Hello, GAF. After Infinite released earlier this year, I had an itching to replay BioShock and BioShock 2 games that I had not played since 2010. A respectable length of time to evaluate each game more objectively, far beyond any pre-hype and post-hype window. As July rolled around that itch became unshakeable, so here we are.
The topic of this thread is the following:
Did you prefer BioShock 1 or BioShock 2?
Here is a summary of my thoughts. They may come off as a bit rambling, and its probably a bit too long for anybody to read in full. To be honest, I probably wouldn't. Anyway, I've underlined the topics of most paragraphs to make it easier to read. Also, spoilers.
BioShock
Well, where else to start but the beginning? Oh, what a first step. I remember lurking GAF back in 2007 as the
reviews were coming in. Everybody was incredibly excited about the seemingly unimaginable number of perfect scores the game was getting. For a time, it seemed BioShock would surpass Ocarina of Time as the highest rated game ever made.
Fueling the hype, and perhaps driving it, was the praise generated by numerous gamers after
playing the demo. I bet, for BioShock fans, we all remember the first time we set foot in Rapture, whether that was in the demo or the final game. Personally, I must have played through that demo a dozen times in my attempts to both quell and fuel my excitement for the release of the game.
Playing it today...its still good, but it has understandably lost some of its luster to me after Ive played it so many times. Its not quite as fun because after playing it through a second, third, of twentieth time, you know all the scripted parts, so theres not as much tension. You know whats around the corner, you know the places youll see. Overall, its still a wonderful presentation, but as with all things theres only a first time for everything.
True, these type of games heavily rely on one time experiences delivered by the story, story telling and additionally world building.
Although, I think I enjoyed playing the shock games more then once due to the characters that populate the worlds that Irrational builds, I loved the psychopathic tendencies in Stienman and Sander Cohen. Compelling characters in compelling situations always make want to explore their reasoning further.
With someone like Sander Cohen, it really pays off depending on what you do or do not do when you meet him. I wish I was given more choices to interact with these characters in both BS1 and subsequent games.
The games strongest characteristic, back in 2007 and today, is its atmosphere. It holds up fantastically, and can act like a blanket to cover other aspects of the game that may not feel so fresh. The world is incredibly detailed and realized: Irrational here didnt skip on anything. If approached unnoticed, youll hear the ramblings of the crazed splices. If it is silent, you can hear the structure of the city defying the water pressure of the ocean. Water is everywhere: in its visual splendor of flowing down steps and gathering in puddles in hallways, and in a fine audio quality where you hear the splashing, dripping, and seeping of moving water in the environment. Each room seems to have been given its own unique attention. If I may recall Mariska Lutz and Mr. Lutzs apartment where their bodies lay rotting. Picking up the audio diary in the room will reveal a bottle with spilled pills over a picture of Masha the two killed themselves because their daughter became a Little Sister and they had no hope of recovering her. It is a city that feels lived in.
Agreed, however Infinite (yes, I'm going to talk about Infinite every now and again) pulls off the 'city that feels lived in' far better, for obvious reasons. I have to say it resonated far better with me, I enjoyed the hustling and bustling happening in Columbia and wish Rapture contained more friendly NPC's to interact with. But, both games contrast well with each other.
However, With BS2 I never got the feeling that 2K Marins Rapture was well realised. There were really promising signs that their ideas would catapult the sequel to interesting directions and world building such as the religion based on Jacks arrival. But, most of BS2 felt like an atmospheric repeat devoid of individual character.
Talking about character, I didn't think BS2 had a strong cast either, they were good but nothing like the eccentric Ryan, Cohen et al. I think the story involving Mark Melzter, a character strictly found within the audio diaries was the most interesting one in the game. Although, Gil Alexander was also quite good, but that would be it.
Given that the last game in the series I played was Infinite, I was curious to see how much Id miss all the mechanics present in BioShock 1 and 2 that were missing in Infinite. Turns out, I missed them greatly. I really enjoyed having three types of ammo to choose from so I can more effectively tailor my approach to each combat encounter. That my weapons changed visually every time I upgraded them only increased the fun factor. Though the hacking mini-game is something I avoided at all costs, I enjoyed hacking the turrets and security cameras for my own benefit.
Yeah, I really missed the weapon customisation and RPG style options in Infinite, it was perhaps watered down to much in this area. I missed the u-invent stations which made the compulsive looting worth it and justified. Whereas in Infinite, there was no real justification to rummage through everything.
Like you said BS2 was really polished, taking everything in BS1 and not really changing it per se but smartly improving where it needed to improve. The camera system is amazing, bringing with it a neat meta game.
What I enjoyed most of all and what was missing from Infinite was the sprawling level design. Theres a sense of exploration in BioShock and BioShock 2 thats missing from Infinite because its overall more linear than its predecessors. I loved going out of my way to explore every nook and cranny to see what I would find. Hell, Im pretty sure I found some stuff that I didnt find in my earlier play-throughs which probably made me happy more than anything else while replaying BioShock. I havent played many of the old-school FPS games, but there are secret areas in this game that are an absolute joy to find.
That's the biggest crime in Infinite. They built a compelling wonderful world, but they didn't give the players interesting ways to explore comfortably what was in that world. Whilst they didn't rush you, the way the objectives guided you was far too linear. The sprawling levels/mini hubs would have really elevated the superb design the team put hours into. The sky rails should have been used more to connect you each level area, they were criminally underused, which is really weird because they made a very complicated piece of design very user friendly which is not an easy thing to do.
The sound design, while for the most part superb, isnt too good when accounting for distance or physical barriers. Its often hard to tell where voices are coming from: above, below, or from behind. When splicers are talking from another side of a wall, they dont sound like they are.
I found the sound design average in both games, probably worse in the second. Infinite, I was pleased was far superior. The weapons have oomph, the plasmid sounds when in use or even when not being used, where it does that idle animation were crisp in their lethality. The footsteps echoing in the hallowed halls and the best being the wind that howls when you're outside in Columbia.
Which is another point, sound design adds as much to atmosphere as much as art style and graphics. In that sense BS1 and 2's was severely lagging behind its visual splendour.
The combat of the game can be summed up in one word: clumsy. From the outset, hardly do any of the weapons feel fun to fire, even after their upgrades. I found most of them feel weak and underpowered, with some exceptions like the rocket launcher. The inability of the player to melee with any of the weapons besides the wrench was particularly annoying to me because of the tendency for the AI to rush at you during combat. Though sometimes they did hold back. The plasmids, while varied, simply werent that fun to use, and leveling them up only gave you stronger version of what it already did. I also didnt enjoy having to give myself health during combat. I thought it was awkward that I had to worry about healing myself during the frantic battles that compose BioShocks combat. There are so many things Im trying to focus on I dont want to have to worry about my health. Also, Im pretty sure the game doubles the health of the Splicers sometime after Fort Frolic to artificially increase the difficulty.
Yep, clumsy is a great way to put it, but BS1 combat was also reliant on on player management to keep that clumsiness down. That's the thing about shields in games they take out much of the awareness needed, it boils down to shield go down, hide, shield come back.
With BS1/2 you have to be aware of the health at all times, which leads to voluntarily or involuntarily having to manage what you are going to use and when you are going to use it as to combat the games clumsiness.
At least the developers made sure it paused the action when you needed to change plasmids/weapons.
I must admit that I do not generally enjoy most of the levels. I was never too fond of Medical Pavilion and Neptunes Bounty, even on my first couple of play-throughs of the game. Maybe its the designs of the levels themselves, but they always felt a bit same-y to me. More importantly I never found either of those two levels interesting to explore. I suppose its because I dont find them too inviting. Same goes for later levels like Hephaestos, Olympus Heights/Apollo Square, and to a degree Point Prometheus. I enjoyed exploring the rooms of the Little Sisters in Point Prometheus, as well as Mercury suites in Olympus Heights (or was that Apollo Square?), but the rest was take it or leave it. When it comes to level design, I suppose I like to be able to see where Im going and have much the area laid out in front of me, like Fort Frolic.
I enjoyed all BS1 levels up until meeting Ryan. My enjoyment of the levels came from how fully invested in them I became. To be honest I didn't concentrate on the level design too much if at all in my first playthrough. I enjoyed Neptune's Bounty as it allowed me to digest BS1s world more, and see where it lies in its narrative. The 'working man' nature of the level mixed in with creepy almost 'the fog' like atmosphere made it compelling. Seeing how the different cliques in Rapture worked and interacted was fascinating. I mean compare how the fisherman were presented in relation to the higher ups in Apollo square, each area was distinct, which brings me to...
Fort Frolic is the obvious standout. I know among GAF that Fort Frolic is adored, and with good reason. The area combines BioShocks second most compelling character (though some can very well argue the most compelling) in Sander Cohen, and weaves a weirdly compelling and fascinating tale that makes the player trek throughout the level to complete it sstory. In this level we have, despite my earlier lamenting of the games combat, one of my favorite gameplay moments of this past generation: When Sander Cohen gets irrationally mad at the player and sends more than a dozen splicers, puts a spotlight on her, and forces her to fight against the backdrop of Waltz of the Flowers from The Nutcracker. I always reserve plenty of shotgun ammo for this moment. At the end of my adventure this time, in contrast to most times I play through the level, I killed Sander Cohen and took a photograph of him. An almost musical fate, you might say.
Ah yes, Fort Frolic (FF), I think my favourite level in a video game this gen.
So much to see so much to do, the level is far more then being in Sander Cohen's playground. This area was the bustling entertainment centre of Rapture and as a result seemed far more 'lived in' then any other level.
The level was ultimately just one surreal journey, you helping Sander build his artistic masterpiece was only the beginning, everything in FF pretty much distils the attraction of BS1 into a singular level and that's the highest praise I can give it. It also shows how diluted the level design in Infinite is.
Although I wish the developers had the time to add Dynosis park to FF, as stated by Eric Sterner
Level Architect, 2K Marin:
Originally the way you got into the Dionysus Park was through the Atrium of Fort Frolic from BioShock -- the big octagonal room that players who played BioShock would remember -- only it was completely submerged under water in this game. You'd be going through this totally sunken version of a level that you might remembered if you played the first game." This reveals that Dionysus Park was originally meant to be an extension of Fort Frolic and that the player would have passed through it in BioShock 2.
For good and bad, the most memorable thing about BioShock is its narrative. Some of it is incredibly good. Andrew Ryan, masterfully played by Armin Shimerman (Quark!), is a man as daunting as the city itself. He is one driven by his ideals which are mostly associated with Ayn Rands objectivism and through audio diaries one learns that, as he is increasingly backed into a corner by Atlas/Fontaine, he compromises those same ideals to save the city he loves. The game has audio diaries that delve into topics that range from the mundane lives of ordinary citizens of Rapture to the events that led to the fall of the city. The audio diaries are a bit clumsy as you have to piece together the events on your own, but every audio diary helps to fill out the world. My favorite out of all of them is the one where Suchong asks young Jack to kill the puppy. D: There are a range of good characters like Bill McDonaugh, Sullivan, Tenebaum, Diane McClintock.
Agreed no problems here, although I don't think I would define them as clumsy, they served as a great reward for exploration, being rewarded with extra narrative presented in an interesting way was awesome. I don't think they would have hindered a games story at all if a player didn't collect them.
Some of my favourite ones in the game were the 'ice man commeth', a 'wild bunny by sander Cohen' and the 'musical gremlin one', sorry I can't remember the actual titles to the audio diaries.
A wild bunny by Sander Cohen:
The Wild Bunny, by Sander Cohen. I want to take the ears off, but I can't. I hop, and when I hop, I never get off the ground. It's my curse, my eternal curse. I want to take the ears off, but I can't! It's my curse, it's my fucking curse! I want to take the ears off! Please! Take them off! Pleeeeeeease!
As a contrast, BS2 didn't really have too many interesting dialogues because it didn't have too many interesting characters, however, I felt the audio diaries were far more explicit in regards to the inner working of Rapture mostly on a social and civil level. There wasn't to much about the creation of Rapture. Although, there were A LOT of diaries in BS2 I don't think I collected them all, so I'm not 100 percent certain what the subject matter of those I'm missing contain.
Your final encounter with Andrew Ryan is one of the most significant story moments in the 360/PS3/Wii era. Andrew Ryan, a man driven by his ideals, dies for them, and in doing so hopes to make a point for his illegitimate son Jack. More to it than that, BioShock seems to make fun of how gamers so readily accept commands from elements within a game without questioning them.
A man chooses, a slave obeys - masterfully done. No subsequent game has quite done a confrontation like this.
And some of it is not so good. Im probably just repeating widespread criticisms at this point, but the story does fall apart halfway into the game. Fontaine, while clever, is almost entirely flat. Hes a brute that repeatedly does brutish things and doesnt show any complexity beyond being a brute. Hes evil because...well, hes evil. For me, because the levels after Ryans death arent too interesting to explore, and I dont have the narrative push to keep going, its a little bit difficult to play to the end. Indeed, I was in Point Prometheus, having just put the helmet on to further look like a Big Daddy (the helmet itself is an annoyance) when a group of splicers poured in and killed me. While I was being revived, I again contemplated the possibility that the game doubled the health of the Splicers, which made them a chore to fight against. Sure, I couldve turned the difficulty down to Medium, but knowing what was ahead completing the Big Daddy suit, the Little Sister escort mission, and that horrible final boss fight I had decided that I was done with the game. Later that same day, I booted up
A game like BS could never keep up the intensity in its surrounding, atmosphere and levels. I detested the levels after killing Ryan, and I still believe the last boss was grossly unneeded. It felt to me that Ryan would be the perfect place to end it, which would obviously mean that Fontaine would either have had to be dealt with immediately or better yet, with him succeeding. Would have left a lasting impression.
No one likes escort missions, and to follow that up with a very 'traditional' boss fight, I mean I would not have minded if the creativity shown was extended to the fight with Fontaine, but to repeat something three times to kill it wasn't great.