BioShock 2 Interviews and Early Looks
Parz writes with word that new information is emerging about the much-anticipated BioShock 2. Eurogamer has a detailed write-up about the game, saying that it raises curiosity and exhibits plot-depth in a manner similar to the first game. Gamespot has a video interview with some of the developers, in which they talk about some of the new environments and how they're able to do more with the story in a sequel by not having to explain the fundamental characteristics of the setting. In an interview with Gameplayer, Lead Level Architect Hogarth de la Plante said, "You'll see locations in BioShock 2 that are completely flooded interior structures that you can walk through out in the ocean." A gameplay trailer was recently released, and screenshots are available as well.
I have a sinking feeling this is the game that everyone will point to in the future to show what exactly is wrong with sequels. No matter how technically competent the game is, exploring the same environment, same philisophical questions, and (from what i've seen) fighting the same splicer enemies is not a sequel. It's an expansion pack. Ctrl-X "Big Daddy" Ctrl-V "Big Sister".
Personally, I would have loved to have seen a real prequel, where you see an Ayn Randian utopia slowly fall apart, where you help businessmen reach their highest potential, which eventually leads to the collapse of rapture. That's an interesting story to tell, and leads right into Bioshock. But no, the game will start with the first crazy splicer you have to kill, and it will be a splicer run and gun.
I hope I'm wrong about this, but from what i've seen, I doubt I am.
Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
The art direction in Bioshock was possibly the best I've seen in a video game. The visual design combined with the voice acting and soundtrack created an outstanding and coherent setting for the story of the game. In addition, Andrew Ryan is one of the most interesting and memorable video game characters of all time. The gameplay was also fairly creative.
That being said, the story (once you get past the terrific setting) was forgettable, and the gameplay got somewhat repetitive once you got used to it. I also wasn't impressed by the "morality" aspect of the game (though I never am impressed by morality elements in games). So the game was generally enjoyable to play, but there are much more "fun" games out there.
The art direction alone is enough to make this game significant, and it should be appreciated for its achievements in this area, if for no other reason.
Remove the Pen Tablet features in the add remove windows components and you will find that it works just fine after that
I'm 27. I played the Fallouts (less Tactics) religiously, and both System Shocks before Bioshock. I still think Bioshock deserved the vast majority of the hype it got. (Some of the nonsense about the story being the best thing since sliced bread, I felt, was a little misplaced or over-exaggerated, but other than that...)
Why can't it just be good in its own right? Virtually everything is a rehash. You can't possibly expect every game to be Portal, and I don't think you can reasonably expect people to only get excited once every ten years when a Portal-class game comes out. Bioshock wasn't terribly original. It was beautiful, fun and engrossing. Better yet, it gave me another game to play in a similar environment to its aforementioned predecessors.
I'd rather studios continue to make good games rehashing those ideas than just let those environments and feelings die. I don't want to have to play Fallout YET AGAIN in a dos emulator on Linux 3.432.2 in thirty years to get that same feeling. So when a derivative comes out, and it's good, I'll continue to get almost as excited as when those old games I'm reminded of did... I can know the roots of the games I like without being shackled by them.