In light of Yahtzee's review, and his humorous reaction to the mention of Bioshock 2, I feel it would be a good idea to revisit the black sheep of this trilogy.
First, let's get the obvious out of the way:
Yes, it was a tacked on, redundant, game that featured the stupid concept of a former little sister being able to project mental images to a big daddy that had died to avoid being mentally forced to be a no-free-will slave to "utopia". There were obviously forced retcons, and the setting itself was already overused before the game was even released. There, it's been mentioned, but that can't be the only reason to hate this GAME (not book... not movie).
Admittedly these are just opinions, but here's a list of the improvements upon the first game... that were then later removed for the third game:
Combat -
Shooting people in the face was never Biohshock's strong point. Even it's grandaddy, System Shock 2, was weakest when you were having to shoot people in the face. Thankfully, 2K Marin realized this and gave you several other options besides using guns. They gave you the ability to hack from afar (and eventually scout ahead), so you didn't actually have to get into firing range in order to use the environment around you AND you could get gene tonics to make the machinery last longer or even repair them. The plasmid upgrades were designed to take over on damage if you didn't want to use guns AND you could get gene tonics that made relying on Plasmids much easier. In fact, they added a lot of tonics designed specifically to shape combat to the way you wanted.
You still might've disliked every option given to you, but the point I'm making is that you were given the options to avoid the worst part of Biohshock (shooting people in the face).
Interactivity with the Environment -
They didn't really add anything here, but they didn't remove anything either. And they made an important thing better. There were two main ways to interact with the environment... hacking and using your plasmids to make a path. Like in Bioshock, they made sure to intersperse the levels with bits of ice or a malfunctioning door to use your plasmids on so they didn't feel like they were just for combat. They also kept the hacking, which they made several times better. Instead of an awful plumbing game, they put in a sort-of quicktime event. Still a bit weak, but miles better than the tile game. It was less of a slog, and you didn't have to pause the game just to hack something.
Choice -
The moral choice of slicing a little girl open or magically curing her of monsterism is still there. Moral choice systems are still as crap as they ever were, but I'll get to the ending in a bit. In the meantime, they've also added three big "kill or forgive" choices. Now, I think they improved on the system by making you feel like your choices are making a difference as you go along (instead of just at the ending). At a certain point in the game, it became apparent that you're having an effect on Eleanor. If you were saving girls and forgiving people, then she was a nice person. If you had been a murderous revenge machine, then she would be just as bad. That was after all the choices had been made, but even before then, Sophia's tone would be less assured as you were more benevolent. Her main followers would be questioning her and she'd adopt a stance based on desperate justification rather than of the smug self-righteousness she has when you're a dick.
Ending-
This is where moral choice systems go to defecate. And yes, in Bioshock 2, the moral choice system had some spicy mexican food before stopping off at the ending to make a right smelly mess. But I contend that this ending suffers the least from the all that shit being everywhere. This game had an alright ending, the story clearly built up to them escaping to freedom together and then they escape to freedom. It didn't, and this just a completely random example, build you up to escaping but then spend the last 20 minutes in an exposition walk-a-thon that only serves to confuse things. It also didn't pull a Bioshock and put in a second, less exciting, ending. No, in Bioshock 2, you have a thrilling escape just before you fade to black at the "we've escaped" part.
This had less to do with the game part of the game... but I thought I should make this point in response to what Yahtzee said about Bioshock endings.
---
So, I pose to a question: Was Bioshock 2 really that bad?
First, let's get the obvious out of the way:
Yes, it was a tacked on, redundant, game that featured the stupid concept of a former little sister being able to project mental images to a big daddy that had died to avoid being mentally forced to be a no-free-will slave to "utopia". There were obviously forced retcons, and the setting itself was already overused before the game was even released. There, it's been mentioned, but that can't be the only reason to hate this GAME (not book... not movie).
Admittedly these are just opinions, but here's a list of the improvements upon the first game... that were then later removed for the third game:
Combat -
Shooting people in the face was never Biohshock's strong point. Even it's grandaddy, System Shock 2, was weakest when you were having to shoot people in the face. Thankfully, 2K Marin realized this and gave you several other options besides using guns. They gave you the ability to hack from afar (and eventually scout ahead), so you didn't actually have to get into firing range in order to use the environment around you AND you could get gene tonics to make the machinery last longer or even repair them. The plasmid upgrades were designed to take over on damage if you didn't want to use guns AND you could get gene tonics that made relying on Plasmids much easier. In fact, they added a lot of tonics designed specifically to shape combat to the way you wanted.
You still might've disliked every option given to you, but the point I'm making is that you were given the options to avoid the worst part of Biohshock (shooting people in the face).
Interactivity with the Environment -
They didn't really add anything here, but they didn't remove anything either. And they made an important thing better. There were two main ways to interact with the environment... hacking and using your plasmids to make a path. Like in Bioshock, they made sure to intersperse the levels with bits of ice or a malfunctioning door to use your plasmids on so they didn't feel like they were just for combat. They also kept the hacking, which they made several times better. Instead of an awful plumbing game, they put in a sort-of quicktime event. Still a bit weak, but miles better than the tile game. It was less of a slog, and you didn't have to pause the game just to hack something.
Choice -
The moral choice of slicing a little girl open or magically curing her of monsterism is still there. Moral choice systems are still as crap as they ever were, but I'll get to the ending in a bit. In the meantime, they've also added three big "kill or forgive" choices. Now, I think they improved on the system by making you feel like your choices are making a difference as you go along (instead of just at the ending). At a certain point in the game, it became apparent that you're having an effect on Eleanor. If you were saving girls and forgiving people, then she was a nice person. If you had been a murderous revenge machine, then she would be just as bad. That was after all the choices had been made, but even before then, Sophia's tone would be less assured as you were more benevolent. Her main followers would be questioning her and she'd adopt a stance based on desperate justification rather than of the smug self-righteousness she has when you're a dick.
Ending-
This is where moral choice systems go to defecate. And yes, in Bioshock 2, the moral choice system had some spicy mexican food before stopping off at the ending to make a right smelly mess. But I contend that this ending suffers the least from the all that shit being everywhere. This game had an alright ending, the story clearly built up to them escaping to freedom together and then they escape to freedom. It didn't, and this just a completely random example, build you up to escaping but then spend the last 20 minutes in an exposition walk-a-thon that only serves to confuse things. It also didn't pull a Bioshock and put in a second, less exciting, ending. No, in Bioshock 2, you have a thrilling escape just before you fade to black at the "we've escaped" part.
This had less to do with the game part of the game... but I thought I should make this point in response to what Yahtzee said about Bioshock endings.
---
So, I pose to a question: Was Bioshock 2 really that bad?