Turns out you can’t bottle lightning twice. Shocking… Bioshocking, even!
The sequel to the remarkably awesome Bioshock is out, and with only a handful of hours controlling my prototype Big Daddy, “Mr. Delta” behind me, I can report a resounding… “meh.”
C’mon, You Know You’re Going To Play It
This game should be subtitled: “You played the first game, right? OH THANK GOD!”
As an experience, it is coasting entirely on the first game’s momentum.
What’s more? It’s taking me for granted. It’s assuming I will put up with their lackluster effort due to my love of the first game. That I will endure the clunky control, woeful lack of power, piss-poor voice acting, shoddy exposition, and forgetting little things like (re)establishing their setting, all for my rose-tinted memories of fear and desperation in an underwater Objectivist Utopia gone wrong.
And you know what? They’re not wrong. That’s exactly what I’m doing.
Oh Man You Guys, It’s So Mysterious!
A story lurks around the corner. A story I want to learn more about, granted. A story, so far delivered with ham-fisted, fumbling subtlety.
The opening presents an interesting enough–if abrupt–set-up, then shoves you unceremoniously into the gameplay.
In the first game this was compelling, mysterious, and terrifying. Here it’s simply negligent. “Yeah, so you’re a Big Daddy and, ummm, you like Little Sisters, this one in particular, and maybe you’re dead, but here you are now. Go on our fetch-missions!”
You see, the reason most PCs are amnesiacs, orphans and cyphers is so your lack of pre-game knowledge is understandable–in fact part of the game’s very paradigm.
The opening to the first Bioshock is one of the best openers of all time, second only to the likes of Half-Life. Your every step filled with some new sight, some impressive reveal, some compelling reason to continue through a mixture of need to survive and desire to discover.
Here, it’s just trusting you to get on with it.
There’s no direct incentive other than knowing the game won’t play itself. Even when “reveals” come, they’re clumsy and dejected. You walk through a door, it jerks control away “teasing” you with a sledge-hammer to the face. This story is either ridiculously transparent already or I’m stuck waiting for it’s very telegraphed twists.
No, I’m not contradicting myself, it’s either totally obvious what’s going on or it’s just as obviously a red herring.
Oh, then it besets me with a wave of enemies.
Big Daddy, Scourge of Rapture!
A wave of enemies my very human protagonist of yore seemed capable of dispatching with teeth-clenching effort; yet my gargatuan Lord of Rapture gets bitched by every few seconds.
My fragility and woeful lack of power is completely laughable. It’s so sad as to be hilarious. You know, in the first game, I really felt like a lone guy with a handful of ammo and a prayer. I ran breathlessly from danger, firing off pot shots until I ran out of room and was forced to bludgeon some Objectivist jag-off in a bunny mask until he stopped breathing.
I felt my role. I felt part of it.
As a Big Daddy–even a prototype–I feel like a newborn foal trying to take my first, stumbling steps… in a shark tank.
My footsteps lumber, my leathery fist flexes, my gigantic drill glistens powerfully, then half my life is disappeared by some random bum I didn’t see. I turn–too far, thanks control sensitivity–and fire up my drill! Which immediately runs out of gas and I’m shot to death by another splicer I didn’t see.
Seriously, this happens, like, every couple of minutes.
I don’t feel like a powerful warden of Rapture. I feel like a golem made of elbows and thumbs, set upon by hunters trained from the Creche to destroy Frankensteins like me. Ayn Randian footsoldiers which I remember dispatching easily enough are now expert killers with Big Daddy all up on their menu as the soup du jour.
The impressive and terrifying panopoly of the Big Daddy afforded me are in fact gag-props leftover from some Cos-play event, apparently. Weapons that tore my former protagonist literal “new ones” with every encounter are laughed off by the citizenry of Rapture. “Rivet gun? Fuck, son, are you still using that old thing? Me, I’ve got a revolver, and Ole’ Wrenchy over there’s got… well, a wrench. These are the weapons of the future.”
Which is more or less fine, considering I will respawn right over there. You can see it from here.
It’s Only a Game
And that’s the thing, when playing the first game, I felt it was important to live.
It was all so immersive, I fought desperately to survive. I felt a vary tangible failure when I was overcome. I would reappear in a nearby Vita-Chamber my finger still reflexively firing, my hearbeat still racing.
Then, very late in the game, I realized there’s no penalty for failure. Dying was a minor setback at worst.
With that realization I stopped being afraid. Suddenly ripped out of the experience only to find out I’m a guy on my couch playing a videogame. Mind you, it took me almost the entire narrative to realize this.
In this outing, I am made painfully aware from my very first encounter.
“Oh well, dead again,” I find myself chuckling as I respawn right over there.
So I might be made of elbows and thumbs, but frankly I’m not fearful of the forthcoming elbowmen purge. At all.
Bring on your Kristallnacht, I’ll see you again in a second.
Soooo… What?
The absence of the creators from the first game is tangible. This sequel comes off as if someone described the first game to someone and then had them try to recreate it. It has all the elements–all the furniture is there–but none of the substance. It simply is.
I’m going through the motions only because I’m painfully aware that I have to. All the ideas and devices that felt so fresh and compelling in the first game are laid bare here. All the false-starts, side-tracks, and all-too apparent game realities are now annoying where once they were obscured by suspension of disbelief. A suspension bartered for with brilliant exposition, direction, and mood so thick you could not escape it.
None of which is present here.
That’s really all there is to say at this point (except a minor point that a lot of the voice acting sucks straight balls, totally phoned in).
Is it awful? I mean, I guess not, because I find myself wanting to continue. Only barely (and because I’ve been told in good confidence, the last act is as inspired as anything from the first game… without that promise I might already be trading it in). It’s just not great, not on it’s own, anyway. It is instead coasting on greatness, which is exactly the kind of thing that would piss Andrew Ryan off.
Verdict: If you haven’t played the first one? Don’t bother. There’s nothing here for you. Play the first game instead. It’s seriously awesome.
If you have played the first game, you already bought this and it’s impossible for me to sway your desire for more from this world. I obviously can’t blame you, but I gotta’ tell you: it’s disappointing as hell with only the barest hope that they’ll remember how to make some magic by its end.
Postscript: I am very aware that excess expectation is the usual suspect in this kind of disappointment. I assure you, I wasn’t expecting the second coming, here. If anything, I was expecting to be underwhelmed and this limboed in well below my worst assumptions.


































I saw Astro Boy last night with the boy (just the regular boy).
That man is Doctor Tenma (inexpertly played by Nicholas Cage. While I admire Cage’s enthusiasm he really needs to learn what parts are appropriate to his talents. In fact, Cage and Sutherland should’ve switched roles in my not so humble opinion) who we establish as an earnest if negligent parent.
Here, that line is never made. In fact, for all intents and purposes the boy is completely unchanged for the journey. He is by all rights the same kid, if slightly accelerated for his robotitude.
Several new characters and concepts are introduced, including the aforementioned Ms. Bell who plays Cora. A character who’s notable for being the only one with any real arc. Even then it’s a clumsy, misshapen thing.
Tenma agrees, the benevolent Dr. Elefun protests vainly, and Toby goes willingly and dejectedly to his own demise….
Plenty of enjoyable moments made it through the gauntlet of committee storytelling, but it all amounted to things happening in order.











