Finding myself working far more than I'd ever reasonably
want to I thought that a good way to make sure that I continued to write
regularly was to make an easy and accessible way to discuss videogames (for
myself that is). So I hope to suggest a 'game of the week'. This might be a game I'm currently playing or a game which I think is worth talking about - whether its surprisingly good or remarkably bad. Ultimately it allows me to indulge in a bit of creative bankruptcy and also lets me chat about games I like - win, win.
Kicking off this week I want to look at a relatively recent, big
budget game which kind of deserves a bit more credit than it received. It's Bioshock 2 of course! woop! Now the first game, Bioshock 1, is certainly more
worthy of 'classic' status, despite the fact that its plays like a crayon
drawing of System Shock 2, but I personally
think that it's the sequel which has the better gameplay. It might lack the impact of setting which the
first game had, and misses out on having truly insane characters such as Sander
Cohen or Steinmen, but I think Bioshock
2 provided a much more convincing and exciting experience overall.
The
story is functional here yet it's still Bioshock
2 worse attribute. It's convoluted and doesn't make much sense in the
Rapture universe but it does do a good job of setting up purpose for the
characters and the game in general. The player is cast as a prototype Big Daddy
named Project Delta who originally looked after one specific Little Sister called
Eleanor. As it turns out Eleanor was the daughter of a genius/crazy
physiologist called Sofia Lamb. Lamb effectively trumped Andrew Ryan at his own
game, turning Rapture's ravenous Splicers into a kind of altruistic 'family'
who took control of the city after Ryan's death. (This is the least
convincing part of the story considering the social skills of the average
Splicer. It also does away with the beautiful savagery of the first game's
Randian parody; however this switch from Objectivism to tribal Altruism isn't just
narrative polyfiller - it becomes engrained into game's structure of play.)
At any rate, after you are revived by some errant Little Sisters, using a Vita
chamber no less, you are then tasked with rescuing your Little Sister from her evil physiologist mother.
Thus
begins a whole lot of blowing up and general shooting. And it's the combat which really
makes this sequel a great deal more fun than the hallowed original. Whereas the
original game had the player battling Big Daddies in order to obtain ADAM (the fluid used to purchase Plasmids), in Bioshock 2 a whole violent economy is formed - of which you are an
integral part. As a Big Daddy yourself you can adopt Little Sisters and use
them to harvest more ADAM from specific corpses around each level. However, by
harvesting ADAM the player incurs an onslaught of newly sociable Splicers,
gathering in packs to get some ADAM for themselves. This results in pitched
battles where the player is allowed to prepare themselves fully and choose the best location
for the assault.
What's
great is that, while the player in Bioshock
had a choice as to when and where they would fought the Big Daddies, Bioshock 2 allows players to make the
decision as to how much they are willing to go through to gain more power. You
can beat a Big Daddy and simply harvest or rescue the Little Sister then and
there - gaining a small amount of ADAM - or you can be tempted to harvest more,
requiring more ammo and EVE (fluid used to replenish your Plasmids) to defend
against the ravenous junkies. It's great fun setting up traps and thinking
about the environment before pressing the 'harvest' button and awaiting the
coming brutality. (It even gives us a chance to get all metaphorical: while the first
game had you squabbling with lowly Splicers to gain drabs of ADAM, here the
player is in an executive role where they can always gain more but at the risk
of causing their own downfall - i.e. death)
Available on: PC, PS3, Xbox 360
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