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zConnection: BioShock 2 Review

zConnection's Connor Beaton writes: "The concept of Rapture, the sunken city which provides the setting for BioShock 2, is fantastic in itself; founded by Andrew Ryan and located in the middle of the Atlantic Ocean, the city was intended to be a utopia. To quote the opening vignette from the first game, it is "a city where the artist would not fear the censor, where the scientist would not be bound by petty morality, where the great would not be constrained by the small". However, what was envisioned as a sort of scientifically-advanced heaven quickly descended into a violent (and unpleasant) dystopia. Enter the first BioShock: you, as Jack, enter Rapture after an unfortunate plane crash, while following advice from an Irish-accented citizen of Rapture called Atlas through a pocket radio. Now, three years after the début of that incredibly detailed first-person shooter comes its sequel, which puts you in a very different role: that of a Big Daddy, one of the terrifying drill-bearing antagonists of the first game, albeit a prototypical version called Subject Delta. Compared to the other Big Daddies, Delta is faster and smarter, and can harness the power of the Plasmids, which other Big Daddies can't. If you're suffering from memory issues or are simply unfamiliar with the BioShock mythos, let me take this opportunity to educate you: a Plasmid is a superpower gained by injected yourself with a DNA-augmenting drug. Using Plasmids requires EVE, and, predictably, you replenish your EVE levels by injecting yourself with an EVE hypo. It's the over-use of these DNA-augmenting "drugs" that ultimately resulted in Rapture's downfall. One of the collectible audio diaries scattered throughout the game mentions "splicing up" during sex, a brief insight into the broken society which Rapture now hosts."

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