Bioshock is one of those games that can be considered as finished works. Once completed, it was sufficient in itself as a major title that has exploited its kind in bringing a great graphic identity. The world of Rapture could rest beneath the ocean in peace.
The commercial success of Bioshock begat therefore inevitable iteration. What would we bring this new dive, when we had our answers, we had left behind Rapture collapsed without regret? Remorse, perhaps, to have succumbed to the lure, to wander the corridors of a hermetic work that really did not need to result from repetition. Revisit.

- Read the review of Bioshock on Flu
Rapture would be a utopia underwater, a city of science and letters, freeing man from his chains. This is still a ruin in suspension, including the hierarchical pyramid collapses at the mercy of tyrants removed. In 1968, eight years after the passage of Jack in Rapture, Sofia Lamb oversees the city, with a philosophy diametrically opposed to that of its founder Andrew Ryan. Recognizing the potential of the individual, she prefers the power of community, and for that halt the subject wakes Delta numb a Vita-Chamber.
Forced suicide ten years earlier by that same Sofia Lamb, Delta was the first Big Daddy has to have established the particular relationship with a Little Sister. The draw will be sought that it is Eleanor, the daughter of Sofia Lamb. Yet Eleanor who raises Delta today, the only trustworthy person who may object to his mother and prevent his project, the Family, transformed into a hell Rapture 20,000 Leagues Under the Sea.
A universe graphically strong as that of Bioshock could not find a result that through an equally strong theme. The ideology of Sofia Lamb, between communism and the Manson Family, is more politicized than the cult of the family unit deviant. The duo Big Daddy / Little Sister, this forced relationship and conditioned, is central to the plot because it is the primary motivation of the hero. This protective instinct and survival, is intended to replace the psychological impression that prompted Jack to go through Bioshock to kill Andrew Ryan.
Bioshock 2 discusses the parallel comparison of blood relationship and affection adoptive lost childhood and adolescence. The Big Sisters are expressed most poignantly, Little Sisters prey to their impulses and sent to the surface to kidnap other girls, to renew the cycle of Sisters, and perpetuate an emotional rootlessness. The subject is rich and dealt with many nuances of blunders, but 2K Marin developing what had been touched on only in Bioshock, deepening the human dimension of Rapture. The subject, although universal, is here by microcosms declined to give a coherent and meaningful reading of this universe in decay.

Manichaeism is narrowly avoided the crucial moments, with the maturity with which the designers explain the complex relationships between the protagonists. Delta assumes his vocation of man-tool with certainty to follow his instinct, and we do the same as compared to the pattern of frustration-conditioning castrating Bioshock, the clarity of its determination we appear credible.
This change of subject, he can approach it from a fresh angle the family unit artificial Rapture, however does more than justify the level design narrow and predictable that they had suffered in Bioshock. He had even managed to excuse the determinism of mental conditioning that we are “compelled” despite us to follow the straight line printed in our brains and accept the flatness of a series of corridors to wallpaper nonetheless superb.
Bioshock 2 is not the same craftiness in the turnaround scripted to the bone, and its linearity survives poorly in comparison. The staging is less inspired, less radical than the first. The drama and light effects have not the audacity of Bioshock and it regrets the morbid fantasy that gave off the gallows humor that characterized him. The underwater passages, we would have hoped assets are only fleeting contemplation of Rapture. Moments of respite between two significant bloodshed for Plasmids, but segments are purely decorative style short breath before disappearing into the next corridor. Claustrophobia no longer operates, and it’s sad because it was one of the charms masochistic Bioshock.
Bioshock 2 thus lacks boldness, freshness, in many ways. The engine accuses her age, and the findings of the predecessor graphs not surprise as much. This related to a shy scenography, visual opportunities are not exploited as much talent. This sentiment, which begins at the first sets, do not leave us until the end. The range of enemies did not really renewed, and the addition of Big Sisters or a pair of Splicers fairly unremarkable does not really vary the intensity of fighting.
Artificial intelligence, who was surprised by his quickness, has not changed. It also seems less reactive or more hesitant about carrying out his threats, when the enemy must move to a care station, or when they attack a Big Daddy. These crashes scripts are still too numerous to be ignored when the battle is cut short because a Splicer has built a wall without our agreement.
We thus expect an overhaul, or at least a transfiguration of Bioshock through the role of Big Daddy. It was hoped gameplay more varied and more intense clashes with the board and drill the firepower of the character. But Delta is playing as Jack, and the system of Plasmid, juggling gene is identical with few details about the same in terms of diversity and originality. In practice, one sees a difference between the alternating power and firing, which can now complete and unleashing a flood of pain on the enemy, instead of choosing between Plasmid and powder to overcome.
The arsenal remains no surprises, except the Harpoon, which can pin down the Splicers walls and recover the ammunition for the next impalement expeditious. The real innovation based on the darts of piracy, which relax the tactics used during the hijacking of defenses, or short-circuiting terminal care. Phases also simplified, ergonomics more accessible than the old puzzle of pipes.
These are the famous moral choices that ultimately suffer most from these half-changes. Delta to eliminate other Big Daddies and Little Sisters of the ownership through the psychic link which unites them. This done, he will have to escort them to the bodies for it to drain the ADAM and serve you as a cow Plasmids. The harvest involves a mini-game where the defense Splicers will try to steal your syringe, and you will save time for the Sister in the killing.
Sucked the last drop, you can choose between killing or saving, as in Bioshock, scriptwriting with consequences that are quite poor, unless they radicalized behavior. The dilemma and the conditions are not the same, and the nature of the hero is not enough to create empathy with his victims.

The weft thread and held by the family of Sofia Lamb is not powerful enough to affect us, unless the alleged determinism of Jack, who was reluctant to face our responsibility for our actions. The Little Sisters are tools, game-design, storytelling, and are interchangeable and disposable without ulterior motive. The designers have failed to communicate the viscerality this choice, leaving this bracket too powerful themes of family, psychological and emotional bond between a child torn from his family and the adoptive fathers machined. Bioshock 2 fails to address the case of consciousness with sufficient force so that we seize beyond the mechanical game
This suite features a multiplayer mode, called by fans since 2007. Their expectations are semi-filled. Deathmatch, Free-for-All, Capture the Flag with a Little Sister as a flag, Plant the Bomb with Adam in the role of Semtex. Nothing new under the spotlights of Rapture. Multi nevertheless articulated as most of its modern equivalents, with an experience system that helps develop their skills over the parties, the Modern Warfare 2 or Metal Gear Online. The transfer of elements of solo gameplay in this mode is intelligently and piracy as well as research on enemies reduce the level gap between veterans and beginners entering the Rapture flower Plasmid.
The multiplayer, achieved by the team at Digital Extremes and not that of 2K Marin, is a product of command serious and solid, but hardly at times to adjust the pace of the solo, constrained by the physical character, the frenzy
We can withdraw at 2K Marin and Digital Extremes quality of their work, and artistic coherence they have completed in the Rapture rediscovered. Both teams have mastered the creation of Irrational Games/2K Boston to restore the specification, but without the same abundance as the original creative. The absence of Ken Levine, the pivot of the first draft is probably not unrelated to this result. Bioshock had managed to push the FPS to something wilder, and aesthetically impressive. His successor merely the match without ever succeeding in achieving his flamboyance or his cool.

A sense of unfinished business remains. Bioshock 2 is an extension which, although it changes perspective and is adorned with a powerful theme, remains a Bioshock Bis. To guess the intentions, good ideas are exposed, but they are irrevocably drowned in a cramped level-design, execution routine that does not give the new theme all its splendor.
Bioshock had nothing more to say, Bioshock 2 has nothing to add. And the sea can finally, hopefully, return to silence.
Tags: Action, aion kinah, darkfall gold, FPS, game, girls, life, PC, PS3, Xbox 360