This makes for some hectic defensive battles where you need to use traps and anything you can find to give you the edge. Cast your mind back to the Big Daddy training course at the end of the first game, and you’ve got the picture. While she gathers this, waves of Splicers start to attack, and you have to protect your cute little helper. With Little Sister in tow, you have to take her to specific Splicer corpses and then drop her off to harvest Adam (the power used to acquire Plasmids, in case you didn’t already know). However, while Jack simply had to defeat a Sister’s Big Daddy guardian to get to them, this time you have to defeat a Sister’s current Daddy, and then take over as her guardian (you’re the Daddy now! Ahem… sorry). The Little Sisters also return, which is to be expected as you play a Big Daddy, and they also reprise their role as the major currency for Plasmids. Weapon ammo types also return, and scavaging for and conserving ammo is even more important here than in the first. These heavy weapons are initially surprisingly weak, but, as in the first game, you can use Power to the People machines to modify them, making them more powerful, and also granting extra abilities. Instead of Jack’s smaller hardware like pistols and Tommy guns, this time you’ll wield rivet guns, rotary machine guns and more. This is a real relief, as one of the hiccups of the first game was definitely the stop/start nature of the hacking diversion. This may sound simple, and it is, but it works very well, and is all done in real time, without pausing the game or going to a separate screen. The Pipe Mania-style hacking mini-game is no more, replaced by a little reflex testing game. Couple this with the new drill arm weapon, a staple Big Daddy armament, and you’re onto a winner. This works very well, especially when using the one, two attack of shocking a foe and then lamping them ‘round the head. As a Big Daddy you’re now able to wield a weapon in your right hand, and fire off Plasmids with your left, all without having to swap between the two as in the first game. In particular, the control system has been tweaked. You’ll also soon notice some fundamental changes that have been made to the game mechanics, many of which are welcome additions that help Bioshock 2 flow far more fluidly than the first. Confrontations with these fearsome foes aren’t as dynamic as the developers would have us believe, though, and they’re scripted, but running into one is still reason to change your pants. These are fast, agile foes that make Big Daddies look like pussycats. However, it’s not long before you meet the game’s major new foe, the Big Sisters. Rapture is just as absorbing as ever, and the ruined underwater city is in an even greater state of disrepair, if that’s possible.įoes are all initially familiar too, including throngs of insane Splicers, the city’s rather unfriendly security systems and, of course, Big Daddies and Little Sisters. Visually, the game is still great, and controls are very similar. Of course, the story isn’t that simple, and it soon twists and turns, as you meet the inhabitants of Rapture, but as the story is so important, I’m not going to risk spoiling it for you here.Īs soon as you fire up the game you’ll be in familiar territory, and the look and feel is almost identical to the original. All you do know is that your assigned Little Sister isn’t around, and you’ve got to find her, as well as fight for your very life, thanks to new head villain, Sofia Lamb, a self-made messiah filling in the power void left after the first outing.
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