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The main downfall of this sequel is that it lacks the mystery and originality of the first game which, unfortunately, is unavoidable. Rapture is no longer new to us; its twisted hallways and mad, deformed inhabitants a familiar sight. In light of this, the development decision to let the player control a Big Daddy seems like the right one; a perfect way to make the gameplay of the sequel different and yet still relative to the original game. However, this is not without its flaws. Players of the first BioShock will recall the sequence towards the end of the game where you don a Big Daddy suit and wreak havoc throughout Rapture. You felt invincible; the ground around you shaking as you plodded around in your impenetrable suit of armour. In BioShock 2, you never really feel like a Big Daddy. At the start of the game you can only move very slowly, presumably to give the impression that you are heavy, but you soon automatically pick up an upgrade that increases your speed. Obviously you couldn’t spend the game moving at a snail’s speed with the player vision restricted by a helmet (as in the sequence from the first game), but the gameplay still feels like it lacks something.
Gameplay objectives aren’t very original either, quickly devolving into “go from A to B. Press switch/pick up item. Go back to A/carry on to C” with a few scripted fights with Big Sisters (basically a Big Daddy but…a woman) in between. The open world of the first game has been replaced with a linear level structure, although they are large enough in scale to not seem too constricting. One new addition is underwater sequences taking place outside Rapture’s walls, and in flooded districts of the dying city. The first BioShock was praised for its realistic water graphics, and the sequel is no exception. A sequence involving you running through “Siren Alley”, Rapture’s own Red Light District, as it floods around you, is jaw dropping.
The diaries present in the first game make a welcomed return, retelling us tales of horror, debauchery and corruption in the form of scattered recorded messages made by inhabitants years ago. Plasmids are also back, although this time you are able to use weapons in one hand and plasmids in the other simultaneously. This is an obvious improvement but is worth mentioning as it does significantly improve the combat gameplay. All the old plasmids return but it would have been nice to have seen a few more new ones. Weapons are fairly standard, although there are one or two unique additions. The spear gun is by far the most fun; there is nothing more satisfying than nailing someone in the head with a spear from afar, only for the rocket ammo to then ignite, sending the enemy spiralling around the room before exploding in a ball of fire.
Finally, there is the new multiplayer. Modes, at a base level, are standard for any multiplayer. However, they incorporate those elements unique to BioShock, resulting in a compelling and original multiplayer experience. This includes “Capture the Sister”, in which two teams battle to capture and defend the freaky little girls, and “Adam Grab” in which one player must run around the level with a Little Sister for three minutes, surviving attacks from everyone else. The inclusion of Plasmids also makes for a more unique experience, as does the ability for one player to become a Big Daddy and reap death and destruction.
Ultimately, BioShock 2 is a worthy sequel to one of the best games of the current generation. It had a lot to live up to and, despite not having nearly as strong a narrative, nor maintaining the freakiness of the first game, it makes some significant gameplay improvements and introduces a polished multiplayer element. If this sequel shows us anything, it's that there is life left in Rapture yet.
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