[QUOTE="keech"][QUOTE="Master_ShakeXXX"]
But it didn't really need to be creative because there was still a lot of exploring to do in Rapture. That viewpoint makes absolutely no sense to me. Why throw away all that potential for expansion on history and story in one of gamings' all time greatest cities simply for the sake of "creativity"? Does that make sense to you?
Bioshock 2 already had an awesome basis to start on and needed to only worry about expansion / making improvements, and it did just that. It would have been a total waste to throw that opportunity away. Besides, they are getting "creative" with the next installment, and to be quite honest I don't think Columbia looks anywhere near as interesting as Rapture. I'm just happy that we got a chance to see more of it before moving on to a different and most likely inferior location.
texasgoldrush
I wasn't inferring that the games setting should not of been in Rapture. I think Rapture is a fantastic setting and every single sequel could of taken place in it.
But as far as "expansion/making improvements". IMO other than what I mentioned in my first post they didn't make any. The one or two new ideas they did have felt horribly under developed. You being a Big Daddy was a joke, you may as well of been another random guy. I know the reasoning was you're supposed to be an early prototype model. But that just came of as a hollow excuse because they dev's couldn't figure out how to make it work.
I think that's the real problem. This game had no less than 4 (possibly 5, I don't remember) development teams working on it at the SAME TIME, none of which were the developers of BS1. 4 development teams, one of which worked exclusivly on multiplayer, and look at how bad that was. Yet the best they could do was to copy what Irrational Games did down to the letter? When I first read a preview for BS2 all the ideas they had sounded great on paper. Most the ideas were either scrapped or stripped down to the point of asking "why bother?"
Despite all it's bolster and few shining moments when you could tell the dev's were actually trying, the game was a carbon copy of the original. A retread in almost every way, with an inferior villain and story. Standing on the shoulder of greatness doesn't make you great. It just makes you taller.
Lets start with inferior villain and story..... First, Bioshock 2 really isn't a carbon copy of the first. Why? Because the first was big picture and the sequel is far more personal. Second, the story is far stronger due to clearer goals, better pacing, better characters (not named Andrew Ryan), and a far better ending. In fact, they flesh out the big daddy-little sister relationship that wasn't really explored much in the first game. The Big Daddy works because the story is based on his Little Sister...it was a brilliant idea. Not only for Delta, but for Sigma as well in Minerva's Den. Also, you have more of a relationships with the Little Sisters, bring a more emotional element into the game. And due to the game's main narrative theme revolving around parenthood (and not "utilitarism" or "alturism"), makes being a big daddy even better. In fact, your choices are far more meaningful as Eleanor reflects you late in the game. Sophia Lamb is a far better antagonist than Frank Fontaine. Why? She is a far more sinister character with more frightening goals. Her goal, being turning her daughter from a girl that thinks for herself into a blob in a tank indoctrinated into guiding the people into ultilitarian goals. Fontaine just wants power, thats it. The finale is incomplete in the first game. Sofia wants to destroy your Little Sister's freedom and happiness...a more nasty motive intenisified by the more personal nature of the story.Exactly. For me that's the biggest thing that made Bioshock 2 work. In the original, we are simply an outsider. A "guest" who stumbles accross this strange place and spend most of our time exploring and learning more about it. This was great of course because Rapture was so damn original and well-designed with a very rich history.
For the sequel the devs were wise enough not to make a retread of this, and instead (brilliantly, in my opinion) went for a more personal story like you say. We are no longer an outsider, but a part of the world, and therefore feel more involved and emotionally attatched to the going-ons of Rapture. This was what made BS2's story work incredibly well despite it being inferior overall to the original's.
I disagree about the villains though. Sophia Lamb simply was not anywhere near as interesting as Andrew Ryan and Fontaine. A brilliant rational psychopath will always be superior to an irrational religious zealot nutcase. Andrew Ryan had some downright interesting and creepy points of view on society and business strategies.
Lamb merely spent the whole game spouting off about weird religious crap that made absolutely no sense. While technically there isn't anything wrong with that as that's simply her type of character, but it doesn't make for a very interesting one because we cannot connect with her ideas. There's nothing to connect with. They are just the illogical ramblings of a crazy person.
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