![]() That said, it's a shame the various Plasmids and Gene Tonics are tied to a persistent rank system. It's online warfare in a place, not just an arena. The music, the Andrew Ryan barks, the art deco look. The little variances - randomly-spawning, uber-powerful Big Daddy suits, the Capture The Sister mode wherein anyone carrying the titular tween can only use Plasmid attacks - introduce thoroughly BioShockian curveballs that keep this from being Just Another Multiplayer Shooter. Sure, it's a lot lighter than the single-player, as there's no purpose beyond points, but the plasmid powers fit beautifully and naturally into online combat, and the pre-anarchy Rapture environments display a variety and colourfulness the main game frankly lacks. To some extent, this stretches into the multiplayer, which is a far cry from the token, market-necessity sundry many feared it would be. Making the most of your plasmids is crucial to survival. You'll always be left with the thrilling knowledge that there are major upgrade paths you're yet to try, too. Supreme master of all you survey, far closer to the superman Rapture's erstwhile overlord Andrew Ryan dreamed of than the first game's pullover-clad protagonist ever was. ![]() There'll be moments when half the room's exploding in ice and fire, the other half's covered in a swarm of plasmid-summoned wasps and angry robots, a hypnotised Brute Splicer is laying skull-crushing waste to his mates and you're just coolly stood in the middle of all this screaming and blood. As the game goes on, and a carefully-selected few of your weapons and plasmids are upgraded to the nines, those odds tip fascinatingly in your favour. Though you can turn them off if you reckon you're Big Dave Hardcore. If you're one of those who loathed the punishment-free respawns of the Vita Chambers in the first game, rest assured they now feel essential to survival, rather than just a cop-out to avoid loading screens. At the most you'll be fighting one of the lightning-fast Big Sisters even as a hulking Brute Splicer and a couple of his standard-size mates emerge from an adjacent corridor, and then a hitherto placid Big Daddy strays into your line of fire and ohgodohgodohgodohgod. At the very least, you'll be henpecked by two or three Splicers throwing bullets or bombs from different directions. It's rare that you'll suffer anything as straightforward as a couple of guys with guns popping up from behind a crate. If dual-wielding a weapon and a plasmid sounded gimmicky, rest assured it's necessary to manage the onslaught. ![]() Fortunately, it gives you the toolbox you need to deal with it. BioShock 1 was about plodding forward motion, but this is about turning large spaces into sustained battlegrounds. Instead, your progress through a level tends to involve inhabiting a sprawling zone filled with choke-points and wide-open arenas, in which enemies constantly and invisibly respawn, for a good half hour or hour. It's a much more tactically interesting game, rarely penning you into corridors from whose ends murderous Splicers charge. Most obviously, more enemies attack at once, for longer, and there are more types of them, but why the combat feels so much better and beefier is more complicated than that. Its fights were always a little stilted and small, while by comparison BS2 is chaotic and huge. ![]() BioShock 2 does this very well - significantly better than the first game did.
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