Gaming

Preview: 'BioShock 2'

Published Tuesday, Jan 19 2010, 06:00 GMT | By Andrew Laughlin


Set in an Orwellian dystopia so vibrant and deadly that it stayed alive in the mind well after the game's end, BioShock proved an absolute revelation when it was released in 2007. There are quite simply few other video games that can claim an equivalent sense of narrative, atmosphere and intuitive gameplay as the undersea first-person shooter. So, 2K Marin's task in following up such a feted classic seemed a daunting one. However, after Digital Spy spent some time with BioShock 2's crucial single-player campaign, early indications are that the game appears to be as good as if not, dare we say it, better than its predecessor.

The story is staged in 1969, ten years after BioShock's lead character Jack enjoyed Rapture's hospitality. A decade has not been kind to the undersea city as water seeps in from the outside and coral encroaches into the world. Lumbering Big Daddies work hard to seal the leaking city, but it's clear that the sea is slowly claiming its prize. Players become a prototype Big Daddy, known as Subject Delta, who is awoken from his slumber by Dr. Bridgette Tenenbaum. The benevolent doctor - who returned to Rapture after former Little Sisters started being kidnapped from the surface - has activated Subject Delta to rescue a Little Sister called Eleanor from Fontaine Futuristics, "before it is too late". However, the waters are muddied because Eleanor is the daughter of Sophia Lamb, the new overarching figure controlling Rapture for some nefarious end.

The second game will uncover new aspects about Rapture's creator Andrew Ryan, including how his views shaped its early formation. Lamb was a political rival to Ryan, with her brand of pseudo-communism railing against his unfettered capitalist beliefs to form a new fault line in the fragile undersea world. She now inspires messianic devotion among the Splicers - Rapture's genetically twisted inhabitants - but has also created her own army of formidable foes to keep order, known as the Big Sisters. Fast, agile and able to use plasmids and weapons, these graceful yet deadly metal beasts will provide the player's sternest challenge on their quest.

As BioShock's narrative was so memorable, a major concern for the sequel was how it would be followed up. Thankfully, the first few levels of BioShock 2 deliver the same sense of mystery and intrigue about the city and its inhabitants. The player knows that there are many surprises to come, and it's going to be tense, scary and thoroughly enjoyable finding them out. Tape recordings can still be collected to flesh out events in Rapture, with the scripted dialogue as strong as ever, and just as dark. BioShock 2 also features more human interaction with non-enemy characters, such as Andrew Sinclair, former CEO of plasmid firm Sinclair Solutions and an uneasy ally who opens up new weapons to the player but clearly has his own agenda.

Exploring Rapture is still a fearsome delight, with lots of new spaces opened up, such as a decrepit amusement park showcasing Ryan's political views via animatronic models. There are also numerous clues dotted around pertaining to the mystery surrounding Lamb and the Little Sisters, such as her writings on metamorphosis. Playing as a Big Daddy means that for the first time, gamers can venture outside the Art Deco city to see it from a new perspective. The seabed sections are as beautiful as hoped, providing majestic views of the world and a chance to see the madness unfurl within from the relative safety of the ocean floor.

The biggest gameplay change in BioShock 2 is that players can duel-wield plasmids and weapons, leading to faster combo attacks. Despite wearing a heavy old-school diving suit, playing as a Big Daddy is fluid and never feels cumbersome. Subject Delta starts off with just the trademark drill, which can used for melee attacks or for actually drilling into a Splicer's face for a genuine sense of bloodlust (although, drill fuel must be collected to ensure it keeps working). However, the famed rivet gun soon follows, along with other weapons, such as a machine gun and spear-gun. All weapons have three types of ammo, such as the Rivet Gun's trap rivets, basically remote mines that fire off as soon as Splicers run near them.

Power To The People machines return for the sequel, offering a one-off free weapon upgrade to three levels, with the third stage always tactical, such as an electromagnetic power for the drill that repels oncoming bullets. All plasmid powers from the first game again feature in the sequel, and they can be combined for a greater effect. For example, a Cyclone Trap can be set with Winter Blast so that Splicers are fired into the air while frozen to be shattered into ice cubes by a well placed shot. Skill upgrade tonics are also available, along with Vita Chambers for an instant return to the action after dying and vending machines for supplies and ammo. As before, all corpses, bins and filing cabinets can be scavenged for food, money and first aid kits.

Among BioShock 2's quality new features, Eve is refilled automatically rather than the pretty, yet somewhat impractical arm injections (although, the player still needs to manually administer first aid via the D-Pad, which can be a little tricky during frantic battles). Taking into account feedback from the first game, the hacking system has been completely overhauled. Gone is the connect-the-pipes mini-game in favour of a simple swinging dial that must be stopped in green or blue zones. Although it is significantly easier, the system is also quicker and doesn't take the player away from the action. Subject Delta can further use a remote hack tool which fires a dart from distance to take control of gun turrets and cameras for use against enemies.

A decade's passing has caused the Splicers to become more genetically twisted and frenzied in their post-utopian madness. As such, they are intensely more aggressive and tactically astute when encountering the player. Certainly, BioShock's Jack would not have survived five minutes in the new Rapture. At Lamb's behest, the Splicers also work together against Subject Delta to complicate his quest. Alongside intermittent scuffles with the Splicers, including a new Brute Splicer who we did not encounter, players will have to take on the Big Daddies as before. There are multiple types of these metal bouncers - with weapons ranging from rivet gun to rocket launcher - and the battles are as intense as ever.

Once a Big Daddy has been vanquished, the player then adopts the Little Sister who lights up a pheromone trail to a body suitable for harvesting Adam, the genetic goo required for plasmid usage. While the Little Sister does her grisly business plundering the body, the Splicers are instantly alerted and come running from all over. Here is where the player must think tactically about how to deal with the onslaught by setting various traps. Mostly, though, it's about a frantic and feverish few minutes of combat that adds a new dimension to the gameplay. These set-piece battles, along with the sporadic Big Sister, conflicts will provide the game's most heart-poundingly tense moments.

Alongside BioShock 2's main campaign is an all-new multiplayer segment - developed specially by Canadian studio Digital Extremes - which introduces team and competitive modes to the undersea world. Set just before Rapture's Civil War, players will become willing subjects for experimentation at Sinclair Solutions, ready to be spliced up for some twisted combat. Ahead of the game's release, early indications are that it will continue BioShock's brilliance, while adding some welcome tweaks and new additions. The pacing already appears strong and the sense of atmosphere, mystery and genuine fear remain in full effect. For fans of the first game, there certainly seems to be no place like home with BioShock 2.

BioShock 2 will be released on February 9 for PS3, Xbox 360 and PC.
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