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BioShock 2 [PC/360/PS3]

Hunter

BELIEVE
They've also decided to remove the Sea Of Dreams subtitle for whatever reason. I liked it, particularly as I get annoyed with any film/game that just tags a '2' on the end as it seems like a half-assed effort. Still, it's no big deal.

They're aiming for a simultaneous release on all platforms.

I'm quite glad that there isn't any Co-op, from my previous post you can see I was a bit suspicious about Co-op in BioShock. Thankfully by not having it, 2K can focus strongly on the story and not other elements that aren't necessary.

Not sure about the release on all platforms though, I hope it won't distract 2K.
 

Hunter

BELIEVE
Looks like top stuff once again, I think they give us a glimpse of the atmosphere once again and then the full-on gameplay which also looks very good and unpredictable as was the first BioShock. Cannot wait for this now, hopefully that video would crush any doubts people had of the game.
 

Haribo

Super Moderator
Seems like I'm sort of regurgitating the same footage in a different package, but I did spot some new stuff in here.

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At the moment it's going in a perfect direction in my opinion. The gameplay is very similar, but I can't imagine it being much else without things being cocked up. If it ain't broke, don't fix it. The thing I wanted most in the sequel was an interesting new storyline set in a strand of Rapture that was interspersed with the area we already knew. And it seems like we've got that.

When it comes to the third game, however, I think it may have to be a prequel highlighting the fall of Rapture to keep things feeling fresh.
 

Barry

Registered User
If they maintain the atmosphere of the first game it will be great.

The swimming makes me uncomfortable though :crymore:
 

Haribo

Super Moderator
Multiplayer first impressions:

We're sure the lot of you would rather hear about the intricacies of the single player campaign of BioShock 2 that we divined from our time with the game at E3 -- unfortunately, 2K wasn't keen on sharing any new details about the story of the core game. What we did get a chance to see was the multiplayer portion of the undersea follow-up -- a feature that we've yet to hear much about before today.

Watching the six-player deathmatch BioShock 2 demo was kind of like watching your beloved family dog sing opera. Mind you, this dog sang opera really well, but still, watching your canine companion sing is a somewhat unsettling experience. For some reason, it's ingrained in our minds that BioShock is meant to be experienced on ones lonesome. When you strip the rich story away from the game and toss in multiplayer elements, you end up with a product that, despite its strengths, seems a bit out of its element.

The multiplayer demo, which was performed by staffers from Digital Extremes, creators of the PS3 version of BioShock and developers of the sequel's multiplayer portion, explained the character customization options that would be featured in the game. Said customization takes place in each player's own personal apartment. From this hub, players can change their appearance, customize their weapons and plasmid loadouts, and check out a few story elements that innervate the multiplayer experience.

In the demo we saw, the player could listen to an audio log from Sinclair Solutions, the plasmid development corporation for which the player works as a product tester. The log consisted of a brief welcome message and job briefing -- not exactly the basis for the rich story (which takes place before the events of BiosShock) that the 2K has promised, but further story elements which will likely appear in the apartment could ostensibly flesh out the plot.

Each apartment is also equipped with a bathysphere, which lets the player choose game modes and battlegrounds and head into the fray. All of this is optional, of course -- the game will let you choose to do this micromanagement through a standard multiplayer menu, but from what we saw, invoking this option will cause the player to miss a lot of the TLC that Digital Extremes is putting into the multiplayer.

The aforementioned customization includes the ability to change your character's appearance. The character you play as is a survivor of the havoc taking place in the oceanic city -- the player we saw was a former welder (and Sinclair newhire) named Jacob Norris. You can also establish three loadouts, each of which is comprised of two weapons and two plasmids. While waiting to respawn, you can swap between these three loadouts on the fly.

The match we saw took place in the Kashmir Restaurant, a locale from the first game that's been retooled to be more accommodating for multiplayer. The six combatants, all using different combinations of weapons and plasmids, skittered across the ruined restaurant, laying into one another with familiar armaments. The loadouts we saw included items given to the player in the Sinclair Starter Pack -- a pistol, a shotgun and three elemental plasmids (Electro Bolt, Incinerate and Winter Blast). These got the job done, but in the interest of innovation, we certainly hope the game will introduce weaponry exclusive to the multiplayer mode.

Additional plasmids, tonics and weapons can be unlocked by moving up the ranks in Sinclair Solutions, a feat performed by gaining Adam (or experience points) by killing opponents, hacking turrets or performing other various in-game feats. There are also "trials," or missions that players will try to accomplish to gain more Adam. Yes, it hearkens back to Call of Duty 4, but with genetic mutation in lieu of perks.

The gameplay (and the visuals, for that matter) look exactly like the original BioShock. There's been a few control modifications -- the most evident being the welcome change to make plasmids and melee attacks off-hand. There's no switching hands mid-combat in the multiplayer mode. Also, the game's health and EVE powerups appear in -- what else? -- Circus of Value stations embedded throughout each arena. Turrets are placed in key areas of the level, and can be hacked by simply holding the A button for a few seconds.

Also, the Big Daddy suit will randomly appear mid-match. The first player to get to it dons the diver suit, becoming a near unstoppable juggernaut. Yes, it looks like it tosses all balance out the window, but the other players will likely turn their focus on the drill-handed elephant the room, which could lend itself to some pretty exciting gameplay moments.

The whole thing looks really neat, and the character customization options, weapon unlocks and story elements have the potential to turn BioShock 2's multiplayer portion into a really compelling online FPS. Still, watching this old(ish) dog perform its new trick will take some getting used to.

Some people are still against it, but as long as the single player story doesn't suck, I'm really looking forward to the multiplayer aspect.
 

Haribo

Super Moderator
Game delayed roughly 6 months. :faceplm:

On the positive side it means I can enjoy Modern Warfare 2 and Uncharted 2 to their full capacity. On the negative, this is now slap bang in the middle of God Of War 3, Heavy Rain and Dead Rising 2.
 

Haribo

Super Moderator
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Reminds me of TimeSplitters' multiplayer; frantic and fantastic. Doubt there'll be a whole load of strategy involved... just go insane!
 

Sweey

*RETIRED*
For and Against opinion of BioShock 2 at IGN. Personally I'm happy enough.

Australia, January 17, 2010 - Scraping back the curse of expectation, BioShock 2 in some ways remains behind the 8-ball. After our extended sit-down with a large and well-featured build of the game, we were delighted (read: relieved) in many ways. And yet in others, we were left with this unshakeable feeling that something's not quite right in Rapture.

Then again, this is a major franchise, and playing through the first few hours reminded us a lot of the first game - and that's a good thing, ultimately. There's still a lot here that 2K gets very right.

So, for the sake of honesty and balance, here's our look at BioShock 2: For and Against.


For:

Refinements and Improvements

Being a highly anticipated sequel to a beloved game release, BioShock 2 naturally addresses and, in some cases, rethinks several staple parts of the BioShock experience. Given your role as the first Big Daddy, the player's dynamic is now one of stalwart foster-father as much as lone hero. While you're still fending off waves of Splicers and progressing through Rapture, your role as Big Daddy now revolves around defending and saving, or mercilessly harvesting, Little Sisters. It's a new twist on the original formula; you still take out competing Big Daddies too, but now the rationale is different.

The game's AI seems have taken a step forwards too, with more intelligent enemies, tricky environmental hazards and greater variety along the way. We're hoping the difficulty continues to ramp up smoothly too, though, as we found the first few areas particularly easy. Hopefully further balancing will address this.

Atmosphere

Dystopian settings have almost always had a healthy representation in gaming, ever since the earliest text-based MUDs, through to fully-realised worlds like that of Fallout and Borderlands. And yet, the world of Rapture holds a certain unique flavour that no other game has broached. The ethereal beauty of being surrounded by the seas, lit in places by neon signs and strings of bulbs, is reminiscent of wandering through a dilapidated aquarium. The halls remain festooned with party streamers, hats and other bits of revelry, occasionally broken up by a harsh splash of blood across a wall and vaguely unhinged messages scribbled over surfaces with haste.

Rapture's hallways betray a great sense of time and place; you get a true feel for the highly sophisticated, if unhinged final moments before civil war broke out. It, in turn, makes for a fascinating environment to explore. With the addition of a whole new interlocked city to explore, connected through a series of tram lines, 2K has gone to town (so to speak) with fresh propaganda-laden spectacles to explore. Of these, the family-oriented 'theme park' crackles with the kind of originality and commentary that made the first game such a delight to traipse through.

Enhanced Combat

Sure, we can't explain where your drill goes when you're toting a chain gun and plasmid arm, but finally having the ability to dual-wield plasmids and weapons has changed the pace and tone of Bioshock's action. Some will take it as a backwards step; there's less planning and strategy involved when you no longer have to swap in between plasmids and weapons, but the direct result is a more frantic pace and the ability to combine two attacks together is fantastic.

As part of enhancing the combat itself, new defensive manoeuvres come into play, such as the remote hack tool. Rather than having to get up close to a turret, camera or locked control panel, you can now use a wrist-mounted launcher that tosses little hacking devices onto your target for remote deactivation or opening. Handy (literally).

Multiplayer Actually Rocks

It might come as a shock, but Fall of Rapture is really solid as a multiplayer mode. The game caters nicely to different styles and approaches to multiplayer, and the modes keep things feeling fresh. The straight-up combat is frantic, a constant blend of tactics to take down the Big Daddy player, while plasmids fly through the air and occasionally cling to surfaces, creating whirlwinds of flaming death. Capture the Little Sister is logically handled and her disturbing thrash gave us the willies.

It's Rapture

Yeah, it's an easy point to overlook, but it bears repeating. Rapture is a fascinating landscape to explore. While the early areas lack personality (more on that shortly), eventually the gold rises to the surface and we're reminded yet again about why BioShock grabbed us in the first place. The deeper and farther we get into BioShock 2's story, the darker and more complex it becomes. We're hoping it holds nothing back for a third game, frankly.


Against:
How is this hacking?

We know why 2K did it – the 'Pipe Dream'-style hacking minigame is now all but gone from the BioShock formula . In its place is a faster-paced, real-time 'hack' – essentially a timing minigame that requires you to press a button to stop an arrow over the green or blue parts of a dial.


Well, it's generally very easy to begin with – but it just becomes trivial as soon as you purchase a Tonic for slowing down the cursor even more. Really, some of us actually enjoy using our brains a little bit and appreciated the flavour the hacking minigame added. This new mode caters to mindless twitch gamers – which, honestly, is not what BioShock is or should be about.

The engine has dated

It's hard to come off the back of a game that, from a design standpoint was outstanding, but from a raw technical level left something to be desired. Unfortunately BioShock 2, for all the niceties associated with Art Deco design and 50s-era camp, comes across as dated. Whereas the original game impressed with its realistic handling of water physics, BioShock 2 arrives after two years of technological leaps within the shooter genre. It shows.


The counter-argument is, naturally, that the design ethic is strong enough to make up for any apparent raw visual shortcomings. However, what struck us as odd was that the novelty does sometimes wear thin. There were three separate moments in the earliest areas of the game where lighting was used to project a shadow of an enemy onto a wall – and that stopped being clever after the first time. It's almost like the bag of tricks is starting to run a bit dry and the shadow projection rehash is symptomatic of this.

Not as Quirky

Like the hacking minigame itself, BioShock 2 removes little touches like the carnival music that plays when accessing vending machines, as well as the Spanish arms-dealing weapons machines. Why? Who knows. Internal backlash? User opinion sampling? But the result is resoundingly clear; the novelty and quirkiness of these elements has left a gaping hole in BioShock 2's personality. It's simply not as quirky and memorable as a result. It's not too late for some of these elements to be reinserted, so our fingers are crossed.

Source
 

Sweey

*RETIRED*
21/1

Official PC system requirements:

Minimum

OS: Windows XP, Vista, Windows 7
Processor: AMD Athlon 64 Processor 3800+ 2.4Ghz or better, Intel Pentium 4 530 3.0Ghz Processor or better
Memory: 2GB
Graphics: NVIDIA 7800GT 256MB graphics card or better, ATI Radeon X1900 256MB graphics card or better
DirectX: DirectX 9.0c
Hard Drive: 11GB
Sound: 100% DirectX 9.0C compliant sound card or onboard sound

Recommended

Processor: AMD Athlon 64 X2 5200+ Dual Core 2.60Ghz, Intel Core 2 Duo E6420 Dual Core 2.13Ghz
Memory: 3GB
Graphics: NVIDIA 8800GT 512MB graphics card or better, ATI Radeon HD4830 512MB graphics card or better

Other Requirements

Initial installation requires one-time internet connection; Ability to save game, earn achievements, receive title updates and online play requires log-in to Games for Windows LIVE; software installations required including Microsoft Visual C++2008 Runtime Libraries, Games for Windows LIVE client, Games for Windows LIVE Client Patch, Sony DADC SecuROM, Microsoft DirectX.

There's a 15-installation limit per copy of the game, SecuROM is a cunt, Games for Windows LIVE is dire.

24/1

Just read the PC Gamer's review and they gave it 90%. The review says that the story is good but not as memorable; the female central figure - the one-time political rival of Andrew Ryan - isn't as revolutionary or dangerous as either he or Fontaine were in the first one.

On the flip side, the fighting system is better and the world itself is tweaked in a positive manner. There's meant to be a big choice to make 2/3 of the way through the game or so which provides insight into one's character but thankfully that wasn't spoiled.

The multiplayer is also considered positive enough - nothing to make a dent in other multiplayer games out there but the elements are fun and don't feel out of place.
 

Sweey

*RETIRED*
Just had an email saying this is in the post. Could have it for Friday/Saturday when the US release is set for next Tuesday and as such I expected the UK release to be next Friday.

Brilliant.
 

Hunter

BELIEVE
Where did you order it from then Sweey?

I'd love it early, but also don't mind holding it off since I've still got to complete Batman Arkum Asylum. I don't want to get disracted and confused over both games, and to be honest, Arkum Asylum is an excellent game so I'm just enjoying going through it.
 

Sweey

*RETIRED*
HMV for the first time ever, pre-ordered the Collectors Edition (PC) for £39.99 a few weeks back.

In other news, Mass Effect 2 from Play.com still hasn't arrived. When it does, its going back. Fast.
 
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