The first Bioshock is among my favorite games of all time, second only to Prince of Persia: The Sands of Time. The atmosphere was absolutely fantastic, and I consider Rapture among the best worlds ever put into a video game. The writing is among the best in video games with easily the most memorable twist in any game I’ve played. I’m still amazed at how well they managed to comment on Randianism while subtly working in a commentary on player agency in video games and while not letting one get in the way of the other. The combat is a bit janky, but at least all the options given to tackle problems gives it high replayability, and I love finding creative ways to take down Big Daddies. It’s truly a masterpiece and, in my opinion, one of the classics of last generation.Bioshock 2 is easily my favorite one.
I think it is more that Bioshock 2 felt a bit by-the-numbers. Bioshock had very clear reasons for each area and got as much as it could out of each of them for its atmosphere and story. It did give a bit of a game-y feel to the writing, but each location was memorable for just how unique they were and how deep the writing went for them. Bioshock 2 felt much less dense (for lack of a better word). It understood that Rapture was a horrifying underwater dystopia, but to me, it seemed comparatively light on the world building and commentary.To be fair to Bioshock 2 though, Rapture the first time is like lightning in a bottle, you cannot recreate that feeling.
I always get a lot of use out of Bucking Bronco and Devil’s Kiss. The two worked well together and were reasonably fun. I got very little use out of the other vigors, though. Possession bugged me the most because it was sort of their replacement for hacking. I get that hacking itself wasn’t great in the previous two games, but it added a lot to planning combat out, and research could remove the need for the minigame anyways.However the combat was dumbed down to the point that I had no incentive to use my powers, the carbine and either the shotgun or the revolver were enough to tackle most foes.
In Resident Evil 4, Ashley had pretty good AI to do things like put Leon between herself and enemies, not run into dangerous situations, and avoid Leon’s gunfire if she was between him and an enemy. It was a marvel and, to me, a sign that escort missions could be good but had just never had proper effort put into them. And that game came out in 2005! It’s an embarrassment that no one else has been able to come close to doing escorting as well as that game.Elizabeth was poorly handled, but a game-length escort mission would have been a nightmare. I have not played Resident Evil 4 so I have no idea how they handled that.
The thing is, it doesn’t take a whole lot to realize that it’s less her AI being really good at hiding and more that the enemy’s AI just ignores her. I’ve had multiple cases where she was practically standing right next to them, and she also gets caught in explosions plenty of times, and all of that is on top of how blatantly obvious it is the enemies never even look in her direction or try to find ways to get to her.On the flip side, she more or less just hides and tosses you stuff, which is what you would expect an untrained civilian to be capable of. Perhaps they could have worked her offensively using her powers into the game.
I’ve been meaning to pick it up but don’t currently own any of the systems that it is on. I’ll probably get a PS4 sooner or later, though, and that’s definitely on my list of games to get.If you like Bioshock, try Prey.
I have to disagree with you on that point. Bioshock 2 gave us some major insights into the Big Daddies and Little Sisters. As for world building and commentary, I present Andrew Ryan’s amusement park. Though nothing tops Sander Cohen’s bizarre art exhibits.I think it is more that Bioshock 2 felt a bit by-the-numbers. Bioshock had very clear reasons for each area and got as much as it could out of each of them for its atmosphere and story. It did give a bit of a game-y feel to the writing, but each location was memorable for just how unique they were and how deep the writing went for them. Bioshock 2 felt much less dense (for lack of a better word). It understood that Rapture was a horrifying underwater dystopia, but to me, it seemed comparatively light on the world building and commentary.
Also the opening scene is pure nightmare fuel as well.Bioshock 2 , though, did deliver perhaps the most disturbingly memorable audio diaries in the series, right alongside Sander Cohen’s “The Wild Bunny”, not linked here due to a bit of a profanity.
I heard they were going to make Songbird a reoccurring boss you would fight like the Big Sisters.Really, I can’t tell if the game’s design got lost early or if they had to make concessions due to not getting the AI to work. Either way, the story and gameplay just don’t feel at all in cohesion.
Can you explain to me what that means? I have seen people mention Discord in many places, but I must confess I don’t know what that means.btw, what if we create discord server? it’ll be fun…
I didn’t mean that Bioshock 2 was totally lacking in interesting writing. I just felt that it was much less dense than the first.Bioshock 2 gave us some major insights into the Big Daddies and Little Sisters. As for world building and commentary, I present Andrew Ryan’s amusement park.
I agree that it was more character-driven. Personally, though, I was more a fan of the first game’s characters. To me, they felt a bit more bizarre and eccentric, and I’m a huge fan of that.Arguably though, I thought the story in Bioshock 2 was more driven by the characters than commentary on ideology and it made me feel more connected to the characters.
I’ve only seen the one where Eleanor turns out good and saves Sophia. I have a tendency to always spare people in games. I actually have never killed a Little Sister in Bioshock despite playing the game at least half a dozen times.Which ending did you prefer though?
While I enjoyed the delve into Delta’s and Eleanor’s relationship, I honestly rolled my eyes during the forced suicide. By the time Bioshock 2 released, killing off the protagonist had become a bit cliche, and I was getting tired of it. I was shocking in CoD4, but so many games did it themselves afterwards that I began hating it.Also the opening scene is pure nightmare fuel as well.
Really, they changed a lot. Elizabeth’s powers changed. Her look made considerable changes, though they did bring back her original dress late in the game in a scene that was…weird, and not in a good way. They also downgraded the physics, and some scenes that were shown during marketing never made it to the final game. I’m not sure what happened, but given that Irrational considerably downsized afterwards and would have closed down if not for pleading on Take Two’s part, I get the feeling that the game’s development was hell.I heard they were going to make Songbird a reoccurring boss you would fight like the Big Sisters.
Yeah, I was a bit shocked by how good it was. Some of the flanking maneuvers that the AI pulled off were beyond almost anything I’ve seen from enemy AI in an FPS. It made already excellent combat even better.Best AI in any fps though has to go to the original F.E.A.R. game. The replica fight like actual soldiers and mercilessly punish your mistakes on the higher difficulties. The horror is a bit hokey but some of the scares were effective.
The thing is, I’m not sure that’s a good excuse. Mass Effect 2 faced a similar problem, and it still managed to really flesh out and expand on the first game’s world. While neither game was as good as Bioshock, both were among the best of last generation, and I would struggle to say which one was truly better.It goes back to what I said earlier, Bioshock had an entire world to build and therefore had basically an infinite amount of options and things to cover. Bioshock 2 was restrained by the canon and rules laid out in Bioshock.
I don’t remember the first having any jump scares. It seemed more interested in keeping the actual horror a bit distant, minus a few sections, such as the ending. It let you know that the danger was impending rather than throwing it in your face.The original game has more jump scares
I’m not ready for that, though I am playing on manual this time. I’m actually enjoying it more than semi-auto, and the bonus given for playing on manual means that my battle score is always much better than if I had played on semi-auto. I’m also comboing a lot better than I did in my first playthrough, but I’ve played more Tales games since and have gotten much better at the fighting system.I’ve been playing on hard mode
I don’t remember being taken aback too much by it. Duke’s story was being hinted at as early as Deidon Hold, and there were pretty clear ways that the Yuri/Flynn dichotomy ended up playing into the Yuri/Duke dichotomy. Even replaying it, there were some pretty obvious hints early on that there was an environmentalist message building - monsters behaving unusually, things not following their usual cycles, etc. Of course, it is a lot easier to see how that’s all tying together when you know where the story goes 2/3 the way through.leave that entirely unresolved to pursue some environmentalist “save the planet” message that came out of nowhere and seemed shoehorned in to satisfy a certain interest group.
I think it is more that there are times where the voice actor wasn’t told about the situation their line was said in. I remember in the palace both Yuri and Estelle having deliveries that seemed detached from the situation and not fitting with how the other was acting. I haven’t noticed anything quite as out-of-place since, though.Seems like the voice actors had a hard time recapturing their 10 year old voices![]()