Sigh. This wasn't broken in the first game, and it isn't broken here. Most likely the developers just thought perhaps they'd be spared the nonsense this time through.
From the original article:
"BioShock 2 crops the top and bottom of images and then stretches the result to make the visuals appear wide"
The article means to say "scales" when it says "strecthes" above, which makes it sounds much worse than it is. Distorting the aspect ratio would be bad. That isn't happening.
The entire "problem" if you can even call it that lies with which aspect ratio you see as your default and whether you want to maintain a constant FOV regardless of aspect ratio or not.
If you consider 16:9 or 16:10 to be standard, and the FOV you present at that aspect ratio is the one you want, then 4:3 games get a wider vertical FOV (which, gameplay-wise, is probably far less significant than the constant horizontal FOV).
This is the way the first game was before the "fix".
The complaint comes not from the developer treating widescreen gamers as second class or having failed to put in any effort to consider them; far from it. In fact, they are considered the target market.
The complaint is because people who have purchased such a TV or monitor wish to consider themselves a higher class of client. They want the 4:3 gamer considered the default, and themselves considered as superior-- in this case, by receiving a wider field of view. They don't seem to feel that their widescreen purchase was worth the investment if they aren't seeing MORE than those using 4:3 screens.
The developers of Bioshock had an artistic vision for how they wanted the game to look, and that included a constant FOV to frame the environment the way they wanted and for that presentation to be consistent across all displays regardless of aspect ratio: in other words, to NOT treat 4:3 gamers as second-class citizens by not giving them as wide a field of view as widescreen gamers.
That's to say nothing about such a use in an online game where FOV and peripheral vision grant an advantage to players with a wider FOV. Not an issue with Bioshock 1 since it had no multiplayer, but Bioshock 2 does.