Vita-chambers have always been a plot point you know the whole only tuned to use andrew ryans DNA but were an intentional hint towards jack, bioshock 2 you can use them because Eleanor hacked them.Drathnoxis said:Bioshock 2's plot couldn't have more holes if it was permeated with a shotgun. For example before you even kill your first splicer the story's already endeavored to shit all over itself by way of vita-chamber. By making vita-chambers a plot-point, rather than difficulty reducing mechanic, you raise questions as to why Andrew Ryan and every other splicer you kill didn't use them and instantly pop back to life just around the corner. Many other parts of the story, such as your telekinetic connection with Eleanor, were given no attempt at explaination as to why they happened and as a result come off as contrived.
As for combat it flowed better but I found it too easy (though I was playing on medium), the drill arm you get near the beginning seems way over powered and can quickly drain some of the toughest enemies of a large portion of health. Also The game stubbornly refuses to give you a decent boss fight even when one is staring at you from inside a giant test-tube.
Then there's the fact that Rapture just doesn't hold the same suspense and mystery as the first time you stumble upon it and the longer you spend there the more contrived it seems.
So overall I'd say Bioshock 2 isn't worth playing and your better off just waiting for Bioshock 3 which at least will have a new setting.
Psychic powers are hardly plot breaking when you have magic arms that shoot bees or invisibility skin even though we know Eleanor was both a little sister and part of Sophias Utopian project being filled with adam contain trace plasmids from the war plus she was smart enought to even be able to make her own plasmids, it's not a plot hole.