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Bioshock 2: Recapturing Rapture (Part Two)

Alright, we here at 72PC are going back to our roots of reviewing old games. So I’ll make this quick.

Odd Glitch: I noticed an interesting/aggravating glitch which I don’t recall happening in my first runthrough. When using the “Scout” Plasmid to scope out an area to strategize an attack, I found myself unable to use Plasmids afterwards. I let mself die to so I could reset when I came back, but the same result came up after doing certain things (such as zooming with guns). I had to start the level over just to avoid using “Scout” so this wouldn’t happen again. At first, I figured it might be part of going the “Evil” route. But this game is really good at notifying you of such handicaps. I don’t know if that was just a colossal mistake or if it just comes with the territory of being bad.

Enemies: There seems to be quite a bit taken into account when it comes to the overall look at AI actions of Rapture’s spliced up population.

This time around, the “Spider Splicers” look the same and are all male. However, this look is definitely one that will make you flinch upon your first encounter. Psychotic and ugly to boot, these bastards will utilize the old “climb on ceilings and chuck hooks at you” tactic.

The “Big Daddies” pose the same threat they did before, but with the drill and and a hand full of electricity will take care of them. After softening them up with some frag grenades or heat-seeking rockets, of course.

The “Brute Splicers” are a bit of a pain if you find yourself low on the necessary ammo. They collapse (although don’t immediately die) if you hit ‘em with the Solid Buck for the Shotgun. Zap & repeat and you’ll find they aren’t much trouble. Just zap them before they throw debris at you.

The “Big Sisters” are troublesome, so gear up when you hear their ear-piercing screech. These bitches are quick, but manageable. Keep a step ahead of them, make sure when they gather debris to throw or grab a Splicer regenerate that you zap them immediately. Armor-piercing rounds are very efficient in taking them out.

The “Evil”: The ending for the evil plot is similar to that of the “Good,” only with a much darker tone (obviously). It makes it kind of difficult to tell what role Eleanor will play in the next Bioshock (if she even has one). I’ll avoid telling you what happens at the end, you’ll have to earn it. Just know the “Good” plot is feel good, and the “Evil” is cryptic. Pretty obvious.

Multiplayer: Multiplayer on this game is actually not too bad. It starts out with a room you can walk through and customize “Load Outs” (What guns, Plasmids and Tonics you can use) and change your character’s appearance. You can only use two Plasmids and two guns. But, guess what, THAT’S TWO PLASMIDS. Thus, sweetening the deal and obliterating any negative aspects of that statement. Can CoDMod2 do that? Neg. Granted, it’s not nearly on the level CoDMod 1 or 2 resides on, but it’s actually pretty fun when you get the hang of it. It sucks a bit having to go back to just two plasmids, but it’s either that or choppy gameplay (which is never fun online). The more you play, the more ADAM you acquire, giving you new Plasmids, new weaponry and, eventually, Tonics.

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