BioShock 2 (Xbox 360) Review
by chris ~ February 26th, 2010The Short Version
- Platform: Xbox 360
- One Word: Depth
- Two Words: Swarming Splicers
- Worth It: Yes
- Scale: terrible | poor | fair | good | great
The Long Version
I’m pretty torn about giving BioShock 2 only a “good” and not a “great” rating. I mean, here is a game far more ambitious in its storyline and symbolism than 90% of the dreck out there, but at the same time, whenever you start to really get into exploring these new parts of Rapture, it decides to throw an army of splicers at you and bog you down in pointless, repetitive combat. The game delivers excellent dialog, creates compelling characters for you to interact with, and features a few interesting moral choices … but it also tries too hard to shoehorn the new villain into the existing Rapture storyline, so much so that one is left wondering how it would be possible to have seen no sign of her influence during the first game. On the one hand, I played the game for hours basically every day after I bought it until I’d beaten it. On the other hand, I spent a decent chunk of those hours bitching to my wife (thanks, hon!) about how little fun I was having during yet another massive firefight.
I think what it comes down to is that the net result of the changes to the game play from the first game made this one more hardcore, and it has been a long time since I was a hardcore gamer. I no longer play games, even first-person shooters, for the combat. I don’t care that I can fight with plasmids and weapons at the same time, because I never found having to switch to be particularly cumbersome in the first place, since you were rarely facing more than a couple of enemies at a time. I don’t care that the weapons and plasmids are generally beefed up from the first game, because I never thought the ones in the first game needed much improvement. I didn’t come back to Rapture because I loved fighting legions of the same four splicers in the first game and wanted to fight many more.
I came back to Rapture because its decayed, art-deco beauty and tragic history make it without question one of the most compelling video game environments ever conceived. Nearly every part of Rapture is a work of art, and to explore it means contemplating what it might be like to exist there, to live in an underwater city, never seeing the sunlight, but with constant access to the beauty and mystery of the ocean depths. The original BioShock was so damn compelling because it was so gorgeous, and had gone so horribly wrong.
Fortunately, in this aspect, the game delivers. The Rapture of BioShock 2 is even more decayed than that of the first game (though, oddly, it didn’t seem as wet), but there are still glimpses of stunning beauty all around. While I was disappointed that we didn’t revisit any of the original areas, the new parts of Rapture shown in BioShock 2 fit right in and make sense as parts of the city. We’re given information on how Rapture was built, and how people originally got around it (a sort of undersea subway system) before the invention of personal bathyspheres. We see Andrew Ryan’s amusing attempt to indoctrinate, via a horrific version of a Disney ride, the children of Rapture into fearing and hating the surface. We glimpse the seeds of that which would eventually be Ryan’s undoing even as we gain insight into what Rapture was like in its glory days.
I remain as baffled as ever as to why it is that Andrew Ryan, Sofia Lamb and Frank Fontaine’s audio diaries (among many others) are just lying all over the damn place in the city … but it’s a plot delivery vehicle that one can overlook without too much trouble. What one can’t overlook is the incessant focus on combat.
In BioShock 2, you’re a Big Daddy. One of the prototypes, actually, if you want to get specific, but it doesn’t really matter that much. As a Big Daddy, part of your job is to “adopt” Little Sisters and use them to harvest the genetic elixir Adam. Whenever you set a little sister down to gather, you’re mobbed by splicers. Also, whenever you hit an important plot point, you’re usually mobbed by splicers. When you visit a new area of the game, you’re usually given just enough exploration time to build up a dread that you’re going to be mobbed by splicers, and then you’re mobbed by splicers. Sometimes you revisit an area that you just cleared out less than five minutes ago, you find that it has been entirely repopulated with splicers, who proceed to mob you.
Sometimes while you’re being mobbed by splicers, a Big Daddy / Little Sister combo will come stumbling heedlessly right through the firefight, at which time the Big Daddy will almost assuredly get hit by one of the bullets or plasmids you are wildly spraying around like the money shot in a porn movie, become enraged, and decide to beat the crap out of you.
Understand: it’s not that I died a lot … I played the game on easy because I’m a wuss, and rarely found myself holding less than three first aid kits. It wasn’t so much that the fights were frustratingly difficult. No, they were just frustratingly frequent. Yes, you can set traps before the splicer-mobbing in some instances (particularly relating to the Little Sisters). No, these traps don’t do a particular amount of good, nor are they particularly fun to deploy. In a short time, the entire thing has become an exercise in tedium. “Ho-hum, another firefight with fifteen splicers. Let’s just get through this so that I can get back to the interesting part of the game.”
The parts of the game that are good are really, really good. There’s a scene late in the game involving a Little Sister that does a fantastic job of illustrating how Rapture looks through their eyes. There are small, poignant vignettes and audio logs to be found all over the place if you look for them which help to tell the story of the city. There’s even a couple of more significant moral choices to be made, beyond simply “rescue” or “harvest,” which help to shape the game’s ending … though to be honest in only one of these did I find myself actually wrestling with my decision. The other two might as well have “click here to be the good guy” show up on the screen.
So, overall, my return to Rapture was a good, but not great, experience. I found myself missing the slower pace and frequent creeping dread of the first game. I also found myself questioning the main plot quite heavily (and wondering what the hell happened to a couple of the people I met early on in the game). That’s okay. I enjoyed exploring Rapture again, thought the characters were excellent, and I was glad that they didn’t shoehorn in a “twist” just to compete with the first BioShock. If you’re a fan of lots of combat in your games, this is a no-brainer: go buy the game. If you’re less into combat, I still highly recommend it. Just be prepared for the fact that some parts of the game will become something of a slog.
Oh, also there is multi-player, if you’re into that sort of thing. I haven’t bothered with multi-player FPS’s in years, and see no reason to go back to them now, so I can’t give you any insight on that end. I assume it’s like most multi-player: jettisoning everything that’s good about the game in favor of yet more combat. As we’ve established, that’s not why I came back to Rapture in the first place.
Images borrowed from the good people at Giant Bomb





























