
Eddie Inzauto of TheGameReviews writes: "I often ponder why we play certain games and not others. More specifically, I question which elements of each game are the most important to the overall experience and my personal enjoyment of it. With BioShock 2, a game that is not presented with a unique interface or radically different way of playing, a marginal hybrid of a first-person shooter, I find that the joy of playing it comes far less from how the I actively influence the game world than from what I passively take away from that world. It is more about exploration than achievement, but could it survive on exploration alone?"

One of the most popular video game franchises of all time is set to receive a Netflix film adaptation, according to an announcement on Tuesday afternoon.
Gee...can't wait to see how many things they change and stray away from, oh don't forget the miscast actors
Netflix did well with Dare Devil and the Punisher and I hear the Witcher is pretty good I know when I had Netflix at the time Stranger Things was also good. But Bioshock I love the franchise Bioshock Infinite is my favorite game I would pay the $21 Canadian just to check out Bioshock. Normally I would never renew my Netflix after they did their price hike but Bioshock would be worth it.
Love Bioshock but I'll prepare myself for the likelihood this will be both crap and a pale imitation of the source material. That covers most video game adaptations and Netflix films.

The best games are able to create a never-before-seen setting and weave a completely engaging story into its DNA. One series beats almost all others out for its environmental storytelling and narrative: BioShock.
Hurts to see the word "worst" related to Bioshock saga.
The 3 games are masterpieces.
oh great. Can’t wait to see the posts of game titles in a ranked order without context as to why.

In a podcast with Wassup Conversations, Jordan Thomas, director and the writer of BioShock 2 reveals his initial ideas for a new rapture and how they were shut down by 2K.
"My first proposal was about a little sister, it was playing as a little sister and it was much more horror-oriented pace and about vulnerability, closer to Thief frankly, but I was told no, we want it to be our Gears of War, this need to be a big shooter franchise with an emphasis on the shooter element, and so what I think of the protagonist of a shooter as is a big lumbering sort of porthole on a stick with guns sticking out in front like you’re almost a vehicle."
And he also wanted it to be above the sea or in space. What a wasted opportunity.
It's surprising the game turned out to be good with this guy at the helm. The combat mechanics were actually the biggest improvement in the sequel as much as he wouldn't want to hear that, everything else was inferior.
Have yet to play Bioshock 2, but exploring Rapture the first time around was a joy that I won't soon forget.
I really wish there'd been more encouragement of exploration of Rapture. It all felt too forced and pushed into getting on with the main storyline. Mostly thanks to that pesky 'go here' arrow.
eddieinzauto: The only guy who could legitimately pull off the phrase "banal, interstitial combat".
I think there are some really ballsy recommendations here, and as bold a move as they might have been for the Bioshock series, it'd definitely be worth a try.
When playing through Bioshock 2, I didn't feel that empowerment that you would normally think of as a Big Daddy, but at the same time I didn't really notice or care too much. The first game was successful without that element, so I just kind of saw it that way. However, the idea that splicers would run away from you, or that you could screw with other big daddies by trapping them or stealing their little sisters sounds just, if I may, Boston, wicked awesome.
I agree with the sentiment that the combat was in a lot of ways "filler", even though 2K Marin spent so much time on improving that aspect and beefing it up a little. I think that Irrational Games, when they first conceived Bioshock, essentially as System Shock 2, they wanted it to be largely about this unique combat system, and giving the player choices for how to deal with enemies. I think Bioshock 2 accomplishes that effectively.
HOWEVER, I also think that just because Irrational conceived of that game in one way doesn't mean that's how gamers have received it. What started as this cool idea about choice and how it worked into the plot and had this "meta-game" commentary did end up enticing players more towards the side of the story elements, especially the story of the city of Rapture itself. It kind of stopped being about combat decisions and capabilities, though those were sweet, and it became ALL about Andrew Ryan's "Great Chain", and the distortion of humanity through greed for power and the desire for freedom. Obviously this sounds a little overly dramatic, but I think the point is still solid that the Bioshock series, despite what devs might have had in mind, has evolved into a storytelling-through-explorati on series, and one that was immersive enough because of its uniqueness of environment and story and philosophy to ingratiate itself to gamers worldwide.
"Even actions as simple as roaming halls and reading old posters or observing architectural design, in essence shaping a post-mortem portrait of the former city and life within that city, are far more memorable than the 300th splicer the player shocks and drills into an undersea grave."
I agree completely. I have found the majority of my fun in this game comes simply exploring the world of Rapture when no ones around, or the area has been cleared. I find myself completely fascinated by the city design and gaining insight into how and why everything fell apart.