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BioShock 2

BioShock 2

  • Publisher
    Take-Two Interactive
  • Developer
    Darkside Game Studios
  • Release date
    9 Feb 2010

Around 10 years after the occasions of the first BioShock, the echoes of past sins resonate in the corridors of Rapture. A beast captures young ladies along the Atlantic coastline and brings them into the submerged universe of Rapture. As the main model of the Big Daddy, you are entrusted with unwinding the mystery of Raptures in the run down city and making sure about your own endurance in the fight against obscure foes. BioShock 2 will proceed with the extraordinary unique title with the multiplayer mode and grow this anecdotal world in like manner. You should utilize all BioShock apparatuses to completely appreciate BioShock in multiplayer mode.Update notes Also remembered for this group: Sinclair Solutions Tester Pack, Rapture Metro Card Pack, Kill 'em Kindly, Zigo & Blanche Multiplayer Characters and The Protector Trials. A full form of the game is required to play this extra substance. New components, for example, the capacity to utilize twofold gave weapons and plasmids, permit players to perform astonishing blends of reprisal. Coming back to Rapture: These occasions occur around 10 years after the first BioShock occurred and the story becomes epic Travel through one of the most spellbinding and frightening dreamlands you are Big Daddy: Take control of one of BioShock's own special animals and experience mind blowing force and savage power from Rapture's most dreaded inhabitants in your fight against amazing adversaries. Proceeding with the honor winning story: New and exceptional activity devices fill in as vehicles and drive probably the best story in PC game classification The defender tests: You get a request: You should take enough ADAM for Tenenbaum to frustrate Sofia Lamb's crazy plans. Plunge into the defender preliminaries - grasping fight difficulties that put your weapons and plasmids under serious scrutiny. The objective of each test is basic: take your Little Sister to a carcass loaded with ADAM and ensure it as it gathers the valuable texture. The closer your Little Sister finds a good pace, the more harsh the opposition becomes - will you withstand the assaults? Three one of a kind weapon/plasmid sets are utilized in each test and guarantee a differed game encounter. There is a fourth reward set if every past prerequisite are met. Multiplayer Highlights Genetically upgraded multiplayer: procure in-game experience focuses to access new weapons, plasmids, and mixtures that permit several distinct mixes, and that permit you to plan an extraordinary character dependent on your playing style Rapture: Players will assume the job of an occupant of Rapture and experience the common war that made Rapture separate. Experience Rapture before the war: Explore Rapture before it sinks into the sea and battle for significant areas, for example, da Kashmir Restaurant and Mercury Suites, which have been adjusted for the multiplayer mode, FPS veterans give this multiplayer exhibition its own note: Digital Extremes has in excess of 10 involvement with the field of FPS including the improvement of grant winning pieces of the Unreal® and Unreal Tournament® Serie.Sinclair Solutions Te stmuster: Here you are your fortunate smith! Broaden your BioShock 2 multiplayer involvement in a level top up to 50, including a third arrangement of weapon overhauls. Appreciate 20 new difficulties, 2 new playable characters and 5 new covers. Truly! We thought you'd like that! Joy Metro: As one of our esteemed Sinclair Solutions analyzers, we might want to welcome you only to appreciate the advantages of resurrection! In any case, just on the off chance that you are really dedicated and have arrived at the most significant level. The six new maps in Rapture Metro, then again, are open to all analyzers. Zigo & Blanche: Take part in the super reward exceptional idea from Sinclair Solutions! Two new characters are sitting tight for the BioShock 2 multiplayer mode: Mademoiselle Blanche de Glace, the universally known entertainer, or Zigo, one of Rapture's biggest hide seals. Begin and win your prize today!

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AGM score 88%
IGN 9.1
GameSpot 8.5
Metacritic 88
sci-fi
economy
health
first person shooter
death
explosion
machine gun
male protagonists
corrupt government
bink video
turret
gun
helmet
crouching
wasd movement
cutscene
pistol
first aid kit
sniping
melee
crosshair
kill feed
real-time combat
instant kill
political thriller
reloading
wrench
grenade
camping
submachine gun
recoil
killcam
polygonal 3d
robots
achievements
mad scientist
power up
crate
rocket launcher
downloadable content
xbox live
water
briefcase
computer
e3 2009
shark
steam
jellyfish
gamersgate
train
puzzles
steam achievements
unlockables
ps3
enemy health indicator
multi-monitor support
game over
shotgun
horde mode
optional objective
direct2drive
eating
glasses
playstation trophies
torch
action-adventure
the locked door
glass
vent crawling
gambling
doctor
loot gathering
game reference
moral decisions
self-referential humor
dystopian world
anarchism
voice acting
bullet
non-player character
gatling gun
multiple characters on box art
defend x for y amount of time
bed
special attacks
table
gloves
glitch
first-person perspective
currency
darkness
boss fight
bosses
countdown timer
pipe
explosives
elevator
heads up display
secret area
final boss
mini-boss
maps
statue
liberation
can't kill innocents
scripted events
magic
fire
backtracking
easter egg
teleportation
love
shovel
switch
ladder
fish
human
book
bow
electricity
key
bench
bottle
saving the world
player character
vision obstruction
low health warning
laser
tombstone
recurring boss
been here before
waking up at beginning
blunt weapons
multiple enemy boss fight
valuable garbage
saw
context sensitive
multiple endings
traps
rock
playstation network
bee
tree
mind control
original soundtrack release
loading screens
message on the wall
playstation plus
barrel
cigar
muzzle flash
infinite resource spot
horse
capitalism
flamethrower
scroll
crossbow
searching corpses
banker
insanity
artificial intelligence
open-world
amnesia
singing
toilet
english accent
temporary invincibility
plot twist
poverty
steampunk machinery
new protagonist in sequel
flashback
psychopaths
surprising character switches
god complex
redemption
underwater gameplay
coffee
difficulty level
lives
xbox one backwards compatibility
kill screen
throwing weapons
mask
upgradeable weapons
rpg elements
exploding barrel
light bloom
fire manipulation
descendants of other characters
single-entity developer credits
ice
girders
piano
shelf
corpse
pants
unreal engine 3
female antagonists
wooden chair
vending machine
zoom
boots
difficulty achievement
games on demand
high definition graphics
voice chat
collector's edition
improvised weapon
shirt
headshot
secret achievements
bullet sponge
capture the... what?
ranked match
heavy
normal mapping
on disc dlc
subtitles
astral projection
alcoholic beverages
spotlight
reflection
drunk character
murder
shadow
button
bicycle
flowers
trash can
present
playing cards
bathtub
pop culture reference
white noise
photo
letter
sink
smoke
pillow
desk
bandages
confetti
lgbt
column
poster
couch
developer cameo
television
mirror
refrigerator
bucket
cooking range
experiments gone awry
revolver
neon sign
oven
gramophone record
skirt
dress
jukebox
blueprint
teapot
potato chips
minigames
water level
drill
footprints
cat
auto-aim
breakable glass
radial menu
foil box art
assassin
blood
racism
plate
window
candle
retail games with steam activation
basket
first person melee
crepuscular rays
wood
high dynamic range
texture pop-in
sociopath
lightning manipulation
freezing weapons
immersive sim
iron sights
screen splatter
grenade launcher
scuba gear
freelc
hacking
propeller
safe
cage
recurring character
stun
pax 2009
religion
one-man army
chains
protagonist death
pre-order exclusive
interactive cutscene
superpowers
playstation home tie-in
water manipulation
e3 2008
newspaper
camera
graffiti
government
cane
pencil
fedora hat
tennis racquet
tennis ball
flashlight
cash register
mayor
paper
fake in-game advertising
radio
golf club
golf ball
cigarette
office chair
clock
calendar
loading screen advice
phone
valve
video game characters that play video games
smoking
addiction
coral
machete
file cabinet
paper money
surveillance camera
billboard
russian accent
beer
wheelchair
luggage
magazine
light up crosshair
matress
mallet
cross
rich snob
pliers
prostitution
narcissist
hook
research
syringe
telekinesis
guided by radio
southern american accent
decoy
killing children
mute character
robot
teddy bear
locker
bible
dancing
first-person regain consciousness
glowing eyes
audio logs
unseen recurring characters
scientist
role-playing shooter
invisibility
enslaved race
missable achievements
psychics
biblical quotes
parallax mapping
shooter game
online multiplayer achievements
christianity
aural characters
automated sentry gun
impaling weapons
slot machine
color separation
bloody wall
gravity control
pills
purse
acid
needle
butterfly
goggles
charging heavyweight enemies
stock up area
screw
proximity mines
tommy gun
gun smoke
sequel by a different developer
elevators that mask loading times
havok physics
directx
atheism
tutorial
cults
paintings
cult leader
paint brush
cryokinesis
corpse spasms
psycho villagers
totalitarian government
screwdriver
formal clothing
multiple ammo types
propaganda
air duct
anti-villain
patrol
turban
false death
inventor
greek alphabet
tape recorder
lamp post
functional toilets
rose
substance abuse benefit
record player
inebriation
supernatural arm
consumables
typewriter
chinese accent
ashtray
frame rate lock for console games
big daddy
little sisters
plasmid
bathysphere
absinthe
microphone
pax east 2010
underwater
drill arm
creepy children
faceless hero
irish accent
electrified water
image flashes
biotechnology
utopian civilization
adam
splicers
hypnosis
insect swarm
eve
electro bolt
omnipresent villain
objectivism
gatherer's garden
power to the people
first person shooter game
secret identity
2" x 4''
globe
pallet
dash
crucifix
laboratory apparatus
clipboard
code writing
unbreakable glass
radiator
baby carriage
chalkboard
toolbox
merry-go-round
canonical death
unskippable tutorial sequence
terminator reload
microscope
octopus
get games
seaweed
water element
games for windows - live
chemical warfare
vacuum cleaner
retrievable traps
hack tool
cushion
hair brush
starfish
reincarnation
mannequin
nailgun
welding mask
party hat
stake gun
stimpak
moonshine
public phone
pocket lint
spear gun
directed escape
buttstroke
firefly
laser trip mine
room-based menus
diving suit
city
weighing scale
crazy eyes
crayon
vita-chamber
gin
respawn device
guitar case
shotgun slug
rivet gun
webley mk4 revolver
big sister
scatterbrained characters
gene tonics
iron lung
the thinker
bioshock 2
bioshock 2 game
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About BioShock 2

BioShock 2 is released by Take-Two Interactive in 9 Feb 2010. The game is designed by Darkside Game Studios. BioShock 2 is a typical representative of the Role-playing (RPG) genre. Playing BioShock 2 is a pleasure. It does not matter whether it is the first or a millionth hour in Role-playing (RPG), there will always be room for something new and interesting. Thrilling levels and gameplay BioShock 2 will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.

In addition to it in 9 Feb 2010 released games such as:

In addition to BioShock 2, the representatives of Role-playing (RPG) games also belong:

A complete list of games like BioShock 2 can be found at AllGame here.

BioShock 2 is versatile and does not stand still, but it is never too late to start playing. The game, like many Role-playing (RPG) games has a full immersion in gaming. AllGame staff continues to play it.

BioShock 2 is perfect for playing alone or with friends.

At AllGame you can find reviews on BioShock 2, gameplay videos, screenshots of the game and other Role-playing (RPG) representatives.

BioShock 2 - game review

Date: 2010-02-12 11:59:00
The review was based on the PC version.

This game starts out like a boring clone of the first BioShock , then gradually becomes more complex and surpasses its predecessor, to finally abandon our own patterns and lead us by the hand and brain through a two-hour spectacle in a speeding roller coaster. So we have another sequel, which is more polished than the original, and the stagnation in "equipment generations" is once again good for everyone. Only this time it is not as rosy as with the sequels Assassin's Creed and Mass Effect . Because, while BioShock 2 actually plays nicer than the first part, the impression he left will always remain in the shadow of Ryan, Fontaine and Sander Cohen.

We return to Rapture as Big Daddy. We, the players, come back, because our hero never left the city - he was inactive due to the events presented in the intro. Daddy wakes up a few years after Jacek's visit to the city. The events of the first part, "canonically" looking, led to the release of all the Little Sisters and leaving the dying debris to be devoured by the ocean - so happy ending was adopted. However, after a few years of peace on the Atlantic shores, children are starting to disappear. Someone resumes the production of ADAM, packs sea snails into the stomachs of another batch of girls, and at the same time recruits their own army of Genophages (genetically deformed ex-citizens of the city). And our Daddy - deeply indifferent to all of this - only wants to be reconciled with his former little sister. Unfortunately, Eleanor seems to be at the heart of the new, reborn Rapture.

The story starts with a kick, and then for the entire 8-10 hours of play it leaves exactly as many understatements as needed. And most importantly - it does not exploit or duplicate the patents from the first part. The plot is not so surprising (the "twist" is true, but we accept it with peace) - it focuses on a fairly cheap moralizing about forgiveness, love and sacrifice for others. Known for the "one" topos of free will and jumping on the ideological foundations of Rapture appears somewhere in the background, but does not absorb. Maybe it's the creators' idea, maybe it's a habit. After all, we already took this philosophy course for the uninitiated three years ago.

The end of the adventure depends on your decisions. Again, we face the dilemma of killing or saving every little sister we encounter. But what is surprising is not the end. During the game, we will also make choices about whether to leave a certain person alive (or not) - whether it is helpless, asking for mercy, or even asking for a peaceful death. Each choice has a greater or lesser impact on the situation we encounter at the end of the game. And it is not about whether the Sisters will help us in the end or they will kill us - luckily, because I was afraid of a cheap repeat.

Both the storyline and the environment we enter, for understandable reasons, will not be remembered for us like the first trip to the underwater city. We are dealing with a short story set in a world about which an epic has already been written. Nevertheless, wandering around new locations will enrich our knowledge about it and bring a lot of cognitive and emotional satisfaction. The audio logs are back, the main means of telling Rapture's true story - this time they are not as polished as before, but they are still worth looking around for. An extraordinary narrative solution is also filling most locations with a whole lot of small, unique clues. When we get to Eleanor's former apartment, we find her old toys, a cradle, and even a scale drawn on the wall, on which someone regularly marked the girl's height. It's easy to miss and so much fun to lose. When playing BioShock 2, keep your eyes open. The destination on the map does not necessarily have to be the first place where you should direct your heavy steps.

Enough about the narrative. This was the domain of the first BioShock game . The language of the "deuce" is gameplay, much more complicated and original. To the fore is the possibility of the simultaneous use of firearms and plasmids ("magic powers", if you do not really know it). This solution requires a large divisibility of attention and a lot of practice, and the opponents are rather not understanding and force us to use all available gadgets. And there are a lot of these, because apart from a number of guns (including a rivet gun, shotgun, grenade launcher, machine gun) and plasmids (arson, electric shock, swarm of insects, freezing and others), we can find here various types of ammunition for each gun - anti-personnel, anti-tank , exploding, "missile", creating traps, destroying turrets and so on. There is also the possibility of conducting research by using a spy camera (it works similarly to the original) and hacking security systems (cameras, guard robots, turrets). And for all this, we have several dozen tonics, i.e. passive skills, from which we must compose our own combat layette. There are plenty of possibilities, and in terms of gameplay complexity, the game is far ahead of its prototype.

The game features a well-known economy system. From time to time we come across vending machines-shops, and we get money from defeated opponents and by searching all cabinets, chests, safes and other hiding places. We use money to buy healing agents and ammunition, while character development requires a different currency - ADAM. This drug that allows genetic modification is obtained by the little sisters from the corpses scattered around the city. Each girl is watched over by a separate Daddy, which we will have to get rid of in order to embrace her. I have already written about the moral dilemmas behind this: we can kill the girl right away, wait until she is full of ADAM and then execute her or save her after the collection is over. Each variant will provide a different amount of a priceless substance and - in a wider perspective - will affect the difficulty level of the game. The hardest part is being good.

On each level we visit, there are two or three little sisters that we can (but do not have to) take care of. When we deal, one way or another, with all the girls on the map, we are attacked by Big Sister, a character well known from the BioShock 2 advertising campaign. And this is one of the few moments when we see a new type of enemy here. The fights with these monsters are the most difficult moments of this and so quite difficult game, although - to be honest - I was a bit disappointed with their not very significant role in the course of the game. The Big Sisters, after all, play a similarly impersonal role here as the Daddies - they are only instruments in the hands of those who control them. We must prepare ourselves to fight them, unless we are not ashamed of using the so-called vital chambers. Same as in the first BioShock, whenever we die, we are resurrected with a partially restored health bar at a nearby respawn point. Hardcore players can, of course, disable this feature from the menu.

BioShock 2 has a multiplayer mode. Information about it, disclosed many months ago, was a certain (nomen omen) shock. The multiplayer mode is fictionalized and tells the story of Rapture's fall after New Year's Eve in 1959. After launching the multiplayer, we move to the main character's apartment, which was meant to be a lobby - in practice it is completely impractical and there is no point in looking there, it's better to do everything traditionally from the menu level. And the gameplay itself? Dynamic, fast, chaotic. Old school even. The team responsible for this part of the game took a number of solutions from the most popular brands (perk-tonics, challenges, collecting experience points), but equipped the game with mechanics that I have recently found in Resistance 2 - i.e. with a light wooden, breakneck hustle and bustle. There are some original solutions (e.g. hacking turrets, taking photos of corpses that increase the damage dealt to a given player, the possibility of a temporary transformation into a Daddy), but in a few months, no one will remember it anymore. The best proof is that almost no one plays the "original" game modes like ADAM Rush (capturing little sisters), and everyone is in the FFA.

The game looks more or less the same as the first BioShock. Same atmosphere, same textures, same special effects, same level of technology. So it's nice that I will skip three-year slogans about art deco and Gershwin. The music is basically the same - most of the songs just repeat themselves. It is logical, because how would newer vinyls be found in the jukeboxes of the destroyed Rapture? Overall, from the Max Payne-like theme from the menu (someone also associates it?) To the last frames of the movie crowning the adventure, BioShock 2 attracts our attention. And locations can be engaging, interesting and terrifying (especially at the end). The only thing that is sad is that the PlayStation 3 version looks much worse than those for the Xbox 360 and the PC. On the X360 we watch the reading of textures a bit too often.

Shock. BioShock 2 is a game better than the original. Better as a game but not as an experience. The context of its creation is positive - it's nice to see the production so refined, so well thought out and made with evident passion. The authors focused on the game, this time moving the realities of the world and the storyline to the background. A risky procedure, but it was successful and the time spent with this production is just great fun. So what, in two years we play the role of Big Sister?

Krzysztof "Lordareon" Gonciarz

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Screenshots

Screenshots will help you evaluate the graphics and gameplay of BioShock 2.

BioShock 2 - scene 1
BioShock 2 - scene 2
BioShock 2 - scene 3
BioShock 2 - scene 4
BioShock 2 - scene 5

Videos

If screenshots are not enough, you can enjoy creative videos from Take-Two Interactive

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