12th Apr2010

God Of War 3

by Jordan de Boer

Vengeance is pretty much the only thing on Kratos mind. You can probably guess what he is going to do to the Greek gods he holds accountable for the death of his wife and child. It’s going to involve a lot of shouting and gratuitous amounts of blood. You always know where he stands. You’re knocking off legendary Greek gods like it’s going out of style. Have no misconceptions, God of War 3 is exactly what you expect. It’s God of War fun with the visuals on steroids. This is 3rd person gaming action at its finest.

Gameplay

Not much has changed in a mechanical sense for the third addition in the God of War series. You’re going to be swinging your chain swords (?) at enemies big and small and dusting off the big boys with fantastic finishing moves preformed in quick time format. Sometimes you’re fighting appropriately sized opposition and other times you’re fighting a semiconscious sky scraper. Expect to be opening chests and enjoying goodies inside as well as collecting red orbs of fallen foes for upgrades, and blue for magic. You still upgrade your weapons and moves in the same old way to more effectively deal out massacres, but why fix what ain’t broke? The sense of scale is still stunning. There you are thinking the camera work does a great job of showing off the set pieces, then you realize you can control Kratos while this is all happening. I was fooled more then once into thinking I was watching a cut scene. The game features awesome sets, gorgeous environments and a interesting story that has been built up in the previous two games.

GoW 03 215x120 God Of War 3

Things are about to get bloody

As well as being able to decimate the god population, Kratos can solve a puzzle like no buddies business. The game divides your time between murder and puzzle solving, which can be a nice break from the carnage. It’s sort of like a Prince of Persia style to puzzles, only not as fun or satisfying. You’re going to be turning cranks and raising water levels but it all feels like it’s going through the motions. It’s by no means bad, but compared to the action segments of the game, the puzzles eventually feel like playtime extending add ons. The game also throws some different gameplay mechanics at you throughout the game. You will get to enjoy mini-games similar to Guitar Hero and Tekken. It’s a nice kick in the pants when you think you’ve figured out the best strategy for every situation. You can also choose your own style by picking one of the 4 main weapons that best suit your own play style. I was a cestus man, pummeling my foes with gigantic steel boxing gloves.

I actually enjoyed the story.

I didn’t think I would, but they got me. I’m a sucker for Greek mythology. Maybe I’ve seen Disney’s Hercules one too many times, but I was all ears through out the length of the game. And what’s better then seeing creative interpretations of all the legendary Greek gods? How about knocking them off one by one? If you don’t think that’s awesome, then this game isn’t for you. It isn’t going to rewrite how people approach story telling in this medium, but it’s more then good enough. Something about this fantastic take on Greek mythology grabbed me. I was interesting in meeting all the famous Gods and eventually dealing out my raging vengeance upon their heads. The gangs all here, but they won’t be here for much longer thanks to Kratos.

God of violence
GoW 04 215x120 God Of War 3

Attack!

If being violent was God of War 3′s profession, I would suspect it was on performance enhancing drugs. The intestines will spill, heads will be ripped from their shoulders and there will be blood…oh yes, there will be blood. Throw some nudity in there and a cheesy sex mini-game and you’ve got one game you wouldn’t want your family watching you play. That M on the cover stands for mature, no fooling. You are literally using Helios severed head as a lantern throughout the game. On multiple occasions the screen is covered in a victims blood. This is probably the most outright violent game I have ever played to completion.

If you’re not too squeamish or a fan of the the genre, you’re not going to be dissapointed by God of War 3. But please, put the kids to bed before you turn this one on.

17th Mar2010

Mass Ineffective: Why Mass Effect 2 is barely an RPG.

by Jordan de Boer

It’s impossible to deny the success of Mass Effect 2. Both critically and commercially the game shattered expectations everywhere. A sure fire contender for game of the year, you might be wondering why I would want to criticize such a beloved game. Well, I’m not going to try and convince anyone that Mass Effect 2 is anything short of a masterpiece, but I do have a few gripes. In reality these are more likely gripes with the role playing genre in general, but I am going to use Mass Effect 2 as a launching pad.

For a role playing game, Mass Effect 2 doesn’t exactly let the player represent his personal convictions or opinions. Your own voice is merely a suggestion whispered into the ear of the Mass Effect 2 story as it trudges boldly along in its predestined path. Occasionally the game offers you choices, but does it let your own personality reflect and shape a characters response? More likely you are offered something along the lines of “Throw the puppy in the furnace” or “Turn off furnace”. Two options that sit as far away from each other on a morality scale as possible.  Their might be a middle choice like “Turn off furnace. Also kick puppy”, but the game doesn’t really rewarding you for fence sitting.  Let me explain before you raise your pitchfork and use it to puncture my car tires.

Spelling it out.


Mass Effect 2 Dialogue Mass Ineffective: Why Mass Effect 2 is barely an RPG.

Hmmm...

One of the big things that bothers me about  role playing featured in Mass Effect 2 is the way the game lets you know the moral standings of your responses. I understand it’s a video game and can only fit so many options for dialog choices, but do they really have to be organized? One of the best features of Heavy Rain is the way you actually get to decide what your character is going to say next, without the game telegraphing the reactions. Mass Effect literally colors your big decisions into evil or good options. You don’t get the opportunity to weigh options and decide for yourself; the game tells you what is good and what is evil. The second you see the organization and color of those choices, your personal opinion has been totally compromised.

Maybe you had an opinion of what was right and wrong. It no longer matters; you still have to choose between sinner and saint. What if you happen to disagree with the options? Where’s the fun in having every choice’s results revealed to you in advance? Taking away the colors and organization would force the player to make a personal decision and would exponentially increase the feeling of weight of your choice following a decision. If all three options were presented on a completely even keel, then the decision would truly be in the players’ hands and not biased by any external factors, making it their own. I’d love to see the person who flew threw Mass Effect 2 do it over again fresh, without the options sorted out for him or her. I’ll bet their game gets played a lot differently. This time it would be more reflective of their own personality.

Pick a side!

Shepard 215x113 Mass Ineffective: Why Mass Effect 2 is barely an RPG.

Shepard thinks

Maybe you think you did really make the game your own. You tried your best to ignore the games pokes and prods and approached every situation from a uncompromisable standpoint. You weren’t rewarded; in fact you were punished. Failure to comply with either good or evil standings in Mass Effect 2 leaves you with even fewer options. Basing decisions on your own morals will leave you stuck in the middle. All of sudden you are literally denied access to dialog choices, simply because you aren’t “Paragon or Renegade” enough to make that call. Maybe it’s your fault for being a fence sitter and basing actions on your own feelings, but it sure does feel cheap and is certainly unsatisfying. The game teases you with grayed out sentences. If only you had sucked it up and accepted what the game deemed honorable or detestable earlier. Then you could really make your own choice.

Hey, what’s your rush?

Apparently the entire galaxy will wait for you to mull over the options and come up with a response. That’s the way it works in real life, no? You could have the fate of millions of people resting on your own heavily armored shoulders, but still not feel in any kind of rush. Put the controller down, go make a sandwich; we’ll wait here and not move. The game occasionally presents situations as time sensitive when in reality the clock only turns when you say so. Einstein would not be amused.

Heavy Rain Dialog 215x136 Mass Ineffective: Why Mass Effect 2 is barely an RPG.

Time to make up your mind.

One of the games most potent repercussions occurs (SPOILER ALERT) if you choose to wait and continue to build up your team instead of charging in after your captured crew. I chose to wait and paid a heavy price. Unbeknown to me, the crew was being slowly executed as I fluttered around the galaxy map launching my probes. Honestly, I was a little confused and a tad frustrated. I loved that my ignorant time wasting had resulted in real unfortunate consequences, but since when did time start moving along without my say so? I could sit at a dialog screen for 300 hours before deciding, but all of a sudden all that free time was snatched out from under me. I’m not complaining; in fact it was one of my favorite parts of the game. Yes, the world kept turning in this one instance, why couldn’t it continue to do so earlier in the game? Not to continually compare this game to Heavy Rain, but at least that game was consistent in the passing of time. Like in real life, you only have a certain amount of time to make up your mind. It builds pressure and really make my reaction one of gut instinct, a beautiful feature in a game that wants you to make up your own mind.

In the end

I understand that I am only picking on one game when I can’t really think of an example of one single game that does it all right. Many of my humble criticisms apply to many more games then just Mass Effect 2. I highlight the faults I feel show prevalently in Mass Effect 2 only because it’s the most current example standing out in my mind. Again, Mass Effect 2 is a great game, and any gamer worth his salt should take the time to play through and enjoy it. While I’ll be the first to admit my idealistic fantasy of a role playing game that completely shapes its narrative around ones personality is a pipe dream, their are still certain steps I feel could be attempted in pursuit achieving said pipe dream. Hopefully I laid some of those ideas out in a relatively comprehensible fashion.

13th Mar2010

Battlefield Bad Company 2

by Jordan de Boer

The Battlefield franchises has always defined tactical warfare combat on the PC and has now managed to take more then a slice of the pie on the consoles. Bad Company 2 follows up the popular first game in the franchise with lots of changes and improvements that help it stand above others first person shooters. Dice has thrown down the gauntlet at the feet of other shooters that would stand opposed to it with the latest in the Bad Company series and doesn’t pull any punches. The game offers an extremely deep and tactical online multiplayer as well as a respectable single player. The game boasts unmatched ingame destructibility which really helps shape the battlefield in a different way every round, promising to keep throwing curve balls at you just when you think you have a strategy. So does Battlefield Bad Company 2 blow away the competition, or is it firing blanks?

Reshaping the Battlefield
Bad Company 2 215x120 Battlefield Bad Company 2

Snowday!

One of the best and most talked about features of the first Bad Company game was the environmental destructibility. Blow buildings apart to their frames exposing enemies within and create new entrances to assault a position. This destructibility has been taken to the next level in Bad Company 2, including the new ability to completely level houses, with people still inside. Taking the door is now truly for the sucker. You might think this is nothing more then a gimmick, but it really does make each multiplayer match a little different from one another. If their is one complaints I can level against the Modern Warfare franchise, it’s the predictability of its multiplayer.  Days after release the Modern Warfare maps have been completely picked clean for hiding spots and tactics. You are funneled down the same pipes, game after game. It’s an everyman for himself gun fight, unlike Battlefield Bad Company 2. Discovering and creating your own personalized paths to your objectives is half the fun. Taking cover in a house no longer provides you will infinite cover. You aren’t safe anywhere as walls and trees are blown away by many different kinds of explosions and ammunition. Get in a vehicle and squeeze the trigger to maximize destruction and chaos. Almost everything in Bad Company 2 can be reduced to a heaping pile of ruble, so walk with care.

Single Player

Bad Company 2 does feature an average length single player experience which doesn’t exactly blow the genre away, but it does its job nicely. The boys of Bad Company are back and this time in a much more respectable position. Asked to handle situations of the highest importance, these soldiers are no longer the rag tag pack of thieves you once knew. The game parades you to different locals all over the world, and does a fairly good job of spicing up the games pacing. Vehicle segments, flashbacks and weather related challenges are just a few ways the game keeps you on your toes. The original games insane health “needles” have been ditched in favor of the much more appropriate regeneration system. It won’t blow your doors off, but it’s a fairly enjoyable campaign that lasts an appropriate length. If you don’t have access to the online mutliplayer, this single player does not do enough to warrant a purchase.

Still King
Battlefield Bad Company 2 215x147 Battlefield Bad Company 2

Online or bust.

Multiplayer is where Bad Company 2 really shines. Just like the other games in the franchise, tactical online multiplayer makes this game important among so many other similar games. This game really requires you to work as a team to win. Joining a squad is not just a suggestion. It will help you organize your efforts as a team and also help you personally progress to unlock more weapons and equipment. The multiplayer is once again broken up into classes, each with their own perks and weapons. Healing teammates is the job of the medic, while the job of repairing tanks goes to the engineer. You can also choose to be a grunt solider or stealthy sniper. A mix of all the classes is the mark of a prepared squad. Like previous Battlefield games, kills and objective points will increase your rank and unlock better weapons among other things. The game is generous with giving out points for pretty much any style of playing. Killstreaks, defensive actions and accuracy are just some examples of rewarding behavior. We have a lot to do, so get out there solider!

Bad Company 2 also features new game modes and some old returning classics. “Squad Rush” being one of the best additions and “Conquest” keeps fans of the old capture and defend Battlefield style happy. Battlefield is still the king of online mutliplayer. The vehicles and weapons just have that extra level of polish and balance that set this series apart. Teamwork is always encouraged and rewarded. The destruction and chaos form a perfect storm of fun that will keep people coming back for more. It truly does embarrass the competition in terms of scale and creativity. Long drawn out sniper fights, epic tank battles or close quarter combat sequences are all parts of one huge battle. The maps are not only large, but well designed and creative. It’s a real shining star in a genre so bogged down with average multiplayers. Unfortunately the losing side of a multiplayer match is treated to a loud air horn blast every 3 seconds for the final minute of the game, but it’s a small gripe. Bad Company 2 demonstrates how great first person shooting multiplayer can be.

Closing Thoughts

You can’t deny the impact the Battlefield games have had on the first person shooting genre, just like you can’t deny the brilliance that is Bad Company 2. Their is something here for everyone. Unfortunately the PC version was bogged down with technical issues at launch, but stick with it. Most games have their hitches, and this game isn’t one any first person shooter worth his salt should skip over.

06th Mar2010

Heavy Rain

by Jordan de Boer

Heavy Rain is an experiment in game design that succeeds in new and exciting ways for gaming but is also plagued with some very unfortunate flaws. It’s not a game in the typical sense as players have only some control over a characters actual movement. The game consists of small exploration segments, quicktime events and some walking around. It doesn’t sound like an exciting game, or even much of a game at all, but don’t brush it off just yet. It’s the way the game uses these simple mechanics to weave a story about murder and emotion that will hook you in. An interactive movie would be one way of describing it. Does Quantic Dream’s new title succeed in shaping a new hybrid of cinema in video games, or is this game all talk and no action?

The Presentation.

The main focus of Heavy Rain is the mystery of the Origami Killer. All the characters you control will play their own roles in the telling of this story, but how large of a role is up to you. The story takes some odd twists and turns but does arrive at a proper resolution in the end, all decided by the decisions you made earlier.

Scott Shelby 215x120 Heavy Rain

The Private Detective

During Heavy Rain you will have the chance to control multiple characters who all have certain skeletons in their closets and demons on their backs. The game does a good job of revealing insights into characters pasts and thoughts through interesting ways. Ethan Mars was a man that had his whole life in proper order before devastation throws his entire world into disarray. Scott Shelby is a former police officer turned private investigator who struggles to balance asthma, drinking and tracking down leads on the Origami Killer. Stuff like this help separate this game from the usual terrible cliche video game characters who solve every problem with bullets. The burden lies somewhat on the player to truly reveal the characters thoughts and motivations. It’s important to investigate areas as well as remembering to check a characters thoughts by holding down a a trigger. Characters are well rounded enough to be interesting, but the voice acting is up and down. It’s actually distracting to listen as voice actors do a poor job of covering up accents. When it’s good it’s great, but when some of the more cheesy dialog meets up with bad voice acting it can really produce cringe worthy results.

The visuals of the game vary some but usually impress. The characters are beautiful as well as the environments. Some weird lip syncing animation can distract momentarily, but it doesn’t break the deal. It’s key that a game that relies so heavily on it’s story has characters that can produce proper facial expressions. In this way, Heavy Rain doesn’t let you down. Characters move in ultra realistic fashion and the effects impress as well.

Actually Playing The Game

When you get down to the meat of the gameplay, it’s really quiet simple. Onscreen prompts get everything done. Roll the stick to the right to slider a door open, or press x quickly to dodge an incoming punch. Some more complicated prompts show up later that will have you holding down up to five buttons at a time, which can really test your finger dexterity. Although quicktime events don’t seem like fun, when your characters life depends on it, it’s insanely engrossing. It’s the storyline that really matters and the quicktime events are a only a vehicle that the character must use to shape his own fate. One of the best things about Heavy Rain is the knowledge that you can die or be captured at many points in the game, and the story will roll right along. No retry. No game over screen. It’s up to you to make the right calls to keep everyone alive, but it doesn’t require you to do so. Characters might die suddenly (as was the case in my game) or get to live happily ever after. It’s an interesting experience to have to control over little things, such as opening a cupboard, pulling out a box of juice and finally lifting it to your mouth to drink. That simple task can be spread out over 4 different actions you need to fulfill. It’s a unique experience no doubt.

JASON 215x120 Heavy Rain

JAY-SON!

The dialog in the game is handled in a somewhat clunky fashion. Options swirl around your head each coinciding with a button press. It’s a little frustrating when you have little time and the option you want is shaking and moving and just generally difficult to read. I think something like the Mass Effect 2 Dialog system could have helped set this game on sturdier ground.

You can also play this game two times and have wildly different outcomes which is fantastic. It’s strange that the game does so many new things but fails at old things. Character movement is horrendous. Characters control like tanks that have lots their treads and randomly decide to take a left when you want a right. Your hands will sweat as you try to nail every button prompt on screen because someones life is usually on the line. It helps everything have a weighty feel, even if the wool is somewhat being pulled over your eyes occasionally. The game also throws in some memory testing sections that really turn things up and should have been a more heavy component in my opinion.

In The End

While the game does present itself as something new, it only delivers on half of the promises it makes. The storyline is interesting, but absolutely filled with plot holes and ham-handled red herrings. The action sequences are intense but cluttered with control and camera problems. For everything the game does right, it does something else poorly. It’s an experiment with mixed results. I would recommend you play it just for the experience, but as a game and a piece of entertainment it doesn’t transcend the medium like I had hoped for.

13th Feb2010

Bioshock 2

by Jordan de Boer

When the original Bioshock was released in 2007, no one could have expected the level of praise it was destined to receive.  Heralded as one of the best single player experiences in gaming history, the game left some awfully big shoes that would need to be filled with a sequel. Losing some of the talent that helped shaped the original also didn’t do any favors to the already high level of skepticism. People questioned the need for more after the original story had done such a fantastic job of introducing the world and characters of Rapture while both starting and finishing the story. Like it or not, more Bioshock is here and you’ve been thrown back into Rapture. Does this much maligned sequel manage to silence the critics? Or does it sink under all the pressure?

The Story

Returning to the world of Rapture ten years after the events of the first game, you control “Delta”, a first generation Big Daddy with all the skills necessary to handle the wild citizens of Rapture. You have been brought back to life in order to save the little sister you were bound to and the entire world of Rapture is standing in your way. Andrew Ryan’s time has passed and his utopia has slipped further and further into madness and chaos. His life long over, you are introduced to new leaders who have picked up the pieces left by Ryan. Instead of having Andrew Ryan or Fontaine, you have Sophia Lamb, a former psychiatrist and new leader for the abandoned city. She might claim to have different motivation and political views, but it all feels pretty much the same from your boots. Lamb is holding your little sister hostage and you’re going to have to go and get her, but that’s not as easy as it sounds. The remaining non-splicer citizens have taken over sections of Rapture and you’re going to need to get their help to continue your journey.

bioshock2 Bigsister Bioshock 2

A New Threat

You get to listen in through audio logs as Lamb and Ryan debate back and forth on the motivations behind each others actions. It sort of feels forced in as you think of how someone clearly so important in the history of this place was never once mentioned in the previous game. It’s obvious why, but still disappointing to know that these characters are being inserted into the cannon of Rapture in order to create more room for a sequel. New enemies pop up but none prove more potent then the Big Sisters. Some Little Sisters that have remained in Rapture have been transformed into these quick moving and deadly enemies. Tools of Sophia Lamb, they are always watching you and show up periodically to give you trouble.

Although the story still managed to hold my interest through its entirety, I certainly didn’t feel any of the shock and awe I experienced when I was first introduced to Rapture and its history. Discovering and diving into the art style and characters was a new and fresh experience in the original and as much as I enjoyed seeing new characters and places, non of it felt as important as when I had seen it first. One thing that has been drastically improved is the ending, which comes off as the strongest part of game, in stark contrast with the first offering.

The Gameplay

Moving along from the disappointments of the story, one thing that this game definitely does better is the gameplay. You still have the interesting powers you remember from the first game but everything has been upgraded. As a Big Daddy, you are given the choice to deal with the Little Sisters in whatever manner you see fit. Harvest her for a quick boost of Adam, or adopt her and go from there. Having the little sister on your shoulders means she can lead you to bodies that have large amounts of Adam for her to harvest. This proves a profitable way of gathering Adam, but it’s not the easiest way. The act of gather the Adam attracts all sorts of unwanted attention, so be prepared to fight as you wait for her to finish her job. Luckily you are provided with more then enough tools to help fight off the evil forces of Rapture. One of the most prominent new features is the ability to dual wield your powers along with your weapons. You can now use your powers to turn the tides in guns fights. Freeze, ignite and shock your enemies mid fight to give yourself a tactical advantage, or use other powers to help use the environment as an ally.

Like the first one, half of the battle is in the plannings. Set up traps for your enemies with weapons or plasmids. Everything from Tornado traps on the floor to the old fashion electrical wires can be used in lots of creative ways. It’s a fresh breathe of air and can really encourage some creativity in a genre that needs it. The shooting feels a little questionable at first, but is greatly improved later on in the game with upgrades. Your trusty wrench has been replaced by the Big Daddy drill, which when used right can cause massive damage to any enemy in the game. Upgrade your guns and Plasmids to the higher levels and you will be pleasantly surprised at the new additions you find. Some of the new powers like “Scout” (the ability to move forward into areas while invisible) really can prove useful once you upgrade it and gain the ability to hack turrets and cameras before entering a room.

Big Sister 215x120 Bioshock 2

Under The Sea.

Nothing has really been changed about the health or gathering system, but that’s not necessarily a bad thing. The hacking mini game has been changed for the better. This time is doesn’t take you out of experience and kill the pacing. Hack vending machines and ammo stations for bonuses in a quick and neat fashion, but be prepared for trouble if you fumble the hack.

Along with the addition of Big Sisters, new types of splicers show up in the game including the “brutes” who charge at you and throw objects from a distance. You will meet plenty of enemies throughout your journey and have lots of memorable battles. The experience starts off a little slow, but after a few hours you will be rolling along nicely picking up audio logs and smashing splicers with your new powers and weapons. You also get to explore more of rapture as you gain the ability to go outside underwater in your Big Daddy suit. I can’t get into every new aspect of the gameplay because it would take forever. Just know that it’s all been improved and handles a lot more smoothly then the first. Take care in the choices you make during the game because you are forced to answer for your choices in the end.

A Multiplayer Experience?

Maybe one of the most questionable steps taken by Bioshock 2 is the addition of a competitive online multiplayer mode. No one seemed to mind that the first was lacking this mode because of the strong single player experience. The main worry is that time taken away from the single player and dedicated to the multiplayer would negatively affect the game as the whole. That just isn’t the case. The multiplayer feels almost shockingly well rounded. As is the same with so many other games, a experienced system has been integrated in helping to encourage you to keep coming back. Customize your load outs and choose from a number of game types to suit your fancy.

Kill Or Be Killed 215x120 Bioshock 2

Classic Deathmatch

The classic deathmatch and team deathmatch areboth present along with some variations on other popular game modes. Capture the flag has been turned into capture the little sister, with one side on defense and the other on offense. The gunplay feels a lot faster than the single player in a good way, and the ability to hack and use the research camera also makes an appearance in the multiplayer. Scan the the bodies of your victims for a damage bonus or hack turrets to help fight for you in gun fights. Maybe if you’re lucky you will find the randomly appearing Big Daddy suit and put the hurt down on those lowely splicers.

Add it all together and you have a completely competent mutliplayer experience. It doesn’t do anything particularly groundbreaking, but it does check all the boxes you would hope for. I’m not sure how long it will keep players interested, but I wouldn’t be surprised if it managed to carve out a small dedicated group of players that really find something they enjoy. They event went so far as to try and write the entire multiplayer mode into the cannon as experiments in plasmid research. It’s a little charming and a nice touch when you enter your apartment to customize all your load outs and outfits.

The Verdict

Despite the negative feelings you may have about creating a sequel to Bioshock, their is no denying that this game is great. It looks beautiful and it plays fantastic. 2K Marin gave it a real shot and I feel like they succeeded in drawing me back into the Bioshock universe. The new additions are all welcomed as the game takes the abilities of the players to new levels and really lets you customize your own play style. The overall level of action is just better. You no longer have to fight with the controls and can take full advantage of the gifts you have been given. Combine that will an incredible ending and you have a game that manages to hold it’s own ground when compared to the original.

Additional Thoughts by Patrick Adams

Being that the original BioShock is at the top of my “favorite games of all time” list I was a little skeptical when I heard that Ken Levine would no longer be the man behind the series. I was afraid that the BioShock franchise was going to be ruined but yet I still stayed faithful. I did have low expectations going into the game but only because of what other people were saying (without having even played it). I must say that BioShock 2 has exceeded my expectations  and in my opinion is the best way they could have done a sequel. The story is still interesting, the gameplay has improved to what I would expect, and the final product feels great. Maybe it’s because I have a daughter but I really enjoyed the interaction with the Little Sisters. To be honest, BioShock 2 is really just more BioShock, and to me that is definitely a good thing. I’m excited to see what 2K Marin can come up with for BioShock 3. My suggestion is that they bring us into Rapture when it was at its peak, before it’s downfall, whether it be by playable flashbacks or actual present time.

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