Bioshock 2. Oh Bioshock 2. I've never owned a 360 or a decent gaming PC so my first experience with Bioshock 1 was a year after it originally released, after the PS3 port launched. I had been hearing so much praise for that game for so long that when I got my hands on the PS3 version I had to fight to contain my enthusiasm in case it let me down. Lo and behold, the game lived up to the incredibly lofty image I had in my mind. Rapture was one of the greatest game worlds I'd ever experienced: a creepy, fully realized setting filled with genuinely unnerving characters (both major and minor), that was simultaneously linear and open. On top of that, the combat was satisfyingly visceral and accommodating of Deception-esque trap-setting and straight-up FPSing. Also, dat twist. Yeah the story came apart at the end and the final boss was a major letdown but the first 95% of the game was damn near flawless.
Obviously, given my adoration for the first game I was ecstatic when they announced a second one. I preordered the game right away (something I never do), and actually let down my anti-hype barrier (after all, the first game surpassed expectations!). I picked up my copy as soon as I could, sat down, and started to play it. I got 6 hours in before I gave up, and each of those 6 hours was filled with disappointment. Where to begin:
- They ruined the mystery of Rapture by explaining WAY too much of the backstory.
- They ruined the mystery and sympathetic nature of the Big Daddies by making you one of them. One that functions WAAAAY better than the eventual end models (seriously, why would Rapture scientists look at the Prototype and say "No, that's not good enough. Make them slower, less agile, and unable to carry 8 different weapons and wield plasmids!") (note: Yes, I know the canon explanation. I don't accept it. It's completely obvious that the devs came up with the prototype by saying "Hey, those Big Daddy things were cool! Let's have the player control one! Oh, but the game'll be terrible if they control like that bit in #1. Quick, someone give me a reason why the player Big Daddy controls like a normal dude!)
- They introduced some cool new weapons (like that wicked speargun), but made them all worse than the default machinegun.
- They actually made me hate the Little Sisters by introducing that FUCKING defending-her-while-she-harvests-ADAM bullshit. Seriously, 3 times per Little Sister? How did that get past the planning stage without anyone saying "Um, isn't that gonna get repetitive?
- The Big Sister concept was kinda cool, but having her pop in randomly after harvests was ridiculous. As if I needed another reason to skip the harvests.
- Oh, but if you did skip the harvests? Bioshock 2 was way too short. Upon discussing the game with someone else I realized that I'd stopped only an hour or so before the end of the game. Seriously, story-driven single player games shouldn't be the same length as a CoD campaign. Oh, but it wasn't a real story-driven single player game, was it? No, they had to crowbar in...
- Useless multiplayer. Nobody asked for CoD: Rapture edition. Just because your game is an FPS doesn't mean it needs multiplayer. What a waster of resources, and the time spent on the multiplayer clearly impacted the quality of the main game (ie. what 99% of the people looking forward to Bioshock 2 were actually anticipating).
Thank goodness they fixed things with Bioshock Infinite. Still not as good as #1, but pretty damn good.