Bioshock 2: The First Week
So I’ve been playing Bioshock 2 for over a week now, and as a massive fan of the original, I have to say, I am impressed with the game so far. All the little problems I had with the first game have been fixed, such as the hacking mini-game, which is a simple reflex puzzle now, as opposed to the pipemania style hacking that was present in Bioshock. I was a bit reluctant to purchase the game at full retail, especially as it was developed by a different team, but I realised that more of anything Bioshock can’t be a bad thing.
The game starts off with a bang, literally, and your thrown into the dark, corrupt, seedy world that is Rapture. This time round your a Big Daddy, who has lost his little sister, and your a quest to get her back. On your travels you encounter a woman named Sophia Lamb, who is the sequels answer to Andrew Ryan, the antagonist from the previous game. She has pretty much the opposite ideals of Ryan, where the power of Rapture is in the collective, as opposed to Ryan’s theory that the power is within the individual.
Fans of Bioshock will immediately feel at home, with everything having that coat of familiarity one would expect, but less expectantly, there is also a coat of polish that didn’t exist previously. The First Person shooting mechanics are tight, especially that you can now dual wield a plasmid and weapon, resulting in some devestating combos. Seeing as your a Big Daddy, you can now utilise the staple drill that struck fear into our hearts back in 2007. The drill is more satisfying to use than the Wrench in the first game, resulting in you sending splicers flying, or charging at them from across the room, leaving even the strongest of foes in a bloody mess.
While I fear I may have already gone into too much detail, I will update the blog with more impressions once I actually finish the game, which should be after another 2 hours or so of trudging around the underwater city.
Best Wishes, from Rapture,
Chris


