BioShock's biggest problems:
Horror is sacrificed in favour of mediocre gunplay
The horror feel of SS2 is gone entirely - firstly, the catastrophic events which befell rapture are not scary at all, unlike The Many. Most of the great supporting horror elements, like the awesome soundwork and the enemies which offend one's senses are gone. But the biggest problem here is that there is a focus on the combat - and the combat is more or less the same as System Shock 2's. If you played Shock 2, you'll know that smacking a guy with a wrench in the face is not enough to carry a game. What made SS2 awesome was its horror, not its combat. The combat just played off the horror.
BioShock has no horror, so the combat is just there, like any other generic run 'n' gunner. The game does have plasmids, which are basically just extensions of weapons (for example, you can fire fireballs - which is no different than having a flamethrower), and while these are great in principle, they don't work out in practice. Poor balance means you're going to use a very particular set of tools throughout the entire game. You may want to experiment with the others - but variety for variety's sake is a nonstarter when it comes at the expense of efficiency. As gamers, we instinctively look for the most effective way of doing things.
The game is too easy
You are more likely to drown in money, health and ammo than in the waters flooding Rapture. Even on hard, the game is absurdly easy. You'll have a near unlimited amount of money if you explore at all, and thanks to the conveniently placed vending machines, that means you'll have unlimited health and ammo, too. Hacking costs no money and vita-chambers cost no money. This all adds up to just make the game boring. You'll almost never die, you'll never be short on money, you can always hack anything without any significant risk (ever) and even if you do die, you respawn with everything at exactly the same health level as when you died.
How easy the game is also hurts the potential horror. A lot of horror is just the result of self-preservation, the desire to live. Which comes about through being threatened. Playing on impossible difficulty in SS2, you can take one or two hits before dying early on. Not only did the enemies scare the hell out of me through their offensive appearances and sounds (especially the sounds - they all have a perfect wrongness to them) and the fact that enemies randomly spawn (another flaw with BioShock - it relied too heavily on triggers), but the enemies were also damn hard to kill. It sent me into mad animal panic as I literally ran for my life. BioShock could not even dream of recreating that kind of feeling.
It copies, then subtracts
It's true that SS2 had a pretty high barrier to entry for new - especially inexperienced - players. I first played the game when I was about sixteen. Now, I will grant you, I was pretty stupid back then - but I found the game complex and confusing and a challenge - and I didn't actually finish it. I had to restart and try again, with my knowledge of how to properly play the game. This is exactly what irrational wanted to get away from - and that's understandable, because imagine how frustrating it must be to make a masterpiece that almost no one experiences because it's too much for them. Over-simplification may be an unnecessary knee-jerk reaction, but that's how it played out. They wanted people to get it, they just went too far.
BioShock is dumb. That is the honest truth. You have no inventory, you have no stats, you can hack everything with basically no cost (or risk, because the game pauses while you hack), the security system is simplified to the point that it mostly works in your favour, character development is moot because how you build your character is a response to how you play the game, and you'll always find yourself playing the game in the same way unless you force yourself into awkward, inefficient playstyles.
The moral choice is pretty much a nonstarte rbecause it almost doesn't affect the game at all. You get a different ending and being good gives you one extra plasmid. Youe arn enough adam (the generic currency) to buy everything that's worth having, and most of the things that aren't worth having, and these can all be swapped out at any time. Never mind risk vs reward, there's no risk at all. Call me a traditionalist, but I like character building to be about making choices.
Gene tonics are the one smart thing the game does - rather than having a numerical stats system (something I feel is quite archaic now), the game gives you abilities instead. These may just equate to more strength, which is no different than going from 3 str to 4, but it just feels better. Other gene tonics include the ability to turn invisible while standing still, damage reflection when attacked and taking reduced damage. The problem is that there are too few, and they are too specific. You can tell at a glance the ones you need and the ones which are worthless. More creativity would've been good here. On the whole, gene tonics are not something I will critisise.
Story
For people who haven't played SS2, and I feel sorry for you, you may be forgiven for saying that BioShock has an original story - the sad truth is anything but. BioShock takes SS2's story, swaps out cybernetic with genetics, removes most of the best bits, guts the methods of storytelling and then expects us to be surprised when it pulls the exact same twist. The one that wasn't exactly hard to guess in SS2 is glaringly obvious before the five minute mark in BioShock. Yahtzee said something like "you may as well dress up Shodan in a waistcoat and give her a copy of Atlas Shrugged". And he was completely right.
In all, BioShock isn't a bad game - set against modern standards, it's probably pretty good. But it's a simple game compared with System Shock 2. And what's worse is that it's a copy of SS2, which means that direct comparison is just unavoidable, which makes the game just seem all thw worse.
The combat is boring and easy, the atmosphere is barely present, the story is a straight up copy, the character development is extremely simple to the point of redundancy and the environment doesn't have the kind of chlaustrophobic, oppressive and isolating feel that the ships in SS2 have. The most disappointing thing of all, for me, is that the audiologs and passive storytelling is just not handled very well atall.The only truly great thing about BioShock is the technology powering it.
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