BioShock
2 Review

It has become too easy to forget what BioShock is,
and too tempting to discuss it purely in terms of
the more high-minded ideas behind its narrative, not
the practicalities of what happens when we press buttons
on the gamepad. It is a game in which you will spend
much of your time messily ramming a drill-arm into
the face of a screaming, swearing mutant in a party
dress. While it's lovely that the voiceovers have
a literate backdrop, this is not a game in which you
will actively engage in consideration of utilitarianism
and objectivism. It's a first-person shooter, first
and foremost.
BioShock 2 does this very well - significantly better
than the first game did. Its fights were always a
little stilted and small, while by comparison BS2
is chaotic and huge. Most obviously, more enemies
attack at once, for longer, and there are more types
of them, but why the combat feels so much better and
beefier is more complicated than that. It's a much
more tactically interesting game, rarely penning you
into corridors from whose ends murderous Splicers
charge. Instead, your progress through a level tends
to involve inhabiting a sprawling zone filled with
choke-points and wide-open arenas, in which enemies
constantly and invisibly respawn, for a good half
hour or hour. BioShock 1 was about plodding forward
motion, but this is about turning large spaces into
sustained battlegrounds. Fortunately, it gives you
the toolbox you need to deal with it.

If dual-wielding a weapon and a plasmid sounded gimmicky,
rest assured it's necessary to manage the onslaught.
It's rare that you'll suffer anything as straightforward
as a couple of guys with guns popping up from behind
a crate. At the very least, you'll be henpecked by
two or three Splicers throwing bullets or bombs from
different directions. At the most you'll be fighting
one of the lightning-fast Big Sisters even as a hulking
Brute Splicer and a couple of his standard-size mates
emerge from an adjacent corridor, and then a hitherto
placid Big Daddy strays into your line of fire and
ohgodohgodohgodohgod.... It can be brutal at times.
If you're one of those who loathed the punishment-free
respawns of the Vita Chambers in the first game, rest
assured they now feel essential to survival, rather
than just a cop-out to avoid loading screens. Though
you can turn them off if you reckon you're Big Dave
Hardcore.
As the game goes on, and a carefully-selected few
of your weapons and plasmids are upgraded to the nines,
those odds tip fascinatingly in your favour. There'll
be moments when half the room's exploding in ice and
fire, the other half's covered in a swarm of plasmid-summoned
wasps and angry robots, a hypnotised Brute Splicer
is laying skull-crushing waste to his mates and you're
just coolly stood in the middle of all this screaming
and blood. Supreme master of all you survey, far closer
to the superman Rapture's erstwhile overlord Andrew
Ryan dreamed of than the first game's pullover-clad
protagonist ever was. You'll always be left with the
thrilling knowledge that there are major upgrade paths
you're yet to try, too.

To some extent, this stretches into the multiplayer,
which is a far cry from the token, market-necessity
sundry many feared it would be. Sure, it's a lot lighter
than the single-player, as there's no purpose beyond
points, but the plasmid powers fit beautifully and
naturally into online combat, and the pre-anarchy
Rapture environments display a variety and colourfulness
the main game frankly lacks. The little variances
- randomly-spawning, uber-powerful Big Daddy suits,
the Capture The Sister mode wherein anyone carrying
the titular tween can only use Plasmid attacks - introduce
thoroughly BioShockian curveballs that keep this from
being Just Another Multiplayer Shooter. The music,
the Andrew Ryan barks, the art deco look... It's online
warfare in a place, not just an arena. That said,
it's a shame the various Plasmids and Gene Tonics
are tied to a persistent rank system. Sure, it's a
reason to keep playing, but keeping the fun stuff
at arm's length holds it back from being the utter
carnage it should be. Once you have unlocked a few
key toys, though, the multiplayer genuinely builds
upon what you've learned in the single-player - those
deadly combinations that make its battlefields so
spectacular.

It's just as well the combat is so much manic fun,
as in less adrenal respects BioShock 2 isn't as interesting
as BS1. It may never plunge into bewildering incoherence
and a Looney Toons endboss, but it lacks memorable
characters and, most of all, memorable motives. Rapture's
new ruler Sophia Lamb holds the philosophy, borrowed
from either JS Mill or Mr Spock, that the needs of
the many outweigh the needs of the few. To that end
she believes, you (a prototype, rogue Big Daddy) and
her daughter Eleanor (your former Little Sister) should
be physically and psychologically sacrificed if it
helps unite Rapture's war-torn society. If only she
ever put it so succinctly herself.
The game has a tendency to tediously over-state itself
in one minute then disjointedly babble out key motives
in another. It's easy enough to pick out the key facts,
but it's difficult to care. When Lamb finally reveals
the bad-science means by which she intends to achieve
her pseudo-altruistic ends, it's as openly silly and
poorly-explained as the big blue guy at the end of
BioShock 1 - the difference being it's something you're
mercifully only told rather than shown.
It's a problem of overcomplicating Rapture's eco-system,
of trying to turn the Little Sister/Big Daddy dynamic
into more than it is, but moreover the story and characters
aren't anywhere near as memorable as, say, Andrew
Ryan or Sander Cohen. The Big Sisters are simply empty
ciphers of pure aggression, while Lamb just drones
out endless variations upon the same threats. There
are three encounters with major NPCs in which you
make a very basic choice as to their fate, but they
don't resonate enough to feel like more than 'do I
shoot this silent, motionless person in the face or
not?' Well, with one impressively freakish and much
more morally-grey freakish exception that I don't
wish to spoil.

At least the save/kill Little Sister mechanic is
hung around more than knee-jerk morality now. If you
choose not to immediately slay any you find for an
instant hit of the precious upgrade-juice ADAM, you
can temporarily adopt her and have her search for
ADAM-infused corpses. Set her down on one and you'll
be plunged into a desperate last stand, an exhausting
swarm of Splicers drawn to the scent of that tasty
red goo she's gathering. It's hard work, but you need
that ADAM - so the temptation to snap the squeaking
tot's neck and avoid the problem altogether can't
help but tickle at even the most benevolent brain.
Obviously, there will be consequences.
The unshakeable feeling, though, is that the game
is a lot less ambitious than the first. It is, largely
speaking, the same experience repeated, with tweaks
and improvements - being out so soon after Mass Effect
2, a sequel which so determinedly upgrades the experience,
does BioShock 2 few favours. It doesn't come up with
a new image anywhere near as iconic as the Big Daddy,
nor does it seem to try, while the environments may
be packed with often striking incidental detail (collecting
speargun ammo from corpses pinned to walls, for instance)
but are short on bigger-picture diversity. The underwater
sections are barely worth mentioning - there are only
about four, and they're never more than pace-breakers,
devoid of exploration or interaction. Very late on,
BioShock 2 finally introduces a major new idea/setpiece
(too spoilerrific to describe) that is absolutely
worth seeing - it's just a shame it takes so long
to be so bold.
fsfu rating |
As
a game in which you kill lots of people
from a first-person view, its mechanics
are more interesting and rewarding than
any contempory. In turn, this makes for
an unusual but confident multiplayer.
The story and characterisation feels a
little too flat to warrant a second playthrough
in search of alternate endings, but replays
do mean you'll try out new toys.
|

|
|
|