When and if the team gets to BioShock 5, maybe they’ll think about moving away from Rapture to “go to the secret moon base,” as Hogarth joked. It was quickly settled that they would go back to Rapture, as BioShock simply wouldn’t be BioShock without Rapture. The first thing the team looked at was where the sequel would take place. Hogarth de la Plante, along with five other members from the original BioShock team, came out to 2K Marin in California, tasked with working on the sequel to the game they had just finished. Hit the break to find out what you can expect from this new chapter in the world of Rapture. People seemed to come to their senses, though, once they saw the first gameplay trailer showing the game in action.Įarlier in the month, 2K Marin invited me out to a swanky hotel room in San Francisco to get a very brief look at BioShock 2. ![]() Many people lashed out when they heard that a sequel was in the works, believing that it would rape (yeah, people went there) the world of Rapture. Like all things that are extremely successful in this industry, a sequel was a no-brainer. The gameplay was good, the story was marvelous (arguably, up until the very end), and the music was hauntingly beautiful. A lot of the game was perfect in almost every way. It won numerous awards (we gave it a perfect score), and many gamers hailed it as one of the best videogames ever made. The game's excellent visual storytelling and the way it encourages exploration and discovery makes BioShock 2 a worthy sequel and a fine shooter in its own right.The original BioShock was one of the best games of 2007. It provides a fun second trip to the city of Rapture through a new set of eyes, which is especially great in light of the now-divisive Bioshock Infinite. BioShock 2 deserves praise for its focus. While BioShock 2 is not as groundbreaking as the original game, calling it an inferior sequel is a disservice to its excellent gameplay and emotionally-resonant storyline that encourages player choice more than that of its predecessor. In the end, after Eleanor becomes a Big Sister and escapes with Delta to the surface, Eleanor will either kill or rescue her mother, Sofia, and allow the player to decide their own fate. A sequence near the end of BioShock 2 allows Delta to take control of a Little Sister, viewing Rapture from the innocent eyes of a child who sees Delta as either a monster or a savior. The combination of saving or harvesting Little Sisters and sparing or killing important NPCs drastically changes the way Eleanor Lamb and other Little Sisters perceive both Subject Delta and the world around him. There's Grace Holloway (a former singer with a personal hatred for Delta), Alex the Great (a scientist spliced beyond recognition whose recorded former self asks Delta to kill him) and Stanley Poole (a cruel, sniveling coward who drowned hundreds of people to save himself). Every one of these non-spliced NPCs has a major stake in the story, and Subject Delta has especially compelling reasons to kill some of them. These also greatly affect the game's outcome. ![]() With Lamb's ideology being the exact opposite of Ryan's, it's a tragedy to see Ryan's dream fail even further than it did before - even if Lamb and Ryan are both terrible people. It's also nice to see Subject Delta's free will, and the way his actions affect the story make him a more layered character than the blank slate Jack was.Īlongside the outcomes of Little Sister encounters, there are unique NPCs that Subject Delta must choose to kill or spare. It's interesting to see a world where Ryan and Atlas are no longer present, and the continued decay of the sunken city as Sofia Lamb manages to take control of what little in Rapture remains.
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