Despite succeeding as a stand-alone game, Bioshock 2 is too similar to its predecessor to keep us from forgetting it.

User Rating: 8 | BioShock 2 X360
The Good: Multiple enhancements keep the classic gameplay fresh; graphics are still sharp; fantastic soundtrack; rest of the sound design is solid as well; surprisingly addictive multiplayer

The Bad: Story is neither as gripping nor as lengthy as that of its predecessor; atmosphere isn't as haunting this time around

The Ugly: In many ways feels too similar to the first game


Let me just say first off that Bioshock is one of my favorite games of all time. Irrational Games created a masterpiece in one of the most highly regarded video games of this console generation. I know that 2K Marin (which partially consists of former members of Irrational) was given the privilege of developing this sequel, and that in the meantime Irrational began working on technically the third game in the universe, though reportedly not directly related to either of the two before it. But Bioshock 2 is without question in the same universe; this sequel takes place 8 eight years after the events in the first. Many Little Sisters have grown up, and new forces have arisen to (and fallen from) power since Andrew Ryan's death. Even though there are some great possibilities that could have been (and have been) taken with the progression of the story, most of the time the effect falls a little flat, simply due to a general weariness with the locale. Although Bioshock 2 succeeds as a game in its own right, it is difficult if not impossible to resist comparing it to its mind-blowing predecessor, against which it cannot hold its ground. Bioshock 2 returns with great gameplay, solid sound design, and good artistic direction, but except for the refreshing, addictive multiplayer the game as a whole feels too similar to its superior predecessor and in effect will rarely be taken off the shelf after the initial experience is over.

The graphics of Bioshock 2 are still solid all around, even if they are for the most part reused. The game technically holds up well against even the most strenuous situations, but you will occasionally find some blurry floors and walls. Artistically, the feeling of recycling really takes the effect out of the game this time around; whereas the original haunted us continually with dark scenes contrasted heavily with intense lighting and memorable setpieces, the sequel fails to recreate the same magic and thus feels, quite honestly, boring. There are still some great effects that show up once in a while, but for the most part the individual locations, because the atmosphere has largely lost its effect, are sadly forgettable.

The gameplay, too, feels similar in many ways, but in others there have been significant changes and improvements. The plasmids now have new features and possibilities, and there are a few new enemy types as well that can really make for some intense battles. Some of the best fun you will have in the game is befriending a Big Daddy and defending yourself from the inevitable onslaught of grunts, brutes, and a Big Sister who are constantly setting off the alarm of a nearby camera you have hacked. In this way, the combat is more than the sum of its parts. While individual encounters are quite dull, setting up the AI against the AI and helping to turn the tide of the battle is very satisfying. However, 2K Marin really missed an opportunity to help recreate the immersion from the original game. In this one, you take the role of a Big Daddy; while this sounds quite enjoyable on paper, you don't feel at all like a big, hulking beast in a big, hulking suit. Instead, you play this game exactly like any other FPS -- they didn't even alter the footsteps unless you're underwater. The only change in gameplay that was made to accompany the role of a Big Daddy is the alteration of Little Sister interaction. This time around, you can carry them around after defeating their Big Daddies and help them harvest bodies. But what's a great way to break immersion? The simple answer is to make sure you don't actually feel like a Big Daddy. Not only do you not move like one, you also must fight hordes of enemies each time you harvest (something that the articial Big Daddies are exempt from), and you can't even summon Little Sisters like the other guys do by simply banging on the vents. These things working in conjuction not only make you feel more alienated than you already are, they simply create a perpetual sense of disbelief. Why should a near-invincible Big Daddy feel afraid? Why should a Big Daddy that is in harmony with the Little Sisters be constantly under the impression that everyone else is out to get him? Why do the enemies only attack other Big Daddies if the player has one of them hypnotized but have no qualms attacking the player himself at any time? So, even when the developers try to make a semi-unique experience, they can't seem to (or don't want to because of gameplay restraints) come anywhere close to the original experience. And you can expect a lot of the same from the single player campaign. The only other thing I can really complain about is the difficulty. This game is extremely easy; I played on Hard, and but for the first hour (in which I was accruing ammuntion and the like) I was nearly constantly maxed out in my Health and Eve inventory, as well as ammuntion for all but my most frequently use weapons. I was moderately disappointed by this, all in all.

However, the multiplayer element, on the other hand, is a fresh take on the Bioshock 2 experience. You can pick a character (does not affect gameplay) and after setting up your initial weapons (and plasmids later), you can jump right into the action. The action itself is very entertaining, and even with plenty of game modes available, you won't have any trouble jumping into a match. The levels are fairly well-designed, but of course take a little getting used to before you can navigate your way through them. The level-up system is also pretty rewarding, but the actual rewards you can receive, varying from weapons to plasmids to even tangible upgrades for your weapons, are doled out regardless of what your current setup is. In other words, you will unlock upgrades for your Pistol, even if you've never fired a single shot from it. I also experienced an at-times-noticeable lag during some sessions, but this was most likely the host's or my own fault.

I was initially very hopeful for the story in Bioshock 2, having built up so much expectation from the original. I review games with as little bias as I can, so it wasn't that I had overhyped the game by the time I began it. But as soon as I felt that precious immersion slipping away, I completely lost interest. Sure, the audio diaries are still intriguing, and there are a couple genuinely interesting morality dilemmas, but as soon as I realized the game wasn't going to actually let me be a Big Daddy, but instead lazily try to deceive me by making the four corners of the screen slightly rounded (simulating the eyepiece of the suit), I lost almost complete care for my character. And after that, the other characters fell like dominos. It has been a long time since I've played through a game this mindlessly, with no concern for the characters -- certainly not in this console generation. I was partially playing simply to complete it, and partially playing to see if the story would pick up. Eventually, the game tries to introduce a little tension into the game by trying to convince you you're on the brink of death and must complete your next mission to save yourself. But, again, the gameplay never actually changes -- you're simply told this, told that, and expected to believe it. If I'm told I'm dying, I want to see my max health drain and my plasmids start to weaken (especially on the Hard difficulty). Maybe I felt this disappointed in many ways because I had come to expect so much from the Bioshock universe. Maybe I expected too much from this game. But the blatant lack of immersion in a game that relies on this element so heavily is a major flaw that makes the game feel much less like an experience and more like a.. game, something that starkly distinguishes the first game from its successor.

I don't mean to say that all aspects of Bioshock 2 are just bad; if I have made the game sound this way, I did not intend to do so. Some elements are still just as intriguing as they were in the first. A prime example of this is the audio design. The enemies, before they notice you, will converse with humorously disturbing dialogues and even sometimes attack appliances proclaiming their stubbornness to use. The audio logs are still interesting to listen to, on top of giving better insight into the events after Bioshock. The sound effects are solid as well, and in the heat of battle, the high-pitched screech of two Securibots coming to your aid can be quite refreshing, if you can hear them over the screams of the Big Sisters and the frantic taunting of the Splicers rushing toward you. The sountrack can also really add to the intensity of the situation, and although very reminiscent of the first game, somehow manages to stay fresh, appropriate, and still haunting in its sincerity during even the most horrifying moments of the game.


Graphics: 8.5/10
Gameplay: 8.5/10
Story: 8/10
Sound: 9/10
Presentation: 8/10
Value: 7.5/10
Tilt: 8.5/10
Overall Impression: 8.3/10


Bioshock 2 is certainly not a bad game. In fact, as a standalone game, it is great. Sure, it has its flaws, but many of the major ones come from the fact that it's too much like the first game. So, barring these relative imperfections, Bioshock has great gameplay, solid graphics, and an emotional and disturbing musical score accompanying all-around excellent sound production. It is simply disappointing that the game was much too similar to Bioshock to live up to my probably unreachably high expectations.