Also check out... Beames on Film

Twitter / BeamesOnFilm

Showing posts with label Bioshock. Show all posts
Showing posts with label Bioshock. Show all posts

Monday, 15 February 2010

'Bioshock 2' review: Now that it's finished...


Last Thursday I posted my first thoughts on Bioshock 2, based on having played about four hours of the game. I was unimpressed and felt the title was falling way short of its glorious predecessor. However, I have since completed the game and can now say with confidence that Bioshock 2 is a very good game which not only lives up to, but improves upon, the original in most respects. I should probably start by directly explaining the reasons for this change of opinion.

Bioshock 2 is a slow starter. As I mentioned before, you begin the game a little underpowered. But any misgivings I had about the weapons at the beginning of the game were long gone by the game’s climax. Not only can you power up the original weapon set so that it becomes quite effective, but the game also introduces a number of more powerful weapons (not least among these: the shotgun and spear gun) which dramatically improve your offensive options. While I never ended up feeling like an all-powerful “Big Daddy”, I did end up really enjoying the combat the game offers.

A big part of the combat in both Bioshock games is the ability to use “Plasmids”, injections which genetically alter your character enabling you to acquire superpowers, and these powers are better balanced and more refined than those in the original game. There are two good examples of this. The first is that the only Plasmid I ever felt I needed to use in the original game was telekinesis. In the first game the telekinesis plasmid was overpowered to the extent that you could pick up any item (a tin of beans say) and hurl it at an enemy with the effect of killing them. I saved a lot of ammo that way and it was pretty fun, but it wasn’t great game design.

The second example of an improvement in balancing the Plasmids comes in the shape of combining what were once two separate (and therefore largely pointless) abilities into one much more effective one. In the first game you could use the “Enrage” Plasmid to make an enemy fight against his comrades, whilst using the “Hypnotise Big Daddy” power enabled you to force one of those hulking guardians to come to your aid. Now, in the place of these is an improved “Hypnotise” Plasmid, which at its lowest level causes enemies to fight amongst themselves and at a more advanced stage enables you to convince any enemy (Big Daddy’s included) to defend you. So two Plasmids I never bothered to equip last time became the one Plasmid I couldn’t do without, in the sequel.

It is also fair to say that the game has some interesting locations which rival those seen in the original. Whilst I was at first concerned that it lacked the same personality, as the game progresses you reach some really nicely realised sections of Rapture, which never feel repetitive or too similar to those seen in the first game. Whilst I am still unhappy that the developers removed some of the games personality (for instance by removing the jingle from the vending machines), Bioshock 2 is not a personality free zone, as I had orinally thought.

In my original post, I also expressed some concern about the games story, saying that Dr. Lamb was not as compelling an antagonist as those battled in the previous game. Well, as with just about everything else, the story really got going after that initial spell of playing, and whilst it is certainly worth criticising the game for failing to really capture my imagination from the start (in the manner of the original), it is also worth pointing out that this game improves on its predecessor’s sloppy ending. Without giving anything away, Bioshock 2 does build to a good climax and the story ends up enriching the story of Rapture (and its fall) in a way I never expected. I had wondered how a character that was never mentioned in the first game could suddenly become such an important part of the story, but the game addresses this issue satisfactorily and does well to keep continuity with the original.

I’ll stand by some of my initial complaints though. Enemies don’t really seem to fear you (but then again they don’t seem to mind taking on the regular “Big Daddys” this time around either) and the “Little Sisters” you protect don’t have enough personality about them. They do occasionally chime in with “look daddy another angel” or something similar, but this is merely functional and not done to provide that illusive “atmosphere” Bioshock 2 ultimately rather lacks. Perhaps they need to be singing nursery rhymes or something. I can understand why a developer might cut something like that out in order to avoid annoying the player, but I think it would have added something, and would have made me feel a little creeped out (which is how the spooky corpse-inspector children should be making you feel, right?).

I don’t want to get too far into talking about the new online multiplayer mode. This is partly because I haven’t yet put the hours into playing it, but mostly because there is a lot I had to write about the single player, which takes precedence. However, I will say that from what I have played the multiplayer it is a solid addition to the game. I was impressed by the effort that has gone into its setting, as the Bioshock 2 multiplayer is based during the fall of rapture, and as such tells as story (complete with collectable audio logs) which serves to complement the main event. It is certainly nice to glimpse Rapture in a less run down state and it is refreshing to come across a mulitplayer mode that has clearly had some effort put into it.

Ultimately, Bioshock 2 manages to improve upon the (excellent) first game in terms of the gunplay, with a slightly improved control system, as you can now wield a weapon and a Plasmid at once. Add to this the refined set of weapons and Plasmids and the combat is quite brilliant. The additional gameplay element of defending the “Little Sisters” is welcome and quite enjoyable, although it is not exploited enough during the campaign. The story is a little stronger this time around and the end section (including the ending itself) is much improved over the original, although it lacks the original’s pacing, taking longer to get going. In terms of atmosphere Bioshock 2 fails to generate the same tension and never pulled me into Rapture completely, despite some nice level design and interesting visual elements (like the shrines around some of the “Little Sister” vents). Perhaps this is simply because I have been to Rapture before, rather than that the game is made inferiorly, as I can’t really put my finger on what is missing. However, the fact can't be avoided that Bioshock 2 is a sequel and so can't really be expected to make as great an impact as the original.

I would definitely recommend Bioshock 2 to fans of the original game. And although I would probably advise new players to experience the original for a proper introduction to my favourite city under the sea, playing the first is by no means essential to the Bioshock 2 experience.

Bioshock 2 has been available in the UK since the 9th of February and is rated an '18' by the BBFC. For a look at the game from a technical view point, head over to IQGamer.

Thursday, 11 February 2010

Bioshock 2 - 4 hours in...


I have to preface these comments by saying that I am only four hours (or thereabouts) into Bioshock 2 at the time of writing and I may revise many of these opinions upon completely the game. However, I have so far found a number of reasons to complain about this highly-anticipated sequel.

The original Bioshock was probably my favourite game of 2007, if not my favourite game of this console generation. It was certainly imaginative when compared to the majority of brown-grey shooters which flood the market. Set in 1960 the player was submerged into a colourful, art-deco, underwater dystopia called Rapture. Rapture was eerie, atmospheric and it held my attention fully, demanding that I obsessively uncovered every inch of the map and located each and every audio recording (the games way of filling in background story). Everything from the kitsch faux-1950’s advertising to the bold fascistic sculptures was compelling and made me want to see more of this place and to find out more about its ruin. The sight of a hulking man in a diving suit, with a pneumatic drill for an arm, protecting a little girl from bemasked, Tommy gun wielding drug addicts to the strains of “How Much is that Doggy in the Window” was something approaching the iconic. Needless to say, when a sequel was announced I was extremely excited by the prospect of returning, even if just to see the same things all over again.

It brings me no pleasure to report that I am a little disappointed by what I have found in Rapture this time around. So what is wrong? Well, it’s little things. One of the pleasures of the first game was combining the use of gene-splicing “plasmids”, which granted you the power to throw fire or lightning at your enemies, with more traditional contemporary weaponry, like the aforementioned Tommy gun. This time around you take the role of a “Big Daddy”, one of the diving suit clad guardians who roam the sunken halls, and so you are restricted you using their weapons. These, so far, amount to a pea shooter, a drill which runs out of fuel very quickly (the use of which sees you die as you attempt to get close to your gun wielding enemies) and a heavy machine gun, which runs out of ammo just as quickly. Whereas, in the first game, these tools of the “Big Daddy” spelled quick death when turned against me, in Bioshock 2 they aren't half as effective and I am left feeling a little weak. Of course, my abilities and weaponry will upgrade through the course of playing the game, so this complaint maybe premature.



Another problem with playing as the “Big Daddy” is the fact that the enemy characters don’t seem to be afraid of me... at all. I remember hearing that they would run away if they came across you alone, and come back in greater numbers. However, in practice they always attack me as soon as they see me. They also have the annoying habit of being brilliant shots. I really don’t like it when enemies in a game seem to get the homing bullets out as soon as you turn a corner.

It is also a shame that the game doesn’t imbue your relationship with the “little sisters” with any personality. The key role of a “Big Daddy” is to protect these little girls, and in the first game you’d hear them chatting away to their guardians as they walked about the place. “This way Mr. Bubbles” they would say. However, in the stretches of the game which see you protecting one, by placing her upon your shoulders, she remains silent. A sad omission, this just leads you to forget you’re even carrying one, when it could have been a really atmospheric and interesting new element of the game.

A cosmetic difference, but one that leaves Rapture poorer, is that the vending machines no longer have the jingles and advertisements that gave them so much personality last time ("Fill your cravings at the circus of values!"). They also added a layer of horror: their enthusiasm and happiness contrasting with the carnage which lay about them. I have also found the environments less interesting this time around, because they seem busier. Writing is all over the walls, along with posters and photos, surrounded by candles and cream cakes (I’m not making that up). The last game had a less is more quality to it which compelled me to seek out the details and to study my surroundings. The sequel is less atmospheric and has less personality. Without wanting to sound pretentious, I felt like each level was a distinct character last time around. There was the place where the crazed artist had made displays out of the dead and his whole level had elements of performance and displays of demented art all through it. In contrast, the two levels I have visited so far feel a little samey.

There have been some nice touches so far, in the Ryan Amusements level you can find a number of animatronic dioramas over which Rapture founder Andrew Ryan explains the reasons for the construction of his ocean metropolis as well as the mechanics of constructing the city itself. As a fan of the world from the first game, this was interesting stuff, but it underlined another problem with this instalment: Andrew Ryan and Rapture's past is much more interesting than the new antagonist “Dr. Lamb” and her the new threat she poses. For the sake of not spoiling either game, I won’t go into any more detail on this here.

Probably my single biggest problem with this new instalment of Bioshock is the opening. The first game had you sitting on a commercial airplane, which crashed into the ocean. You were then placed in the middle of the ocean in the dead of the night, your path lit by the bright yellow flames of the rapidly sinking fuselage. You swim to a tower which stands on a small island, in the middle of nowhere. You climb the steps and go through a huge metal door which closes behind you. The lights turn on and you find that you are in a magnificent lobby. You walk down a staircase and get into a small submarine, which begins its descent whilst playing you a video message from Andrew Ryan explaining his intentions for Rapture. This video is pulled away to reveal a window onto the ocean and you look out in wonder at the city on the sea floor and the sea creatures swimming about it. It stunned me and had me deeply immersed in the world of the game from there on in. Check this intro out below:



There is nothing so grand about the opening to Bioshock 2. It opens with a cutscene, which was entertaining, but over which I had no control over and so it didn’t immerse me at all. The first steps you take as a player find you already in Rapture and the game begins immediately in earnest. I can see why the developers at 2K Marin (a different team to that behind the first game) might feel that people who had already played the first game might want to hit the ground running this time around. But for me Bioshock is about atmosphere and having an interest in discovering Rapture is crucial. In terms of gameplay there was nothing really original or groundbreaking about the first game and, obviously, there is even less originality in this sequel.

So, with the game (so far) failing to replicate the atmosphere of its predecessor, I am left feeling a little short-changed. The fact that I have only played the game for four hours since its release on Tuesday speaks volumes.

Come back soon for a full review.