As I write this review, I am sitting on a train heading for Chicago. I slept approximately zero hours last night, the person behind me smells like he died about an hour ago, and a woman in the back of the train is having a very rational conversation with herself about how mass suicide leads to sex with prostitutes and helps Carmella accidentally kill the savior. Or something. By all accounts, I should be wishing I was in front of the train rather than on it. Instead, I’m actually quite peachy. I’m still buzzing over my return to Rapture.
After picking up the heavily anticipated BioShock 2 at midnight last night, I thought I would try it out for 15 minutes before heading to bed. 15 minutes turned into seven hours, which turned into me wanting to cancel my Chicago trip altogether. I had not lost myself in a videogame like for a very long time. BioShock 2 is that good. It doesn’t settle for merely attempting to attain the standard established in the original–in many ways, it completely transcends it.
I don’t use words like “transcend” very lightly, especially when comparing things to the original BioShock. The modern classic’s art deco dystopia, haunting atmosphere, and sharp gameplay were unrivaled by anything this generation (until now), and its Atlas Shrugged-inspired themes place it at the forefront of the debate of games as art. Knowing full well how great of a title BioShock was, I say with complete certainty that BioShock 2 is just as good, and at times, even better. Between the refined shooter mechanics, engaging story, and brilliant level design, BioShock 2 does an admirable job of retaining the spirit of the original while simultaneously treading new ground.
Any discussion of BioShock 2 naturally begins with plot. The original explored the themes of individual power and objectivism, and the consequences of constructing a utopia governed by these ideals. This ideology was symbolically weaved into every aspect of the environment, creating an atmosphere that, just as much as the dialogue and plot events, expressed the narrative. A late twist even prompted the audience themselves to contemplate their roles as players. The industry truly had never seen anything like it.
Maybe it’s the cynic in me that expects terrible sequels (George Lucas broke my heart a few too many times), but I did not anticipate the BioShock 2 even coming close to the original’s greatness. Due to BioShock’s self-contained narrative, I was assuming any sequel’s plot would need to involve the premise of “YOU are Andrew Ryan, who has come back from the dead and created a plasmid time machine. Return to Rapture and kill Fontaine…before he kills YOU…or actually, before YOU make YOUR son kill you with a golf club to the FACE. The future is in YOUR hands!” Or even worse, a horrifically catchy tagline like “Show Rapture who’s the Biggest Daddy of all.”
To what I’m sure is your great surprise, this was not the case at all. I won’t divulge any story details, but suffice it to say my fears about the plot in BioShock 2 were quickly put to rest. The atmosphere returns intact, feeling more desolate and twisted than ever. 2K Marin did not settle for a simple rehash, where the protagonist visits all the same environments (what I call Kingdom Hearts Syndrome); BioShock 2 explores new locations, all of which have been affected by the rapid deterioration of the forgotten city. While BioShock 2 lacks the deeply profound and philosophically engaging narrative of its predecessor, it more than makes up for it with its more personal and emotionally resonant plotline. 2K Marin delivers a compelling story, complete with plenty of intense, crescendo moments that drive the narrative forward and create pitch perfect pacing.
While the storyline is solid, the greatest improvements to the BioShock formula are in its gameplay. Most aspects of the original have been retooled, providing a tighter overall experience. Hacking machines now takes place in real-time, changing the way the player much approach these situations (hint: not with enemies bearing down on you). Plasmids have also been retooled, allowing the protagonist to dual wield plasmid powers and weaponry. This gives combat an increased fluidity and efficiency, which equals more fun when blasting off the faces off the horrifically mutated splicers or harpooning them to the walls. Even performing research in the sequel is significantly cleaner, as it no longer relies on taking snapshots that momentarily freeze the action; instead, the player initiates a video recorder that films the action and gives a grade based on how you fought the opponent.
Many of the shifts between the two titles are achieved due to nature of the new protagonist. By now, you have no doubt heard that the hero of the sequel is no other than the “first” Big Daddy, Subject Delta. Very early on, it is clear that this transition in characters is more than simply cosmetic; other than introducing a character with a completely different perspective than Jack, playing as the Big Daddy feels significantly different. Delta has the ability to use special melee attacks, such as the drill, and delivering this attack into the chest of enemies is vastly more satisfying then whacking them with a wrench. Furthermore, Delta can breathe underwater, allowing the player to trudge through areas of Rapture that have been lost to the ocean abyss.
However, the most significant new feature granted by controlling Delta is the improved interaction with the Little Sisters. In the original, your only meetings with the Little Sisters were inconsequential outside of a single choice that only takes a moment to make: kill the girl and take her ADAM, or save her…in which case you still get ADAM, albeit later. Despite the developers’ intentions, these moments left little lasting impact on the player. The Little Sisters were foreign and completely unknown, and thus difficult to empathize with.
However, now that the Little Sisters perceive the protagonist to be one of the figures meant to protect them, a new choice is now available. Players still have the option to harvest, but can also choose to “adopt” the Little Sister, initiating the greatest moments in BioShock 2. In this scenario, Delta escorts the girl while she extracts ADAM from dead bodies, which prompts an endless rush of splicers. Fighting off these waves of hell-bent mutants will take every amount of strategy and tool available to survive. This is the way BioShock is meant to be played. Furthermore, the time now spent protecting the Little Sisters adds a new dimension to the relationship, resulting in a greater impression on the player, and giving the player’s choices some actual weight.
Although BioShock 2 does an incredible job of following in its predecessor’s footsteps, it’s not without some faults. The much maligned “Vita-chambers” make a return, devolving many battles into a cycle of “hit the enemy once, die, get revived, hit again, etc.” It is my strong recommendation you play through the game with these chambers turned off, as it forces you to use all of the combat options and strategies available to you, making for a more riveting experience (if you dare refuse my advice, subtract a star from the overall score. You won’t enjoy it as much, I promise. Besides, you don’t want to be a pansy gamer. Man, this is a long parenthetical tangent). Also disappointing were some of the supporting characters. Not one of them comes close to the captivating and wonderfully demented Sander Cohen, the first game’s most intriguing individual.
Finally, the Big Sisters are an amazing concept, but lack execution. The first problem is that they always seem to show up when your resources are depleted, which all but removes the tactics that are the building blocks of BioShock. This creates showdowns that are more tedious than fun. Secondly, the fact that they are basically a faceless, unexplained enemy and not a developed antagonist seems like a missed opportunity, a glaring plot hole in an otherwise taught storyline. These problems are not deal breaking, but they tarnish an otherwise spotless polish.
BioShock set such a high standard because the gaming industry had never seen anything like it. Naturally then, a sequel, no matter how superb or flawless, could not produce this same groundbreaking reaction, simply because it is reusing concepts introduced with its predecessor. What BioShock 2 does do, however, is perfect the ideas implemented in the original, and builds on the experience in a way that feels fresh, new, and exciting. Perhaps more importantly, it demonstrates that the world of BioShock does have legs as a franchise, and the potential for a very bright future.