![]() No Electro Bolt and *hope* you can hack it in time before it restores itself. The remote hack tool is another good addition, making hacking cameras and turrets easier from a distance. As for the Big Sisters they added, those still kicked my ass considerably in both the original and the remaster. In BioShock 2, I rarely died to them unless I wasn’t paying attention to my surroundings and got blindsided by a mini-turret they threw down. In the first game it would take me 3-4 tries before I could down a Big Daddy, even on normal difficulty. Big Daddy fights were so much easier when I could combine Telekinesis with a powerful weapon like the grenade launcher or spear gun, throwing projectiles back at them. Since BioShock 2 can have you use both at the same time, I felt a lot more versatile and could plan things better. This baffling design lead me to barely using plasmids in the first unless I was required to. In the first game, you had to switch between guns and plasmids, which was incredibly cumbersome to use. While the weapons are similar to the first game’s counterparts – the drill replaces the wrench, the rivet gun is your pistol, the machine gun replaces the Tommy Gun, etc – they feel more unique and interesting than just generic steampunk-styled weapons the first game had.Īnother cool addition was that the player character can now use their weapons and their plasmids at the same time. Shock *and* shoot at the same time! What a concept! But the gameplay is somehow better than the first. There isn’t even a plot twist like in the first game, it’s fairly cut-and-dried. Granted, the first BioShock’s plot isn’t unique as it’s System Shock 2 with the serial numbers filed off, but I was more interested in that story compared to the sequel’s. It feels uninteresting and derivative, completely divorced from the first game short of audio logs and a few areas that allude to specific characters and events. I honestly don’t care a lot about BioShock 2’s story. The rest of the story is a fairly uneventful revenge plot: The Big Dad must stop The Big Bad and rescue Eleanor to Save the Day. The story of BioShock 2 shares elements of the first game – it still takes place in Rapture, everything’s gone to hell – but with a different protagonist: A Big Daddy whose Little Sister named Eleanor is taken away by Sofia Lamb, in which he’s then forced to kill himself by Sofia’s request, but later revived by Eleanor. Lady, I’m in a giant suit that makes it easy to breathe underwater, I don’t think you thought this plan through. ![]() Much like BioShock 2, the general consensus of Infinite is incredibly split, which I’ll get to in a bit. In a sense, fans were pleased that Ken Levine and original developer Irrational Games were back at the helm, rather than an internal studio like 2K Marin. Then a few years later, in 2013, Irrational would release BioShock Infinite, the third and most recent game in the series. That, combined with a superfluous multiplayer mode, resulted in a game considered a disappointment by most fans of the series. I’m surprised this style didn’t get ripped off more.Ī sequel to BioShock followed in 2010, and the general consensus at the time was “the original was perfect, why do we need a sequel?” Indeed, it seemed redundant considering the first BioShock’s story was well wrapped up with very little loose ends. BioShock’s look and feel is something I haven’t seen in a big budget game before or since, the closest is maybe Fallout. Stripping away the futuristic space motif for Rapture’s 1950s look was a wide decision as it gave them a fresh, unique environment to work with. Fitting considering both were developed by Irrational Games. Shout out to the artists at Irrational and 2K Marin for making a cool world to look at *and* roam around in.īioShock shares several elements with System Shock 2, considered a spiritual predecessor to BioShock.
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