Bioshock 2
Gameplay: OK, you can now use plasmids and weapons simultaneously. So what? There are a few new features (easier tonic-slot system), in principle it is quite similar to the first part. This in itself is not a bad first. You can now help collect the Little Sisters of the Protect Adam. With 2x collect per Little Sister and about 3 Little Sisters per level that is no longer so exciting ... ("Oh no, not again build traps, save, well here goes, but how about you"). What also made me quite disturbed, is that the game at the beginning is very difficult (first time Little Sister protect reap the Adam, first time against Big Sister fighting), from about half but disproportionate easily is.
Level Design / Scripting: Here it is unfortunately the case that quite resemble the levels. "Wow" and "Aha" available here hardly, if necessary, the railway stations of the first levels are still quite nice. The levels are sometimes so boring that it would have done better Bioshock2 when they made the first part could be reused (after 10 years aging) maps, such as Arcadia. What I did not understand, is why so from what felt like 50% occur only Leadhead splicer, Houdini Splicer and Brute Splicer. This all leads to a change of fighting back at a distance (especially in the troublesome Lead Heads: freezing, then do with harpoon). So a creepy feeling like the first part, and exciting fights with 1-2 Spider-slicer no longer occur. In Bioshock2 has to do with an average of more enemies at once. Even that is not as beneficial as the leads to inelegant forms of struggle. The second part has me on radio by given "Do this", "Do", "Yikes, now you have to but have yet to do the following" much more annoyed than the first part, where there is also better suited to the story. An exciting boss there in Bioshock2 not know how disappointing.
But now to the most problematic part of the game: the weak story.
Sure, if you kill the first part of Ryan and Fontaine and just about anybody the story at this point can not readily forestry be set (although as a TV series-trick a la "Ätschbätsch, but was not dead, you have only a hologram would have been killed or the memory was implanted "also to cope). Whatever.
The story here is quite Hollywood default. Father to save his daughter. The player Subject Delta has no special importance for Rapture, so that is just a personal family drama in the context of quasi Rapture.
Dr. Lamb is * exactly * probably be the opposite of Ryan. This is then but too easy. (For Ryan, did in fact philosophical models in the real world.) A bit reminds simple construct the figure of Maria from Metropolis. Here recourse to genuine religious or philosophical models would have led (and there are certainly enough text in the world) to a more coherent image. The essence here is to be well: even altruism leads to dictatorship and the extreme liberalism / Egpoismus Ryan led at the end of the development of political prisons and seizures.
Also in this game you can make moral decisions again. Why now but after the handwritten slaughter of 100erten splicers and religious fanatics only spared from individual hand-picked criminals (which are by the story his 1000s responsible for the deaths) and calculated disregard of the clear will of the people, he (as an audio Diary ) did before he became a Gen-monster that should be right only, is not clear. Unlike the first part, which stimulated to think about freedom and boundaries, here is a message given unequivocally: Be "good" in a bad environment. In this game, there is only one "correct" solution to deal with the criminals asked: Forgive and do not do anything, otherwise you do not get the best ending sequence. The other variant is vigilantism and that leads to alternative and not so favorable for the player ends. If even moral part of Shooters to a: another method to get people to pull for their actions computing shaft is not here. The approach: `forgiveness causes that bad people are good ', is also in the context of the game naive and is not even implemented in the game, because really a lot of people to be killed (even poor other Big Daddies, a self-proclaimed pastors, etc.).
Summary: no great new insights into Rapture, weak Hollywood Story with a happy ending, partly and especially from the half carelessly designed levels and only a few types of enemies, no bosses, but otherwise solid shooter. Just four stars because better than most other shooters.
Here again the recommendation definitely Bioshock (1) view. Bioshock2 is dispensable.