. Don’t worry, it isn’t a spin on “would you kindly.” It comes out of nowhere and helps this game find unique footing. The twist gives reason to plow through the rest of the game, and rewards players with a fantastic conclusion.

 

This crucial turning point also brings on new gameplay dynamics. When your plasmids are leveled to the max, when the final weapon is obtained, and when your Big Daddy finally realizes he can run fast, the Adam hits the fan. You become a cold-blooded murderer capable of downing multiple splicers, Big Daddies, and Big Sisters in one fight. The pacing gets a welcome shot of urgency, and you finally feel like…well…a Big Daddy.

 

When this game recognizes its true potential, it shines. It’s just a shame that it wanders misguidedly for so long. The first 10 hours are not bad or forgettable, they just don’t branch out from the safe confines of the first BioShock. The controls are just as tight as they are in the first game, and the explosive plasmid play once again makes brutality against splicer nation an undeniable blast.

 

Unfortunately, the same cannot be said of this game’s multiplayer component. I love that it has a deep leveling and reward system, but the weapon functionally doesn’t feel right, and limiting plasmids to just two per loadout limits the strategies you can concoct on the fly. Using Little Sisters, who are kicking and screaming the entire time, as alternatives to flags is an ingenious move, but outside of this laugh, most of my time with multiplayer was spent complaining about the gunplay and map designs. If you can live with these faults (which I could never do), reaching the level 40 cap will take a significant amount of time.

 

If your interest lies solely with the single-player experience – and let’s be frank, this is why we counted down the days until BioShock 2’s release – I walked away from it pleased, but also unfulfilled. BioShock 2 eventually becomes the sequel I hoped for, but spends too much time getting there.

 

 

Concept:

This sequel doesn’t realize its potential until the final leg of the quest. Up until this point, it’s fun, but largely the same game as the original

 

Graphics:

The feeling that you’re not in Kansas anymore never hits you. The architecture holds the same qualities, and the underwater sequences don’t last long enough to affect the experience

 

Sound:

One of the best soundtracks I’ve heard in awhile. The voice acting is also top notch

 

Playability:

Plays exactly like the first game (which is great), but doesn’t reveal the Big Daddy’s true combat abilities until the final acts

 

Entertainment:

The final three hours are outstanding. Getting to that point isn’t a bad way to waste a weekend, either

 

Replay:

Moderately High

 

Final Score: 8.25

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The PC version of BioShock 2 doesn't properly support widescreen monitors, using a cropped and stretched 4:3 aspect image to simulate widescreen instead.

 

Stop me if you've heard this one before: Gamers are up in arms over widescreen monitor issues in the PC version of BioShock 2. According to posts on both the 2K forums and the Widescreen Gaming Forum, BioShock 2 crops the top and bottom of images and then stretches the result to make the visuals appear wider. 2K Games has acknowledged the issue but says it's limited to the PC release of the game.

 

"This is just a PC issue," 2K Community Manager Elizabeth Tobey wrote. "It doesn't impact 360 or PS3 because the game always has a widescreen angle for those versions."

 

"I am compiling a complete list with a nifty screenshots for you, but in short: Yes, there's a problem, yes, a fix is on the way, yes the view will expand horizontally for you widescreen gamers," she said in a later message. "I wanted to let you know as soon as I could - so stay tuned for the details."

 

Is this ringing any bells with anyone? Return with me, if you will, to the golden days of 2007, August to be precise, when the original BioShock hit the market. Owners of widescreen monitors were howling in outrage over its apparently busted widescreen support, which 2K said was actually a case of the game being stretched higher on 4:3 monitors. In other words, it wasn't a loss for widescreen, it was a gain for conventional monitors.

 

Needless to say, gamers were entirely unsatisfied with that explanation and 2K eventually released an update to correct the issue. I was never entirely convinced that this was actually a problem as opposed to a legitimate design choice (although to be fair, I played BioShock on a standard aspect monitor) but regardless of that, 2K had to know that gamers would be watching for this and would react badly if it was discovered that widescreen support wasn't 100 percent. So how was this allowed to happen again?

 

Greeaat. Its not like PC' Devs are alienating us by getting rid of Dedicated Servers, and Lan Support as is.

Now this? Talk about killing trust to the consumer!

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  • 2 months later...

Six new maps are approaching for multiplayer

 

Six new maps are coming to BioShock 2 multiplayer soon, and these newly released screens make them look like perfectly solid places to shoot dudes in.

 

The Rapture Metro pack, which is releasing on all three platforms and will run you $10 or 800 Microsoft points, includes the six maps, three new Achievements and Trophies, and the ability to prestige "Rebirth" yourself from level 50 back down to level one in exchange for a fancy new mask. Sure, $10 is a little pricey, but at least it's not $15 like some companies like to charge for a simple map pack.

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