
BioShock 2
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PublisherTake-Two Interactive
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DeveloperDarkside Game Studios
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Release date9 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!
AGM score | 88% |
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IGN | 9.1 |
GameSpot | 8.5 |
Metacritic | 88 |
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:
- 🎮 Mass Effect 2
- 🎮 Cthulhu Saves the World
- 🎮 Shiren the Wanderer: The Tower of Fortune and the Dice of Fate
- 🎮 Resonance of Fate
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
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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