Bioshock: Final Thoughts (BONUS)

And with that, we have completed another Love/Hate series here on IC2S! As soon as I finished Burial at Sea – Episode II and realized that I had no more Bioshock games left to play, I was just struck with how much I love this franchise. Sure, Bioshock 2 and Infinite could never live up to the original, but that first game was such a singular experience (and its sequels are still good games in their own right). In particular, I’m glad that I gave Bioshock 2 the second chance it deserved. I have my issues with it, but it certainly deserved more than the hour I gave it back in 2010. I’m also glad that I got to try out the DLCs for the first time!

Bioshock Games Ranked

Here is how I would rank the Bioshock games and their story DLCs:

  • S-tier: Bioshock
    • Duh. It’s legitimately one of the greatest games ever made.
  • B-tier: Bioshock Infinite, Minerva’s Den, Bioshock 2
    • Yeah, that’s right, Bioshock is so great that it’s got an entire empty tier between it and the next best entry in the franchise. Bioshock Infinite is the sort of sequel I love to see: one that builds on the original’s story while trying out completely new ideas. For what it’s worth, I enjoy Infinite for what it is, rather than what differentiates it from the prior two games.
    • Minerva’s Den is the perfected slice of Bioshock 2. As a much more concentrated experience, it lacks most of Bioshock 2‘s weaknesses, twists the gameplay in fun ways, and has a pretty great twist.
    • Bioshock 2 is a good game, but it cannot help but feel derivative and tired.
  • C-tier: Burial at Sea – Episode II
    • I really like the core gameplay of Burial at Sea – Episode II. Stealth works surprisingly well in the Bioshock Infinite engine! The story I’m much more mixed on: it’s got some cool moments, but a lot of the plot points are questionable to say the least.
  • D-tier: Burial at Sea – Episode I
    • Man, the more I think about this DLC, the more sour I get about it. The DLC is not paced well, so it just feels like it ends abruptly. Furthermore, while resource scarcity can result in some intense moments, it more often is just frustrating.

Bioshock Plasmids/Vigors Ranked

  • S-tier (aka, “you will never unequip these”): Electro Bolt, Telekinesis, Summon Eleanor, Gravity Well
    • Electro Bolt is just straight-up mandatory to play Bioshock with. It stuns and damages enemies, giving you the opportunity to hit them with your best weapon. That’s really all it needs to do, but it also has really powerful interactions with the environment which make it a default choice every time.
    • Telekinesis is super useful. For one thing, it uses barely any EVE to activate, so you get to have a lot more fun with it. Reaching distant objects is great, and being able to pick up and throw items at your enemies is a blast (especially when fully upgraded, which allows you to just straight-up hurl living enemies around).
    • Summon Eleanor is just plain broken, hence why it’s so high on this list. Summoning an incredibly powerful NPC basically for free who will mess up any enemy you come across? Umm, yes please.
    • Gravity Well is just a real power trip, allowing you to create this fairly large black hole which sucks anything not bolted down in and then collapses in on itself. It’s beyond the level of what normal plasmids do, and is all the more fun for just going for it.
  • A-tier: Murder of Crows, Incinerate!, Winter Blast, Target Dummy
    • I loved Murder of Crows in Bioshock Infinite. Not only is it the coolest vigor conceptually, but the game has multiple equipment that directly boost its power, making it absolutely devastating. Any big combat I got into, I’d sent out a Murder of Crows and it would devastate enemies, and then the next wave of them who set off all the trapped corpses.
    • Bioshock Infinite‘s version of Hypnotize comes with a major bonus: it can now auto-hack turrets and robots. This one change alone makes Hypnotize a staple of your arsenal, especially in Burial at Sea where your ammunition is more limited.
    • Incinerate! is my preferred combat plasmid (after Electro Bolt). The damage is decent, the way it causes enemies to panic is really useful for getting some breathing room, and its occasional use as a utility tool to access frozen areas makes it a borderline mandatory plasmid.
    • Shock Jockey ranks lower than Electro Bolt for one major reason: it’s nowhere near as important to Bioshock Infinite‘s gameplay. There are very few situations where you can use Shock Jockey to interact with the environment, and there are less large enemies that you need to stun while fighting. Still very useful, but no longer god-tier.
    • Peeping Tom is incredible in its appearance in Burial at Sea – Episode II. They’ve literally just turned “detective vision” into a plasmid… and I love that idea. My problem with detective vision in games is that you always want to have it active to make sure you don’t miss anything. However, tying it to one of your central resources makes sure that you keep its use limited and judicious. They’ve really gotten the balance right, because I never unequipped it and was always happy to have it. Hell, they’ve even made it so you can turn invisible so you can sneak around, it’s great!
    • Old Man Winter takes the top spot for “freeze-themed ability” by simple virtue that it has some environmental interactions that you can use it for. Otherwise, it’s basically the same as…
    • Winter Blast is also a fine secondary combat plasmid, opening up the potential to get really easy kills on enemies by freezing them solid and then smashing them to pieces. It’s a perfectly fine strategy, so while I give Incinerate! the edge, Winter Blast definitely would be my next go-to.
    • Target Dummy deserves this spot for the sheer fact that it will draw Big Daddies away from you, allowing you to get free hits in on them. If you are strapped for resources, then Target Dummy can be a lifesaver.
  • B-tier: Devil’s Kiss, Scout, Sonic Boom
    • Devil’s Kiss is basically Incinerate!, except that it’s a thrown projectile now. The main thing ranking it lower though is that, once again, it has far less environmental interact than it did in the first two Bioshock games.
    • Scout is limited at first, and the degree to which it slows down gameplay can make it an unattractive option. However, once upgraded, it can be incredibly useful and open up a more stealthy playstyle.
    • Undertow is one of the cooler vigors, which gets it some points. However, it isn’t all that useful in this game’s combat system, and it makes me long for Telekinesis.
    • Sonic Boom is cool as a physics show-off, but having your loot get blown away by it isn’t exactly the definition of “fun”…
  • C-tier: Insect Swarm, Return to Sender, Bucking Bronco, Charge
    • I really want to like Insect Swarm. It’s easily the coolest plasmid in concept, but in execution… well, it’s a swarm of bees that slowly find an enemy and then kind of damage and annoy them for a little bit. It’s really underwhelming, especially compared to several better options. It can be a bit more useful once upgraded, and I found that it was a decent option when you are on defense, but this isn’t a plasmid that I’m using for any serious reasons.
    • Return to Sender is a decent idea for a plasmid, but because we already have the shield in Bioshock Infinite, I never felt the need to use this thing.
    • Bucking Bronco is alright in Bioshock Infinite, largely due to the upgrades that you can get for it and the more protracted combat making it more likely that an enemy will activate it.
    • I can see Charge being a fun vigor if you’re doing a melee-focused run, but getting into my enemies’ faces just isn’t something I was interested in.
  • D-tier: Ironsides, Security Command, Hypnotize (Bioshock 1 & 2), Cyclone Trap
    • Ironsides could be good. You’re very limited on ammunition in Burial at Sea – Episode II, so I can see you getting into a situation where you replenish yourself using a vigor. It’s just not something I ever felt like I needed though, especially compared to just Hypnotizing an enemy instead.
    • Considering the amount of security systems on Rapture, I guess that being able to turn them against your enemies with Security Command is useful? There’s three obvious issues though: 1) there’s not always going to be a security system when you need it, 2) you might just break or hack these security systems anyway, and 3) it’s just not as fun to watch the game kill enemies slower than if you just went in there and did it yourself.
    • Hypnotize is a bit like Security Command, but even more narrow. This only worked on Big Daddies in the first Bioshock. These were, obviously, the best thing to hypnotize anyway, but it made it really rare for you to actually be able to use this plasmid at all. Bioshock 2 extended this to splicers, but… like, do you really gain much by making a single, very fragile splicer fight with you briefly…?
    • Cyclone Trap is… interesting. Like, not only do you have to hope that an enemy actually steps on the trap, but your reward is that they get launched into the air and take a bit of damage. The main benefit is that it stops the enemy from shooting you for a few seconds… but this is just a super underwhelming plasmid.
  • F-tier: Enrage
    • Enrage is just the worst. Throw it at an enemy to cause them to attack the nearest target… even if you are that target (which you probably are). This also makes it actively detrimental if there aren’t any other enemies around. Hey, in that case, why not… just fucking Hypnotize the enemy instead? Sure, Hypnotize is a pretty underwhelming plasmid in its own right, but it’s a strict upgrade over Enrage, since it doesn’t risk backfiring on you.

What Would My Ideal Bioshock Sequel Look Like?

Oh man… I mean, I’m perfectly happy never getting another Bioshock game if we’re being perfectly honest. It feels like Bioshock Infinite set the stakes as high as they could go and any follow-up will inherently feel smaller. Plus, let’s be honest, a new Bioshock would inevitably be one of the following:

  1. An Unreal Engine 5 remake of the first game. This just feels pointless to me. The original game still looks great, and higher fidelity isn’t going to make that look better enough to be worthwhile (and it also risks “cleaning” the art style up like Bioshock 2 did, which erases some of the weird charm of Rapture). I guess there’s a potential benefit that the gunplay could be tightened up, but I just don’t see this being all that exciting.
  2. An open world take on the Bioshock formula. C’mon, we know that this is the direction it would go if they made a Bioshock game today. This could work: just imagine exploring an open world version of Rapture or Columbia! However, I’m burnt out on open worlds and how their inclusion affects gameplay and design. You have to wonder how far 2K would go to push in recurrent spending and various other modern gaming trends that would also corrupt the experience.

That said, if we had to get a new Bioshock game, I would prefer if the game goes back to a more “immersive sim” design philosophy (like the first two games). Plasmids (or whatever the game’s term for them would be) would have environmental interactions again to make them more useful and open up some more playstyles. I would also like if they could give more of the plasmids environmental interactions, as it makes a lot of the other plasmids feel inessential. I’d take cues from Infinite for its shooting: the speed and feedback are just about ideal, although I would add in Bioshock 2‘s “dual wielding” system.

As for the setting? Well, we’ve had an art deco Objectivist city at the bottom of the sea and a turn of the century Christian nationalist city in the sky, so it depends if you want to do a new variation on that concept, or if you want to go in a completely new direction. I can see benefits of both approaches: it’s been long enough that “just another Bioshock-style city” would still be fresh, but it could ultimately end up feeling overshadowed by Infinite‘s expansive scope. I feel like any sequels would probably need to address the meddlesome Luteces, who are a loose end that Infinite did not wrap up.

What Does the Future Hold For Bioshock?

The future is actually looking pretty interesting for Bioshock fans. As of the time of me writing this, 2K have been teasing some sort of announcement about Bioshock. I am not exactly hoping my breath for a new game (especially considering that publishers don’t directly hint at an announcement that big), but I’m curious to see what this announcement is for.

However, the bigger news is that Ken Levine has finally revealed his next game, Judas, which looks reasonably Bioshock-esque. The trailer is all over the place, and the behind-the-scenes reports I’ve heard of its development are not promising, but even if it’s a train wreck, I’m super curious to see a AAA game that looks truly original. It’s definitely a game I’ll be keeping my eye on!

Aaaaaand that’s it for another Love/Hate series down! I was actually alternating between playing the Bioshock games and the Ninja Gaiden games for a bit, so I had most of these articles written before I even released the Ninja Gaiden Love/Hate series, hence why this came out so quickly after! It’ll probably take me a while for my next Love/Hate series: the previously-announced Splinter Cell series will be coming at some point, but it’s taking longer than anticipated. I have another franchise in mind as well that I want to do, so Splinter Cell may come after that one as well… we’ll see! And, in the meantime, I’ll have new articles up here about whatever crosses my mind (and believe me, this mind has some really stupid ideas it wants to write about).

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Love/Hate: Bioshock Infinite

Welcome back to the Bioshock Love/Hate series! In this entry, we’ll be covering the final game in the franchise (thus far), Bioshock Infinite. Disappointed that Bioshock 2 had been handed off to a different development team, Ken Levine and Irrational Games set out to make a more ambitious and revolutionary sequel that wouldn’t just rehash the ideas of the first game. The game ended up going through one of the most protracted examples of development hell of its era, although it was heralded as a masterpiece upon release. However, time has not been kind to the game, with it having gained a pretty muted reputation in recent the years for its writing and its changes made to the Bioshock formula. For my part, I really enjoyed Bioshock Infinite back in the day, but I was extremely curious to see if it would hold up as well as the original did for me. You know what I always say: read on to find out if it succeeded…

Love

  • Columbia – Rapture is easily one of the most iconic settings in all of gaming, but Columbia is not far behind (which is a massive accomplishment in its own right). While Infinite‘s art design is clearly intended to parallel the original Bioshock (Columbia is sun-drenched and vibrant as opposed to the darkness and decay of Rapture, steampunk Americana vs art deco libertarianism, etc), it is so immediately compelling that it doesn’t feel derivative. Honestly, my favourite parts of the game are the “walking sim segments” that I wished we got in the previous Bioshock games: getting to see the everyday, mundane parts of this city and explore them at your leisure is a joy. Of course, this also gives way to the ugly side of the city, which is captured very effectively: the outright racism and white supremacy, the radical Christian nationalism, and the oppression of the underclass (visually represented with the darkened and dingy semblance of Finkton): stuff that is at the rotten core of the traditional American utopia fantasy. It all helps to make Columbia a very memorable setting that lives up to the old cliché of it being a character unto itself.
  • Elizabeth – It’s not exactly a hot take for me to say that Elizabeth is up there with Andrew Ryan competing for the top spot of “best Bioshock characters”. The entire narrative revolves around her, so we get to see her go from a naïve and hopeful young woman, to someone who is much more world-weary and remorseful by the time the credits roll. Her journey is well-written and Courtnee Draper’s performance really brings her to life. This would be good enough on its own, but Elizabeth is also unusually helpful for an NPC companion. She can alter the battlefield to give you cover, new ways to maneuver, automated turrets, and even weapons and supplies. She gives you items that she finds at regular intervals (usually just when you needed it). She can pick locks to access secret areas. She’ll point out items of interest. She isn’t a burden and never gets in your way. These all come together to make her one of the most memorable and iconic companions in gaming history.
  • Tighter Shooting Controls – Bioshock Infinite further iterates on the franchise’s core shooting gameplay, to the point where it finally feels good enough that it could carry the game on its own. While it’s still not quite on par with the best first person shooters of its era, lining up shots is intuitive, blasting away enemies feels good, and the weapons have a satisfying, punchy feel to them.
  • Sky Rails – The sky rails are one of the flashier new additions to Infinite‘s gameplay formula, allowing you to leap above the battlefield to get a higher vantage point and to reposition quickly as needed. On the negative side of things, they’re arguably under-utilized and can be easily ignored if you don’t care to use them. However, I really like them overall, mainly because riding on sky rails is breathtaking. Irrational have perfectly captured the speed and scale that you’d want out of a system like this, and some of the most exhilarating moments in the game come when you zip around on these things, popping enemies as you go. Speaking of which, enemies will also use the sky rails to chase you to or get to higher ground, so even if you choose to actively ignore them yourself, they bring with them new gameplay possibilities. It’s also really funny to snipe an enemy when they’re riding the rails and then watch them plummet to their death.
  • Anachronistic Music Covers – One of the coolest implementations of Bioshock Infinite‘s ideas is that it has a bunch of old-school covers of modern songs. The reasons for this are pretty cool: the city’s experiments with quantum mechanics are inadvertently causing windows to alternate dimensions to open up throughout the city. Jeremiah Fink, a scummy businessman who controls the workforce in Columbia, sees this as an opportunity to plagiarize the next big radio hit, so the city is awash with strangely familiar music, redone in a turn of the century style.
  • Hacking Is Gone – One system I’m actually glad has been changed from the previous Bioshock games is hacking. It was a pain in the ass feeling obligated to hack everything in sight in the previous two games. Most hacking situations have been removed entirely, although you can now use the Hypnotize vigor to “hack” turrets to shoot your enemies. I rather like this change, it makes hacking immediate and ties it into the main gameplay systems without having to staple a whole new mechanic on top of everything else. It’s use is also limited by your salt bar, so you aren’t spamming it endlessly.

Mixed

  • Politics – I’m super mixed on this game’s politics, because they are simultaneously one of the best aspects of the game, and also one of its biggest disappointments…
    • First off, the good stuff: this game is incredibly bold for confronting core issues at the heart of America: radical Christian nationalism, white supremacy, racial hierarchy, and capitalist oppression. The original Bioshock was pretty bold in its own right, but Objectivism and libertarianism are pretty niche philosophies compared to the shit Infinite is targeting. Hell, the game is even more relevant in 2025 than it was in 2013 (where this stuff would have just been seen as an uncomfortable vision of the past, rather than the current hellscape we have to navigate). We get to see the horrors of this radicalization, how it’s tied into the idealized past of America, how the people of Columbia despise Lincoln for freeing the slaves, and you end up fighting literal Klan members on occasion!
    • Finkton is also capitalist hell, echoing the evils of American history where business owners enriched themselves through extreme exploitation of their workers. We see the residents of Finkton barely clinging to life through long hours of work, no safety precautions, low pay, and worthless scrip currency (and this is on top of the racism they were enduring to boot). I love how the game visually represents this, with Finkton being dark, gloomy, and smog-ridden, while the rest of Columbia is bright and glamourous. Booker and Elizabeth both remark that the awful conditions of Finkton justify the actions of the domestic terrorist group, the Vox Populi. Under the leadership of Daisy Fitzroy, the Vox are attempting to break the shackles of oppression, which brings us to…
    • Unfortunately, the game completely fucks itself over by trying to “both sides” its politics, but it just does not work. Like, lets lay this out: the Vox are subject to institutionalized oppression and dehumanization on a social, political, and economic scale. Reform is not going to happen as long as Comstock lives, so violence is their only reasonable option to change this system. Again, Booker and Elizabeth both say that the Vox are justified, but when their revolution starts, suddenly Booker says “The only difference between Comstock and Fitzroy is how you spell the name”… uhhhhh no, that is a load of horseshit. Look, I get what they’re going for here: violence is bad and the leaders who use people to commit violence in the name of their movement are bad, but Fitzroy and Comstock are not equivalent in the slightest. Comstock is trying to create a white supremacist state to conquer the world and establish his notion of racial hierarchy. Fitzroy’s goals begin and end at violently rejecting and eradicating this hierarchy. The game tries to convince us that she and the Vox are bad because they scalp the Finkton bosses, kill Fink, attempt to kill his son, kill civilians in Columbia, and try to kill Booker (because him being alive undermines his role as a martyr for the revolution). Does this make them in any way equivalent to Comstock? No, and it’s not even close. While trying to kill Booker is just dumb, I don’t even care about them killing civilians here: the game opens by showing you that the citizens of Columbia participate in the racism against non-whites, so them getting caught up in this revolution isn’t even unjustified. Revolution is nasty business, no one wants to engage in it… but killing the hand that’s beating you does not make you just as bad as the people who were beating you down and insisting that you deserved it because their ideology said so.
  • The Narrative – I’m also pretty mixed on the overall narrative of Bioshock Infinite. It’s interesting, fairly compelling, and unpredictable, but it suffers for the same reason that so many major media properties do these days: multiverse shit. Unfortunately, the concept of the multiverse is at the absolute core of Infinite, and while it presents some really interesting ideas and developments, the handling of it is just so transparently stupid at times.
    • About halfway through the game, you make a deal with Daisy Fitzroy to get some guns from a gunsmith in exchange for a means to escape the city… but, oh no, the gunsmith has been interrogated to death! So you hop into an alternate dimension where he’s still alive… but, oh no, his machines have been confiscated! So you have to hop to an alternate dimension where they weren’t confiscated… but, oh no, now the Vox have the guns and the revolution is underway! Meanwhile, this entire time, Booker and Elizabeth are just assuming that they still have made the same deal with Daisy in each new reality, despite the pretty substantial changes that happen each time they travel to a new world.
    • On top of this, the game establishes that dying in one dimension has consequences on alternate versions of yourself, causing you to absorb the memories of your various selves. This is can be especially problematic for you if you remember that you died in another reality, which can cause you to go insane. The game is very vague about how this works, but it seems to only occur when Elizabeth travels between dimensions. That said, there are infinite Elizabeths travelling between infinite dimensions, so shouldn’t people be inheriting the memories of their other selves all the time? Again, time travel/multiverse stories are kind of inherently complicated by these sorts of issues, and Infinite is absolutely no exception to it.
    • Perhaps my most sour note about the game though is that the entire ending revolves around a twist that comes out of nowhere and doesn’t make a lot of sense. So, it turns out that Booker is an alternate-universe version of the villain, Comstock. Comstock accidentally made himself infertile, but required a blood heir to his legacy as a part of his big plan to conquer the world. He make a deal with an alternate version of himself (Booker) to acquire his daughter. However, Booker ends up regretting the decision and makes a deal to travel to the other dimension and get her back. As you can imagine, this plays out with infinite Bookers and infinite Comstocks across the multiverse. That’s a pretty interesting idea, but the issue for me is that this universe-hopping causes Booker to… forget what happened and just make up a new reality for himself to justify why he’s trying to rescue Elizabeth? It’s unclear why this happens, but it honestly makes no sense within the established narrative and I believe that it’s the main reason why this ending was considered so confusing.
  • Resources – While I do love Elizabeth as a companion, she’s is too helpful at times, which messes with the game’s resource economy. If you’re ever low on some resource (health, salts, ammo, or money), Elizabeth will almost immediately “find” exactly what you needed. When you realize that you’re rarely going to actually run out of a resource, it craters the game’s tension. As a result, I died maybe three or four times across my entire playthrough (on Normal difficulty), because I just never was in any actual danger. Similarly, I spent about 75% of my playtime with the goddamn hand cannon and shotgun. The game would just keep stocking me up with ammo, so why bother trying anything else?
  • Burial at Sea – Episode II – I’m pretty mixed on this DLC. On the one hand, the gameplay is great: the stealth system they’ve put together here works surprisingly well in Infinite‘s engine. I also like the new plasmids it introduces and how the emphasis on stealth makes existing options more useful. What I’m much more iffy on is the narrative. It’s fine for the most part, but it is so reverent of the original Bioshock that it almost feels like bad fan fiction. Like, you’re telling me that the most important thing in the multiverse that Elizabeth can be getting up to is ensuring that the events of the first Bioshock play out…?

Hate

  • COD-ification – I’ve got a bunch of issues with Bioshock Infinite, but nearly every one can be boiled down to “COD-ification”. This was the trend during the PS3/Xbox 360 era where developers would try to make their game “more like Call of Duty” to try to win some of their market share (this never worked).
    • First of all, the small things: you can’t dual-wield weapons and plasmids at the same time anymore (granted, this was only a thing in Bioshock 2, so it wasn’t guaranteed to return). You can’t carry extra healing items or salt, so every single encounter has to have a vending machine somewhere that you can run to in an emergency, or you loot the supplies you need off dead enemies, or you get topped up by Elizabeth. To compensate, the game also adds a shield/regenerating health system akin to Halo.
    • Infinite makes it so that you can only carry two guns at a time, which I can only speculate is because “that’s what Call of Duty players expect”. Like I said before, the game showers you with ammo, and you’ll still be able to collect ammo for the weapons you aren’t actively using, so it isn’t exactly disruptive… but goddamn is it kind of lame that you can easily play through the whole game with only one or two weapons if you really want to. It’s obviously not even a technical issue either, because you get access to all of your vigors at all times and there’s even a weapon wheel for them, so why not the guns too?! The only other reason I can think for why they did this was to make the sniper rifle and RPG more “special”, but I don’t think it is justified.
    • Then there’s the “gear” system, which replaces the gene-tonics from the previous games. You could equip up to eighteen gene tonics, which really let you customize your abilities to fit your preferred playstyle. They also helped you feel that you were progressing towards something with each new unlock, with most being rewards you spent your ADAM on. Gear, on the other hand, is limited to only four slots total (again, this is probably alluding to Call of Duty‘s perks system), and you have to find them at random in the overworld. Personally, I found most gear options to be underwhelming. I managed to find my ideal gear loadout near the start of the game, so everything I found thereafter was very disappointing.
    • The game also plays more like a conventional shooter. Vigors add some pretty interesting abilities, but they feel kind of superfluous. You can play through this whole game without using a single vigor and you won’t feel like you were putting yourself at much of a disadvantage for doing so. Vigors also feel less creative, with Murder of Crows being the most exotic of the bunch. Worst of all though, the ways that vigors interact with the environment is extremely limited compared to the previous two games. You will occasionally be able to use Elizabeth to spawn in a puddle or an oil slick that you can use a vigor on, but this is an extremely rare occurrence, and prevents you from being able to use the other options Elizabeth may have for you.
    • As for the moral choice system, Infinite has really dumbed this down as well. You get to make two choices in the entire game, and neither of them have any effect on how the narrative plays out. If you really want to stretch this category, Infinite does have a couple walking sim areas where you can get into optional combat scenarios if you commit theft. This doesn’t feel like much of a moral conundrum though, since there’s no real consequence. This does, kind of, play into the narrative, which suggests that the characters have far less free will it may seem, but it doesn’t make this any less disappointing.
    • The levels of Bioshock and Bioshock 2 were twisting and branding hub areas with lots of secrets and rewards you could find if you were thorough. You also really got to know these areas, as you often pass through certain locations multiple times over the course of the level. In Bioshock Infinite though, the levels are much more linear. You will rarely return to the same area more than once before moving onto the next level. Exploration also ends up feeling less rewarding due to this. I think that this also is why I don’t find Columbia as compelling as Rapture. Since these levels are so short and linear, you don’t really get a chance to get to know them before you’re rushed off to the next set-piece moment. More than anything else, this really seems to be the biggest change made in Infinite. It makes the game feel like it’s an atmospheric FPS instead of an immersive sim.
  • Burial at Sea: Episode I – I was pretty excited to try out Burial at Sea, because I always found the DLC’s noir aesthetic to be super appealing in its return to Rapture. Unfortunately, this first episode was very disappointing. Like, imagine if Bioshock Infinite suddenly cut to the ending cutscene right after you meet Elizabeth: that’s basically how this DLC plays out. You’ve got the same sort of gameplay, exploration rewards, and upgrade systems as the main game, but it ends so abruptly that you barely even get to use them. Another thing I really don’t like about Episode I is that your resources are extremely scarce. It’s the opposite problem from the main game: I was running out of ammo constantly, your shield feels like it breaks after one or two bullets, and Elizabeth is a lot more conservative about giving you items. This makes the game much more difficult, which is exciting at times, but not having the resources you need to deal with this game’s challenges is frustrating more often than not. What made this truly terrible though is that I could not pick up weapons off fallen enemies. I hated the carbine, but I got stuck with it for most of the playthrough, because I could not switch it with any other weapon. You get one chance to pick up a weapon the first time you encounter it, and then it’s gone forever. Maybe this was a bug on my end, because I do not understand this decision if it was intentional. Regardless, even if it is a bug and you don’t encounter it in your own playthrough, Episode I feels far too insubstantial to be truly compelling.

All-in-all, I like Bioshock Infinite, but it is nowhere near the classic that the original game was. It has a few glaring flaws which hold it back from true greatness. That said, I don’t think it deserves the soured reputation it holds today, and I think it deserves a reappraisal, especially considering how relevant parts of it are in today’s political climate. It’s a game that deserves to be enjoyed for what it is, rather than what it is not.

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Love/Hate: Bioshock 2

Welcome back to the Bioshock Love/Hate series! In this entry, we’ll be covering Bioshock 2, a sequel commissioned by 2K Games while series’ creator Ken Levine was off working on a more ambitious follow-up. I have a bit of an interesting history with this game: I had always felt that Bioshock 2 looked like it was hewing a bit too closely to its predecessor, which had benefitted from its fresh setting and innovative design. Despite that, I bought the game around the time it came out… and I just could not get into it. I must have played for about an hour at most before I just gave up and moved on to other things. However, since then, Bioshock 2 has grown quite a cult following, with many series’ fans declaring that it’s the best entry in the entire franchise. While replaying Bioshock, I got really curious to finally give this sequel its due, which really solidified for me that I needed to make this Love/Hate series a reality. So, how is Bioshock 2, then? Is it indeed better than its predecessor, or are people just warming up to it after its more muted reception on release? Read on to find out…

Love

  • Major Quality of Life Improvements – A lot of the first game’s rough edges have been ironed out in this sequel. In particular, hacking is now done in real-time and takes seconds to complete, which helps the pacing immensely. Levels have also been designed to be more navigable, and the in-game map is easier to read. Basically every complaint about the first game has been smoothed out here. If gameplay’s all you care about, then I can see how some people could say that it’s the series’ best entry.
  • Improved Combat – Combat feels much better in Bioshock 2: most of your weapons feel heftier, more accurate, and combat has a snappier pace to it. In addition, allowing you to use both plasmids and weapons at the same time to dual-wield abilities is fantastic.
  • Playable Little Sister Section! – Bioshock 2 features a short, but incredibly memorable sequence where you see Rapture through the eyes of a Little Sister. It echoes what I said about the first game: the best parts of these games is when you just get a chance to piece together more about this world. Seeing how the mental conditioning Little Sisters go through has affected the way that they see the world is fascinating and definitely one of the best parts of the game.
  • Minerva’s Den DLC – Released in the peak era of obligatory DLC expansions, Minerva’s Den plays out like a super-concentrated version of Bioshock 2 condensed into three levels. This does mean that combat encounters happen far more frequently than in the base game, which can get a bit tedious at times, but the pace at which it gives you upgrades to plasmids, gene tonics, and weapons makes you constantly feel that reward dopamine rush. In addition, the research camera is gone entirely, so that means that you never have to waste your time juggling a damn camera to get special upgrades. The damn thing has always sucked and its absence here makes me realize that the stupid thing should never have existed. It adds nothing and serves only to nerf your damage against all enemies for no reason. Perhaps best of all, the DLC has a narrative which is conveyed quite subtly, until it reveals a very clever and satisfying twist at the end.

Mixed

  • Sophia Lamb – So I wrote a whole damn article about my disappointment with Bioshock 2‘s weak critique of collectivism, but at the end of the day, Sophia Lamb just isn’t as compelling as Andrew Ryan. That’s not to discredit Fenella Woolgar’s performance (on the contrary, she’s doing a great job), but Lamb is so transparently trying to be “this game’s Andrew Ryan” that it ends up being disappointing in comparison. She’s still a decent villain, hence why this just in “Mixed”, but I can’t help but wish they had found a way to make her more distinct than “female collectivist Andrew Ryan”.
  • Graphics – Despite feeling so familiar to its predecessor, Bioshock 2‘s graphics have noticeably increased in fidelity. While this is technically more impressive than the first game, I can’t help but feel that 2K Marin have accidentally lost the first game’s beautiful imperfections: its stylized and grotesque character designs, its dark and moody lighting, its slightly hazy look to everything… it just makes Bioshock 2‘s vision of Rapture feel too clean in comparison. The first Bioshock feels weird and grimy, which lends the setting so much of its creepy charm. Bioshock 2, on the other hand, feels way too… normal.
    • I will say though that the Minerva’s Den DLC improves this quite a bit, as the levels are in a far more decrepit state than the main game. These much more lusciously-designed levels make you long for a full game where the rest of the city is in such disrepair.
  • Morality – Once again, I’m kind of mixed on the moral choices in Bioshock 2. Once again, we have the Little Sister ethical dilemma, but now that we’re familiar with it, it takes away any ambiguity about what the “right” choice is (especially when your character is a Big Daddy who is supposed to protect the Little Sisters). However, the game also lets you decide the fate of three NPCs. The writing for these moral choices is far more subtle, with compelling arguments that could be made to kill or spare any of these three NPCs. However, where I get really mixed is the way that your choices play into the finale, because there was basically no way for you to anticipate that a particular character was watching and judging you this entire time. Like… obviously there has to be some ambiguity to the end of a moral choice system, but Bioshock 2 feels like it’s pulling a fast one on you.

Hate

  • CRASHES – Your mileage will definitely vary on this one, but good fucking God, Bioshock 2 crashed to desktop on me on four separate occasions mid-game. That would be completely fine if Bioshock 2 did regular auto-saves like every other game of its era. However, Bioshock 2 only auto-saves at the start of each chapter, so it’s on you to remember to manually save every once in a while. Over the course of my four crashes, I lost around two hours of gameplay (with one crash coming an hour and a half into a level, and another coming literally five minutes before the end credits). It got so bad that I started anticipating them: while playing the Minerva’s Den DLC, I got pretty far into the first level and thought “man, I would be pissed if the game crashed right now”, so I immediately saved… and then the game crashed five minutes later as expected. On top of that, you can’t really do anything to avoid it: it seems to happen at random immediately after you fire a weapon in combat after playing for at least half an hour… good luck avoiding that situation.
  • ADAM Harvesting – While Bioshock 2 does fix most of the first game’s issues, it unfortunately adds a new one of its own: in order to maximize your ADAM harvested, you’re going to have to not only kill the Big Daddy, but then you have to defend the Little Sister as she harvests from corpses… twice. There’s three Little Sisters in each level, and each time you not only have to find the appropriate body, but harvesting it takes a few minutes in its own right (assuming you don’t die in the process and then have to redo it)… you can see how this gets old fast, right? It’s not even fun gameplay either, it’s just making you wait ten minutes to get your ADAM when the original Bioshock gave it to you immediately as a reward.
    • Now, I will say that the one “upside” of this system is that it makes harvesting the Little Sisters a more tempting option, but inducing players to take a certain option through frustration is not great design…
  • Drill Fuel – Look, I get why they made Drill Fuel a thing: giving the player a giant motherfucking drill at the start of the game could make all future weapons useless. So they have to choose between making the drill powerful, but limited-use, or make it unlimited use, but give it some sort of crippling flaw that makes it worse to use. Logically, making it so that you can only use the incredibly powerful, giant motherfucking drill briefly is probably the best answer… but I’m playing Bioshock 2. 99% of the reason you want to play as a Big Daddy is so you can use that giant motherfucking drill. And you burn through that fuel FAST. So I, very realistically, will constantly get into situations where I want to use my giant motherfucking drill, but cannot because it’s out of fuel, leading me to just avoid using the giant motherfucking drill so I won’t run out of fuel for it for when I need it…
  • Big Sisters – Big Sisters look cool and the game does a fantastic job hyping them up, but when you actually face them, they’re kind of a nothing-burger. They show up after you clear all the Little Sisters out of a level, but their appearance doesn’t really tie into the game’s story or themes… they’re just “here”. That might be fine if they were fun, but the actual fights with them are just a grindfest where you blast them with all of your guns for way too long.
  • Just An Overwhelming Feeling of Familiarity – Yeah… unnecessary sequel that’s trying to be “more of the same” fails to really step out of its predecessor’s shadow. Hell, even Bioshock 2‘s “new” ideas are just riffs on the previous game’s (objectivism swapped out for collectivism, Big Sisters are just “new Big Daddy” with even more health, etc). Bioshock 2‘s a good game, but its inability to differentiate itself and failure to live up to the expectations of its predecessor make it feel kind of disappointing.

Bioshock 2 is, ultimately, a good time. I had a lot of fun with it, but I just can’t get over its disappointing art direction, narrative, and themes when compared to its predecessor. Taken on its own, it would probably be really well-regarded, but it’s so familiar and beholden to the first game’s ideas that it ends up feeling stifled. Still, I’m very glad that I gave it the chance and finally got the opportunity to experience it in full.

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Love/Hate: Bioshock

Oh hey, it’s time for another Love/Hate series here on IC2S! After writing the list of my 100 favourite games ever, I had an overwhelming itch to replay Bioshock. The last time I played it was around 2008 or 2009, back when it was ported to PS3. Obviously, I really enjoyed it back then, but I remember having some issues with it, which really made me curious how it would hold up on a replay more than a decade later. This soon turned into a desire to replay the other games in the franchise, hence the development of this Love/Hate series. These are games that demand your attention, and boy did I have plenty of thoughts while playing. Well, y’know what I always say: would you kindly read on to find out what those thoughts were?

Love

  • Unmatched World Building and Design – Every corner of Rapture is fascinating and intricately designed. The art direction and overall design of this game is absolutely unparalleled. The art deco aesthetic combined with turn of the century diving suits is just so iconic. Really, my favourite parts of the game are when you’re just roaming around an area after all the enemies have been cleared out, appreciating the bits of environmental storytelling while vibing out to an audio diary that you just found.
    • For that matter, I cannot neglect to mention the legendary opening sequence. The way that the game organically lays out the premise and then introduces you to the city of Rapture is awe-inspiring… before then suddenly showing you that something has gone seriously wrong. Not only does it get you hooked and curious to explore, but it’s also incredibly immersive and showcases the genius game direction which was groundbreaking on release in 2007.
  • The Writing – While the story of Bioshock is fairly mundane by video game standards (you’ve become stranded in a hostile city, try to overthrow the tyrant running the show), the actual writing is uncommonly smart, especially for a videogame of this era. The entire game plays out as a critique of objectivist philosophy, showing that a society built around self-interest above all else will inevitably crumble into terrifying chaos. It’s fascinating to see play out and they’ve even weaved these themes into the gameplay mechanics, where you are encouraged to make decisions which aren’t in your self-interest. Plus, y’know, there’s the famous, earth-shattering narrative twist at the end of the second act. This sequence is so good and expertly directed that it legitimately managed to pull some of its tricks on me, even though I had already played the game and knew they were coming.
  • Plasmids! – Mechanically, plasmids are basically just your magical powers, but the way that they’ve been implemented makes them so fun to use:
    • First of all, there’s some really creative abilities here: Cyclone Trap, Enrage and Target Dummy open up some creative gameplay options, and then Electro Bolt and Telekinesis are full-on staples in my arsenal.
    • Secondly, the way that plasmids have been implemented makes them a true highlight. Many of the plasmids will interact with the environment or cause enemies to act in ways that you can then exploit to your benefit. For example, Electro Bolt is really useful for stunning enemies, using Electro Bolt on a pool of water will damage, stun, and sometimes even kill all enemies caught in it. Similarly, Incinerate! will light enemies on fire, damaging them and causing them to try to put themselves out in a pool of water (which you can then Electro Bolt for some real shenanigans), but it can also be used to melt frozen sections of the world.
  • Exploration – Bioshock‘s levels are packed with optional, substantial, explorable areas that always have some sort of reward at the end for your effort. I absolutely love this kind of level design in a game: those who want to get through quick can just stick to the beaten path, but those of us who want to see all that there is to offer will be spoiled for choice, and our reward for it is always worth it too!
  • Andrew Ryan – It’s kind of wild that Andrew Ryan cemented himself as one of the greatest villains in gaming history, and he only has like two minutes of screentime. His influence looms large throughout Bioshock, and getting to hear his audio diaries (which are basically just Ayn Rand philosophy told verbatim) really makes you hate the guy. Subsequent games really go to lengths to make him a more transparent villain, but I prefer how this game allows you to connect those dots yourself.
  • Big Daddies – THESE GUYS ARE SO FUCKING COOL. Hulking monstrosities armed with giant drills and guns are such amazing character designs. The fact that they aren’t even inherently hostile makes them so much more interesting. Taking on your first Big Daddy is one of the most intimidating experiences in gaming for good reason, they hype them up so much throughout the first couple levels. Battling them gets a bit too “normal” towards the mid-point of the game, but they’re always a nice challenge compared to the standard splicers.
  • Sound Design – I do not appreciate sound in videogames nearly enough, but when I do notice it, it’s usually because it’s so good that even I can’t miss it crowbarring me in the face. Bioshock‘s sound design is spectacular, from the art deco soundscape, to the eerie moaning of the Big Daddies, to the inane babbling of the enemies.
    • Fun fact: I played the remastered version of this game on PC and this version has a bug which causes some audio to sound like it’s coming from the wrong direction. As a result, I could often hear enemies moving and speaking in directions which made absolutely no sense. Like, I was either in an empty room hearing people around me, or they were making noises in directions that made no sense (like outside in the ocean). Funnily enough, this actually made the whole feel of the game more unnerving, like the game had more enemies lurking around in it than it was ever going to show me.

Mixed

  • The Gunplay – Shooting in Bioshock is functional at best (much like its contemporary, Fallout 3; I always associated the two games due to their shared lackluster gunplay which is offset by their many other strengths). It doesn’t feel great, but it’s passable. However, I can’t really hate this too much because of the way combat works with the inclusion of plasmids. Mixing and matching guns and plasmids is great fun and more than makes up for any complaints I may have about the general feel of the weapons.
    Morality – Bioshock presents you with a very famous moral choice: do you harvest the Little Sisters to get maximum upgrade points, or do you save the Little Sisters and get less points, but get a reward later? This was fairly compelling stuff in 2007, but in 2025, the game is so blunt with the way it handles this. Rescuing the Little Sisters is so transparently the “right” choice and the game hammers you with this, to the point where it feels like it’s actively talking down to you if you chose “harvest”. Funnily enough, I didn’t notice until this playthrough that this choice is basically the anti-Randian altruism vs selfishness argument in action. Interesting, even if the implementation feels very heavy-handed in retrospect.

Hate

  • Hacking Mini-game – I enjoyed playing Pipe Dream as a kid, so the actual gameplay of the hacking mini-game isn’t an issue to me. However, even I got sick of Bioshock‘s hacking minigame quickly. There are two main issues here:
    • It halts the game’s pace every single time you hack something… which could be very often if you are getting spotted by security systems. However, if you want to play the game optimally (ie, not paying more at every item station), then you are going to be hacking constantly.
    • Harder difficulty hacks can be literally impossible to complete (if you are using a controller). This is because you can find yourself in a situation where you find that all possible routes for the pipe to reach the goal are blocked, meaning that you lost before you even started. The only way to avoid this is if you immediately changed the direction of the starting pipe on a complete guess, but this would also require you to randomly find the right piece to make that change immediately, so you’re fucked either way. Thankfully you can find auto-hacks for these situations, but these sorts of hacks basically force you into investing in hacking gene tonics to be able to progress.
  • Level Design is Confusing – Granted, this issue is partially due to my “Love” for the game’s optional areas, but Bioshock can be a difficult game to navigate at times. The levels feel like a maze, causing you to constantly refer to your in-game map to make sure that you haven’t missed anything and that you’re going the right way… but even this can be a pain, because the map is really difficult to read due to the confusing way it connects staircases to each level.
  • Looting – So much of Bioshock‘s runtime is spent going up to every box, garbage can, desk, and locker just to see if it’s hiding a bottle of alcohol, or a snack cake, or a bandage, or a pack of cigarettes… all so you can get a tiny bit of HP and/or EVE back. Not only is the image of your character running around and throwing everything he sees in his mouth ridiculous, but it also is just annoying. Like, I get that this fosters exploration, but there’s got to be a more elegant solution. Just having less rewards, but each one is more substantial would save a lot of the anxiety that comes with worrying you’re missing any loot in the area.
    • Now, as much as I hate the looting system, I will admit that it is integral to making the WYK room work, because you see the items before you even enter the room, so you’re primed to enter with your back already turned to the wall. Then, when you turn around, you slowly go “hey wait a sec…”
  • Alarms SUUUUUCK – The security systems are cool in concept, and it’s really fun to turn them against your enemies… but, my God, set off an alarm and you are going to get subjected to a full minute of wave after wave of flying gun turrets swarming you and unleashing a torrent of gunfire your way. Getting spotted basically forces you to rush to the nearest alarm shutdown panel, or hack a few of them to make it a tolerable fight (which also halts the game’s pace), but that’s something you’ll need to do for EVERY single alarm that goes off in this game. It is, frankly, not very fun to deal with.
  • Finale – It’s pretty well acknowledged that Bioshock‘s final stretch is disappointing. It all starts when you undergo the process to become a Big Daddy. What should have been a fascinating body horror sequence, akin to the infamous “Stroggification scene” in Quake 4, instead just has you collect a few ingredients, put on a suit, and bada-bing, bada-boom, you’re a Big Daddy now. So what’s it like being a Big Daddy? Well, they put an awful helmet filter over the screen (which covers a lot of screen real estate in the process) and give you +25% damage resistance… that’s it. I’m not even exaggerating when I say that they don’t even change your character model’s hands to show the equipped diving suit… that’s the level of effort that’s gone into making you feel like a Big Daddy here. The subsequent final boss fight with Atlas is also a pretty underwhelming way to end the game.
    • Oh, bonus, during this point in the game, Fontaine constantly calls you to taunt you. He won’t shut the fuck up, to the point where it gets annoying. It’s like I’m living rent free in the dude’s head.

Bioshock absolutely holds up as one of the greatest triumphs in the history of gaming nearly two decades after its initial release. Every complaint I have is minor in comparison to the totality of what has been achieved here, and even the larger issues (ie, the mediocre shooting) are offset by other strengths (ie, the plasmids and how they interact with the environment). The world of Rapture is absolutely spellbinding and getting lost in this world is a joy that few other games can even dream of replicating. If you haven’t played it, I strongly recommend it.

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I hate ads. You hate ads. In order to stop polluting my site with obtrusive and annoying ads, I’ve elected to turn them off on IC2S. That said, writing still takes time and effort. If you enjoyed what you read here today and want to give a token of appreciation, I’ve set up a tip jar. Feel free to donate if you feel compelled to and I hope you enjoyed the article! 🙂