Complete mission, 2K Marin has obtained it. In spite of the skepticism with which many of us we were gathering the announcement of Bioshock 2, it was necessary to prove it, to submerge again in the Rapture entrails and to verify if it was a question of a worth successor or of a simple continuation to extract you peel. The city has lost not even a pinch of his delight, and both the setting and the history keep on performing the best thing of that we can find in the current generation.
Approximately two years have happened since we could live in the first person through the Bioshock virtues, a game that could gain itself a place between the best, not only of the present generation, but of the history of the video games. It sounds exaggerated perhaps, but the things are like that. Any flirtatious comment remains short before the outstanding exercise that Kevin Levine gave us, thinking mind of System Shock 2 or Thief between others.
But at this point I am not going to tell you anything that you should not know about that epic adventure. Just to recommend any player, independently of his tastes, to prove it and to extract its own conclusions. It does not make anybody indifferent.
Centrémonos since in this consequence and in since he has been able to respect the cánones of the original, accidentally risk for fear of spoiling the previous work, but adding, more than anything as extension, a few proposals and situations that will do the delights of all the fans of the first one.
The queen of a utopia
It is inevitable that while we play Bioshock invades a sweet déjà-vu sensation to us, especially because the history passes under the same frame and with the inherited setting of our first visit to Rapture. Again a few very overloaded stages, instructively recreated and that can transmit to the perfection everything what the political ideology of his leaders wants to tell us. Neon lights, art deco, publicity and a constant worry that invades us on not having known that we go away to encontar after every corner.
Many elements restored in the first part will be still present in Bioshock 2. Again we will find vending machines, cameras and safety turrets that this time will be pirated in a more lively way and also over a distance, gardens of the combines, safes and all this set of icons that were giving to the game of 2K a personality that was triumphing with any game that was putting itself him ahead.
Since you already will know many, one of the principal changes that presents this continuation is the new incarnation that we will handle. If in the previous one we were in charge of guiding Jack, this time we will see Rapture from the eyes of a Big Daddy. Although it is not the first time in the saga that we experience this fact, in Bioshock 2 we must melt completely with the feelings of a prototype named Alpha and put everything on our part to come at the end of the history.
The facts that happen in Rapture during this episode are later to the first Bioshock. This time Andrew Ryan has ended up by losing political credibility and the manager of washing the brain - or what stays of them - of the inhabitants of the city is Sophia Lamb, an ancient psychologist whose ideology turns concerning the suppression of "me" and the reinforcement of the group like the only force to carry out exitósamente the utopia that they all chase in Rapture.
The history begins with our Big Daddy protecting a Little Sister called Eleanor, but without we us having realized, we are an obstacle in Sophia's plans, therefore he decides to erase us of the map binding to fake the suicide of us and undressing our kidling. Ten years later we will resuscitate without answers, only with a memories bunch badly placed and Eleanor's visions guiding us for the city and telling us little by little that it is what has happened during this time. As we advance, the argument of Bioshock 2 is gaining points, and although it loses logically in surprise capacity, the team of development has been able to create a history that turns out to be attractive for the fans of the previous one.
Again we will have to our scope a big number of recordings dispersed by the whole Rapture where we will listen to experiences and histories of some important personages in the history. As in the original, we will be coming across with some of them and will quarrel which have been his rolls during the latter ten years. We will have to take some moral decisions during the development of our relations with these subjects and go forward with the help of some of them.
To finish with the plot aspect, I want to stress that in spite of a step is below his successor, Bioshock 2 has not gone away for the branches and has not steamed up the props on which the saga is sustained. It is a tender paternal history, with four ends that although they are not significantly different have small tones depending on the moral profile that we have adopted during the adventure. You must not confront this second part with the preconceived idea of that has to improve argumentalmente the previous one, if you allow yourselves to go and see it like an extension and an independent history inside Rapture you will enjoy very much. The experiences are hundred in the city that would give place to games of the saga, counted in Bioshock 2 it is a more, and it is nice and according to the universe Bioshock.
The life across a diving-suit
Taking the control of a Big Daddy, our new actions fan is quite interesting. First of all it is necessary to emphasize the use of the auger, a powerful weapon body to body that we will be able to be perfecting and that turns into an important ally during our long journey. We will count with a meter of fuel thanks to which we will be able to activate some of the characteristics of this one that it arms.
The combat system receives a juicy innovation due to the fact that this time we will carry a weapon in the right arm, while with the lefthander we can throw plásmidos at the same time that we use the weapon. This improves enough the combats and gives place to a wide possibilities fan, at the same time that it simplifies the control panel and the use and change of weapon becomes simpler and direct.
Although we all were hoping to see an interesting quantity of new plásmidos the true thing is that in Bioshock 2 we will use during almost the whole adventure the same ones that we saw in the first episode. It will be in the final straight line when some of us find quite interesting whose skills I do not want to mention for not falling down in spoilers. Perhaps for wanting to be so faithful and not to risk they have not including too many innovations in this aspect. For his part yes we will come across with some new weapon and his progress in the machines destined for the above mentioned task is quite interesting, providing to the most basic weapon of properties that are of big help to go out airy of the combats.
Again managing will be crucial ADAM to do with the plásmidos and the tonics, which also have received some progress and innovations. Little Sisters keeps on being the principal source of this substance. Inevitáblemente we will have to meet the faces with his Big Daddys, destroy them and next to choose that we want to do with the girl. We can harvest it and obtain ADAM who was carrying or for his part we can recruit it so that he accompanies us. If we choose for this option we will have to look for a few certain corpses from which Little Sisters will extract ADAM. When we have done it with two corpses we can be sick to the girl to the typical conduits, obtaining the substance and rescuing it or of the same way, harvest it after having extracted the corpses, finishing with her but obtaining a little more of ADAM. The decision is yours.
If we choose for the route of extraction of the corpses we have to cover the backs while the splicers come to touch the nostril and to obstruct his task. For the above mentioned work the ideal thing is to plant mines and turrets that help us to protect the girl while ADAM gathers. There exist tonics that accelerate this process, enough important if we want to go out alive of these situations, especially in the final straight line of the game.
Once we have rescued or harvested all the Little Sisters of a level it will appear in scene a Big Sister, the new incorporation to the malotes cadre in Bioshock 2. It is a question of a feminine and stylized version of Big Daddy, enough rapid and cabrona, capably of recovering health thanks to the corpses of the splicers. Apart from turning into a new icon inside the Rapture universe, the figure of Big Sister will receive an important role in the final compases of the adventure, limiting itself not only to being one more enemy, but a quite guessed right plot recuerso.
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