BioShock 2
BioShock 2 is a first-person shooter video game developed by 2K Marin and published by 2K Games. It is the sequel to the 2007 game BioShock and was released worldwide for Microsoft Windows, PlayStation 3, and Xbox 360 on February 9, 2010; Feral Interactive released an OS X version on March 30, 2012. Set in the fictional underwater dystopian city of Rapture, the game's story takes place eight years after BioShock. Assuming control of an armored Big Daddy known as Subject Delta, players are tasked with fighting through Splicers—the psychotic human population of the city—using weapons and an array of genetic modifications. The game also includes a story-driven multiplayer mode that takes place during Rapture's civil war, before the events of the first game.
BioShock 2 | |
---|---|
![]() Game art, showing the armored protagonist Subject Delta with a Little Sister perched on his shoulder. | |
Developer(s) | 2K Marin[lower-alpha 1] |
Publisher(s) | 2K Games |
Director(s) | Jordan Thomas |
Producer(s) | Melissa Miller |
Designer(s) | Zak McClendon |
Writer(s) | Jordan Thomas |
Composer(s) | Garry Schyman |
Series | BioShock |
Engine | Unreal Engine 2.5[1] |
Platform(s) | |
Release | February 9, 2010
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
BioShock 2 was chiefly developed by 2K Marin, with 2K Australia, Arkane Studios, and Digital Extremes providing additional support. The story received major changes over the course of development. Garry Schyman, the composer of the first game, returned to create the score for BioShock 2.
The game received positive reviews upon release, with praise directed at the game's narrative, art style, characters, ending and gameplay. However, the game attracted criticism for having a slow start and failing to distinguish itself from its predecessor. The multiplayer was supported with downloadable content upon launch, and a new single-player campaign, titled Minerva's Den, in August 2010. The game sold more than 3 million copies, but did not meet the publisher's sales expectations. Retrospective reviews have reevaluated the game as a worthy entry in the BioShock franchise. A remastered version of the game was released as part of BioShock: The Collection for Windows, PlayStation 4, Xbox One, and Nintendo Switch.
Synopsis
Setting
BioShock 2 takes place in the fictional city of Rapture, an underwater metropolis hidden from the rest of the world. Rapture is founded in the 1940s by billionaire Andrew Ryan, who builds the city to escape the tyranny of government regulation and religion.[2] The citizens of Rapture begin "splicing", genetically modifying themselves using ADAM, a substance derived from sea slugs. ADAM is used to create "plasmids" that enable superpowers, such as the ability to create lightning or pyrokinesis.[3] Class conflict and civil war are exacerbated by the harmful side effects of ADAM abuse. Modified and conditioned children called "Little Sisters" collect scarce ADAM from corpses and recycle it,[4] and armored "Big Daddies" protect the Little Sisters.[5][6] Rapture descends into civil war, and the city becomes a crumbling dystopia populated by Splicers, the spliced remains of the citizenry.[6][7] After Ryan is killed by his son Jack (the player character in BioShock 1), the dissident collectivist Sofia Lamb and her followers, known as "the Rapture Family", assume control of the city.[8][9]
Plot
BioShock 2 begins on New Year's Eve 1958. The Big Daddy Subject Delta patrols Rapture with Eleanor, his Little Sister. Lamb, Eleanor's mother, separates the pair and forces Delta to kill himself. Delta awakens in 1968, resurrected by Little Sisters under the direction of Eleanor. The scientist Brigid Tenenbaum informs Delta that he will die unless he finds Eleanor due to their physiological bond. With the help of Eleanor and the entrepreneur Augustus Sinclair, Delta makes his way to Eleanor in Sofia Lamb's stronghold. Traveling through the city, Delta encounters members of Lamb's Rapture Family, and can choose whether to kill or spare them. Delta learns Lamb plans to use ADAM to transfer the minds and memories of everyone in Rapture into Eleanor, with the goal of creating a selfless leader. Lamb sends Splicers and armored Big Sisters to stop Delta, to no effect.
Delta arrives at the containment chamber where Eleanor is held, but Lamb captures him and severs his bond to Eleanor by temporarily stopping Eleanor's heart. Although Eleanor survives, Delta begins to weaken as the bond cannot be re-established. Eleanor transforms herself into a Big Sister to spring Delta from confinement. Together they head for an escape pod that Sinclair has prepared to leave Rapture. The two find that Lamb has converted Sinclair into another Big Daddy, and are forced to kill him. Eleanor and Delta make it to the escape pod, but Delta is mortally wounded by a bomb.
The game's ending depends on how the player interacted with the Little Sisters they encountered, and the fates of the members of the Rapture Family. Eleanor can save her mother or leave her to drown, depending on whether the player spared or killed the non-player characters. If Delta rescued all of the Little Sisters and spares at least one member of the Rapture family when given the choice, he will die in Eleanor's arms, she will absorb his personality and memories, and leave Rapture with the Little Sisters to change the world for the better. If Delta harvested all of the Little Sisters and kills all of the Rapture family when given the choice, then Eleanor will extract Delta's ADAM and become bent on world domination. A mix between rescuing and harvesting the Little Sisters gives the player a choice; Eleanor can absorb his ADAM, or Delta can stop her and die, in which case Eleanor will mourn his death and choose to make her own way in life.
Gameplay

BioShock 2 is a first-person shooter, with the player taking on the role of Subject Delta eight years after the events of the first BioShock game.[4] As in BioShock, the player explores Rapture and fights off Splicers using a combination of weapons, the environment, and plasmids.[10] Plasmids function akin to magic and must be recharged with "EVE" to be used. The player can also equip "tonics", passive bonuses that range from increased speed to reduced EVE usage.[11][9] Several of the weapons in BioShock 2 were previously seen carried by Big Daddies in the first game, including a powerful drill and a rivet gun. Unlike the previous game, the player can use each weapon in a close-range melee attack, and is able to equip a weapon and a plasmid at the same time. If the player is killed, they are revived via "vita-chambers."[12]
Players scavenge ammunition and supplies as they explore Rapture. Money can be used to purchase items at vending machines scattered around the city.[13] Weapons can be loaded with different types of ammunition for greater effectiveness against certain foes.[14] They can also be upgraded up to three times, which enables a special weapon effect—for example, the rivet gun is modified to shoot super-heated projectiles that ignite foes on contact.[15]
Certain returning game mechanics have been streamlined from BioShock. For example, the player can hack security systems and turrets. In the first game, this was a lengthy Pipe Mania-style minigame, whereas in BioShock 2 it is a quick-moving timing puzzle where the player needs to stop a needle on a colored gauge. Stopping on a green area successfully completes the hack, and hitting small blue areas gives a bonus. If the needle lands on the red portion of the gauge, the hack fails and the player loses health.[16][17][13] The research camera mechanic is also changed; in BioShock 2 it records video, and players gain bonuses against enemies or learn new abilities by damaging enemies in creative ways.[18][15]
ADAM is used to upgrade the player's plasmids and tonics. Upgraded versions of plasmids bestow additional abilities for more tactical plasmid usage; for example, an upgraded Electro Bolt plasmid chains damaging electricity between enemies instead of affecting a single target.[9] As a Big Daddy, the player can defeat other Big Daddies and either adopt their Little Sisters, having them gather ADAM for the player, or harvest them for their ADAM outright. If the player adopts the Little Sister, they escort their charge to corpses littered around Rapture and must protect them while they harvest more ADAM.[14][19] Once the Little Sister has collected enough ADAM, the player can choose to harvest or save her. Harvesting or saving Little Sisters will provoke attacks from armored Big Sisters.[20] ADAM can also be collected from slugs when venturing into the oceans around Rapture.[15]
Multiplayer
BioShock 2 features a story-driven multiplayer mode called Fall of Rapture, in which the player takes on the role of one of Rapture's citizens during the civil war in 1959–1960.[9] The citizen is engaged by the plasmid manufacturer Sinclair Solutions to test out their weapons and plasmids as part of a rewards program.[21][22] Players choose one of several playable characters as an avatar. Many of the weapons and plasmids from BioShock return, as well as new ones like a chain gun and the Aero Dash plasmid. Players can create loadouts of weapons and plasmids and customize their character from their apartment, which serves as an optional visual representation of the game's menus.[23] As the player ranks up through play, they receive new story logs and cosmetics.[14]
Multiplayer features seven different game modes.[24] These include the deathmatch modes "Survival of the Fittest" and "Civil War"; "Capture the Sister", a capture the flag mode where the objective to capture or defend is a Little Sister; and "Turf War", where teams compete to control specific areas of a map. Maps are based on locations from the first game.[25][26] As the player progresses through the multiplayer experience, new weapons, tonics, and plasmids are unlocked, in addition to story-related audio diaries available in the player's apartment.[23]
Development
2K Boston and Irrational Games produced BioShock to critical and commercial acclaim.[27] Several ex-BioShock developers moved to 2K Marin, a new San Francisco Bay Area studio parent company Take-Two Interactive formed in late 2007.[28][29] 2K Marin started on BioShock 2 with a core team of eight in November 2007, adding 78 additional personnel at peak development.[30][31] The title was developed in five countries across five time zones.[30] The developers were given three mandates: that the game would ship for PlayStation 3 (the previous game had been an Xbox exclusive at launch); that it would feature a multiplayer mode; and finally, that it would be delivered within two-and-a-half years.[32] 2K Marin was assisted by 2K Australia, 2K China, Arkane Studios, and Digital Extremes,[33] who was responsible for the game's multiplayer component.[32]
Jordan Thomas had been part of the first BioShock's "design pit" at 2K Boston, and developed the distinctive "Fort Frolic" level for the game. He sat next to Alyssa Finley, who became executive producer at 2K Marin and subsequently hired him as BioShock 2's creative director.[34] Thomas said that the first concern with a sequel to BioShock was, "where do you go with this? How do you bring people back to an experience and terrify them and shock them in a way that they're not expecting, but also fulfill the many expectations they're projecting onto it?"[35] Early on, Thomas decided that it could not be a BioShock game without the city of Rapture, and that there were many unseen locations and untold stories that could be explored within the setting.[36] By necessity, The developers wanted to bring some of the mystery back to the location of Rapture, and maintain a balance of surprising old players while introducing the setting to newcomers.[35] Thomas and environmental artist Hogarth De La Plante agreed that the setting of Rapture was fertile ground for new ideas, and that as they were both veterans of the original game, they were excited to add never-before-seen parts of the city and push the artistic style they had developed. "Any idea was out on the table at that point, and I think nobody has played BioShock more than the developers that made it, so I feel like in one respect we are a pretty good litmus test for whether it's still an interesting place or not," La Plante recalled. "And if that doesn't bore us and we're the people that played it for thousands upon thousands of hours, then I think we have a pretty good perspective on how interesting that location really is."[35] The developers decided to make the player a Big Daddy, since they wanted the story of BioShock 2 to be one of an "insider" rather than that of a stranger stumbling across the city, as in BioShock.[37]
Among the goals of BioShock 2's developers was to capitalize or improve aspects of the first game that were received less positively.[38] One such element was the Pipe Mania-inspired hacking minigame. Thomas said that even players who enjoyed the minigames became "numb" to it after repetition; the replacement of the minigame, with hacking that did not allow to pause the game, added more urgency to the gameplay. Another aspect was the choice to harvest or save Little Sisters; by allowing players to adopt the Little Sisters before deciding their fate, Thomas hoped it would help players form a bond with the characters and think about their choice.[39] The developers added more unspliced characters and worked to offer players a greater chance to make decisions that impacted the course of the game.[36][38] "You make decisions about their fate as well, all of which play into the way the story ends," Thomas said. "There's definitely more granularity and dynamism in the narrative of BioShock 2."[40]
Each game level was devised by a team composed of an environmental artist and level designer working collaboratively, as opposed to a workflow where the level was designed and then handed over to art teams to be detailed. Level designer Steve Gaynor recalled that by involving the level designer, they could make sure that gameplay spaces still felt like functional, real spaces, making sure that the Rapture of BioShock 2 still felt like a living, breathing world.[41] A major goal for the gameplay was to maintain a high level of player freedom in how to tackle encounters or play through the game.[42] The game uses a modified version of Unreal Engine 2.5. While the familiarity sped up development, it also provided unique challenges, given the engine was outdated even during its use in BioShock's development.[43]
The story received major changes over the course of development. Initially the game was intended to be a sequel/prequel hybrid, with playable flashbacks that would have shown Rapture in its prime. In practice, Thomas described the flashbacks as terrible: "What Rapture was like in its heyday appeals on paper, but it meant you really couldn't play the game. Players sleepwalked through each scene, which was pretty, but not particularly convincing."[31] Initially there was only going to be one Big Sister (Eleanor) in the game. She was intended to be one of the Little Sisters saved at the end of the first game, but who could not acclimatize to life on land. Returning to Rapture and becoming the Big Sister, she was kidnapping children from the surface in an effort to resurrect Rapture.[44] In game, the character would continually hunt the player down throughout the course of the game, and could not be defeated. This was changed to give the player a greater sense of triumph in fighting the Big Sisters.[45] This Big Sister also presented story problems; Thomas recalled that the reveal the Big Sister was Eleanor felt like a twist when it was not intended to be one, and the character had done so many evil things that she could not be redeemed by the story.[31][46]
With a limited development window, Digital Extremes pushed back on some of the more expansive ideas for the multiplayer, including a persistent massively multiplayer format, in favor of a more standard, match-based player versus player offering.[32] Initially, multiplayer gameplay involved evolving rules throughout the duration of a match, and did not have a team-based component; the developers learned that players found the changing rules confusing, and that gameplay features like customizing your character were more fun when working with a team.[47] The developers limited the amount of weapons and plasmids players could use at a time to match the increased speed of tight multiplayer environments versus the more methodical pace of the campaign.[38]
Art
Character modeler Brendan George recalled that the modelers would have to think about how the concept art would be animated, not directly copying from the concept art to avoid animation issues and the uncanny valley.[33]: 8 Character concept artist Colin Fix recalled that while the teams researched the time period for era-appropriate influences, costumes would need regular adjustment. "[The artists] had an earlier version of Stanley with a swanky Hawaiian shirt that was in the time period, but felt out of place in Rapture. It felt really modern even though it wasn't."[33]: 9
Fix described the splicers as originally perfect J. C. Leyendecker and Norman Rockwell figures, but "totally distorted."[33]: 14 Starting with the recognizably human silhouettes of the splicers established in BioShock, the artists decided to push into more varied forms. Early concepts had parasite-covered splicers or air sacs, along with translucent, bioluminescent skin, but finding that these "human blobs" did not instill a sense of sadness in the player, the artists moved back to more conventional forms.[33]: 17–29 To create the multiplayer characters of pre-fall Rapture, Digital Extremes developed more than 26 character concepts, which were then narrowed down to a few archetypes that would represent a cross-section of the Rapture population.[33]: 38–43
The Big Sister was, according to animation supervisor Jeff Weir, the first thing Jordan Thomas talked about to the animators when they arrived at 2K Marin.[48] The character challenged the team to convey her backstory and personality through the design. Fix started with descriptive words on a page, moving to thumbnails and silhouette concepts. Early inspiration for the character's design included racing dogs, and the idea of a character that carries itself in a restrained way until it explodes in action. "[We thought] of her as graceful and yet awkward at the same time, and that's really the hard challenge that we had with her. Actually in terms of design, there were lots of fun things, like at one point she had a sort of 'Fallen Angel' feel to her, like broken wings," Weir recalled.[49] Motion capture sessions were used for inspiration for the alternatively awkward and fluid motion of the character, though none of it was used in the final product. In developing her visual design, the team tried to balance the design influence of the Big Daddies with a unique look. Soft design elements influenced by the story, like Little Sisters that would ride around in the Big Sister's cage and draw on her armor, were added to complement the harsh metal of the rest of the character.[50]
Audio
Michael Kamper served as BioShock 2's audio lead; he joined 2K Marin to work on BioShock 2 after the closure of Electronic Arts Chicago. Only a single sound designer had worked on the previous BioShock's lauded sound, which Kamper called "intimidating"; "we were all basically coming into the project as fans of the first game." While Kamper collaborated with the leads for other facets of the game, he was given wide latitude to develop the sonic style of the game. Kamper, in turn, gave his team freedom to use whatever software they wanted to create and manipulate sounds, not wanting to limit their creativity.[51]
The setting of BioShock 2 ten years after the first game established the sonic atmosphere. "I really wanted the ambience to sell the fact that Rapture was constantly falling apart around the player", Kamper recalled. In addition to lots of creaking and groaning sounds to accentuate the setting's disrepair, Kamper and the audio team added non-diegetic sounds that grow in frequency the closer the player gets to the end of the game to convey the mounting insanity of the Splicers. The Big Sister's sound effects were created by layering sounds from birds, hyenas, and Kamper's wife doing impressions of a dolphin. The audio team spent time trying to immerse the player in their role of a Big Daddy through the audio, from the heavy sound of the footsteps to impacts and water drips on the player's armor. Audio programmer Guy Somberg created a background sound system that allowed the team to layer stereo and mono sounds together depending on the player's location, creating organic and random ambient soundscape for the levels. Multiplayer sounds were handled by Digital Extremes, who along with Kamper's team had to make sure their sounds cohered not only with each other's work, but with the sounds of the first game.[51]
Garry Schyman reprised his role as BioShock's composer to create the score for BioShock 2. He wrote that "scoring a sequel to a major hit game is always a challenge," and the praise his BioShock score received made things even more difficult. He decided to retain some elements and motifs from the first game—use of the solo violin, and compositional techniques common in the mid-20th century setting—while creating something different.[52] While expectations were higher, Schyman noted having played the original game and using an established style made the process easier.[53][54] Among the elements the developers tried to improve on from the first game was adding more cues for the combat sequences in each level.[55]
Once the game's tone and style was established, Schyman worked off specific requests from the audio director for individual pieces of music.[53] Kamper recalled that "[Schyman] really, really did a wonderful job" with molding the music to fit Thomas' and his intended mood and tones. The results, such as the music for the Pauper's Drop level, were different from anything else in the first game. To test how the music fit for each level, Kamper would send Schyman video footage of the game, which would then be appraised with the new score to see how well it meshed.[55] Kamper split some of Schyman's tracks to use as leitmotivs; the opening track of Eleanor and Delta together was divided in later renditions, using the deeper cello for Delta and the violin for Eleanor.[51] The score was recorded with a 60-piece ensemble of the Hollywood Studio Symphony at Capitol Studios.[56]
In addition to the original music, BioShock 2 makes extensive use of licensed music from the time period. "Similar to the first game, we tried really hard to instill a sense of thematic cogency with our picks that the message that is coming through the licensed tracks," Thomas said, adding that blues and religious music were important to the sequel's themes, and that while the first game had used more commercial pop music, they wanted a broader range. Music from BioShock was used in the multiplayer portion of BioShock 2 to help connect it back to the time period of the first game.[55]
Themes
In contrast to the first BioShock's focus on libertarianism and Ayn Rand's philosophies, BioShock 2 focuses on collectivist ideals.[46][57] Lamb's philosophy of altruism is based on that of Karl Marx and John Stuart Mill.[58] "Her motto is 'Make the world your family' meaning force your mind into becoming loyal to the world in a way usually reserved for your child, and that's intellectually daunting," said Thomas.[46] In comparison to the first game's questions of free will and destiny, Thomas said that the player character is "almost the ultimate individual" whom Lamb goads to fulfill her goals.[46] Professor Ryan Lizardi draws parallels between BioShock 2's themes of community versus the individual and the extremes of Ryan and Lamb's philosophies, and the issues of McCarthyism and the hippie movement that occurred around the time period of the game's setting. "BioShock 2 specifically asks players to question all sides of debates when extreme stances are taken," he writes.[59] BioShock 2 also deals with cult of personalities,[60] technocracy,[61] moral absolutism,[62] fatherhood,[60] class war,[58] equalitarianism, parenthood, childhood, and family.[63][60][61]
Release
BioShock 2 was revealed through a teaser trailer hidden in the PlayStation 3 version of BioShock in October 2008.[64][65] The teaser came with the subtitle Sea Of Dreams, which was ultimately dropped.[66][67] The game's release was preceded by an alternate reality game, "There's Something in the Sea".[68][69]
BioShock 2 was released on Microsoft Windows, PlayStation 3 and Xbox 360 platforms on February 9, 2010.[70] A Special Edition of the game, which was limited to a single production run, contains the game along with three posters featuring fictional advertisements from Rapture that reveal hidden messages under a black light,[71] the orchestral score from the game on CD, the orchestral score from the original BioShock on vinyl, and a hardbound, 164-page art book. It is packaged in a 13 by 13 in (33 by 33 cm) case with special art on both the slipcase and the box cover.[72][73] A smaller limited edition, titled BioShock 2 Rapture Edition, was officially announced on December 2, 2009. Its contents are the game and a smaller, 96-page art book, packaged together in a special slipcover. As with the Special Edition, the Rapture Edition was limited to a single production run.[74] The game's launch was preceded by midnight events across the world, including a gala in San Francisco attended by developers.[75]
The game was later bundled with BioShock as BioShock: Ultimate Rapture Edition.[76] A remastered version of BioShock 2 (along with Minerva's Den) was released as part of BioShock: The Collection for Microsoft Windows, PlayStation 4, and Xbox One in September 2016, as well as a standalone update for existing Windows owners. The standalone version of the remastered version as well as The Collection was released on the Nintendo Switch on May 29, 2020.[77]
Sales
In its first week of release, BioShock 2 was the best-selling Xbox 360 game in the UK and North America.[78] In the U.S., NPD recorded it as the top selling game of February with 562,900 units sold on the Xbox 360, and 190,500 on the PS3. Gamasutra state a possible reason for the Xbox 360's greater sales was the original BioShock's 14-month exclusivity on the platform.[79][80] It also held the first and second positions on the Steam release charts.[81] In its first month of release, BioShock 2 was number 1 in sales for the Xbox 360 and number 12 for the PlayStation 3.[82]
By March 2010, BioShock 2 sold 3 million copies across all platforms, close to the original BioShock's 4 million lifetime sales at the time.[83] In an earnings call, Take-Two Interactive's chief financial officer noted that the game had "lower than expected" sales, adding "sales slowed down sooner than we expected."[84] Prior to the game's release, Take-Two chairman Strauss Zelnick said he expected the game to sell 5 million copies across all platforms.[85]
Downloadable content
BioShock 2 was supported post-launch with patches and technical fixes, as well as new downloadable content (DLC) for its single player and multiplayer modes.[86] The first DLC, the Sinclair Solutions Test Pack, was released March 11, 2010. It added new player characters, cosmetics, and a multiplayer level increase.[87] This was followed on May 11 by the Rapture Metro Pack, which added six new maps and new achievements. Also released alongside the Rapture Metro Pack were additional characters and a new game mode.[88] The Protector Trials Pack added a single-player challenge mode that has the player defend Little Sisters against swarms of enemies in a variety of challenge rooms. The content contains six maps based on locations from the main game, alongside three difficulty levels, seven Achievements/Trophies, and new concept art and videos to unlock.[89] This downloadable content was released on consoles in August 2010 and on the PC in March 2011.[90]
The final BioShock 2 DLC was Minerva's Den, released on August 31, 2010. It is a single-player campaign with a plot completely separate from that of the main campaign. The player assumes the role of Subject Sigma, another Alpha Series Big Daddy, as he travels through Minerva's Den, home to Rapture's Central Computing. The campaign adds three new levels and provides deeper insight into Rapture's inner workings. The add-on also features new weapons, a new plasmid, and new enemy types.[91][92] The DLC was released on PC on May 31, 2011.[90]
With the closure of the Games for Windows – Live Marketplace, the PC version of BioShock 2 was patched in October 2013 to remove Games for Windows Live in favor of Steamworks support for matchmaking. In addition, Minerva's Den was released for free for players who owned BioShock 2 before the patch.[93][94]
Reception
Aggregator | Score |
---|---|
Metacritic | X360: 88/100[95] PC: 88/100[96] PS3: 88/100[97] |
Publication | Score |
---|---|
1Up.com | B+[98] |
CVG | 9.1/10[99] |
Edge | 8/10[100] |
Eurogamer | 8/10[101] |
Game Informer | 8.25/10[102] |
GamePro | ![]() ![]() ![]() ![]() ![]() |
GameSpot | 8.5/10[104][105] |
GameSpy | ![]() ![]() ![]() ![]() ![]() |
GamesRadar+ | 10/10[107] |
IGN | 9.1/10[108] |
OXM (UK) | 9/10[109] |
BioShock 2 met with a positive reception on release, although not as warm as that of its predecessor.[110] According to review aggregator Metacritic, the game has a weighted average critic score of 88 out of 100 across its released platforms.[95][96][97] Reviewers noted that BioShock 2 was fundamentally similar to its predecessor, with opinions split on whether this was good or bad. GamesRadar's Charlie Barratt wrote that the game successfully honored what made the original good, while breaking new ground.[107] PC World's Will Herring considered 2 to have surpassed the original.[111] In contrast, critics such as The A.V. Club's John Teti, The New York Times' Seth Schiesel, and GameSpy's Anthony Gallegos felt that by hewing so closely to the original, it paled in comparison,[106][112][113] or else failed to meaningfully expand on the original.[114][98]
Critics often highlighted the gameplay changes as improvements on the original.[115][116] Gallegos found that the changes including dual-wielding plasmids and weapons made combat less clumsy.[106] Reviewers for GamePro and Computer and Video Games highlighted the new enemies as standouts.[103][99][100] Edge appreciated the gameplay improvements, but felt that some rough edges from BioShock remained, such as annoying, rather than engaging, Splicer fights, and unsatisfying weapon handling.[100] Likewise, Team Xbox complained scavenging for supplies was tedious and that they wished some parts of the gameplay came with more quality-of-life improvements.[114] 1UP.com's Justin Haywald and others found the repeated Little Sister protection sequences frustrating.[98]
The game's campaign was generally well-received,[117] with Computer and Video Games's Andy Robinson writing that the game drew from the best of BioShock 1's levels by interspersing narrative in a satisfactory fashion.[99] Criticism included a slow start to the story,[101][102] as a repetition of similar structure and beats to the original—Haywald wrote that the plasmid progression and even the feel of the character hewed too close to BioShock. "It's hard to feel like you haven't done it all before," he said, adding that the story felt like it existed to serve game mechanics, rather than the other way around.[98] Entertainment Weekly's Adam B. Vary felt that the refinements to the morality systems were the biggest improvement BioShock 2 had over the original; "BioShock 2 is peppered with live-or-die moral quandaries that affect the game throughout."[116]
The multiplayer was conflictingly received. Haywald and GamePro's Will Herring liked the mode, feeling it worked better than it should have on paper.[103][98] Gallegos and Chad Sapieha of The Globe and Mail wrote that the multiplayer was unnecessary, and few people would either buy it for the multiplayer mode or play more than a few games before returning to an established online shooter,[106] while GameSpot's Lark Anderson insisted the multiplayer mode would greatly add to the game's longevity.[118][104] Destructoid's reviewer called out the game's appeal as undifferentiated from other shooters, and based on luck rather than strategy.[117]
Retrospectives have reconsidered BioShock 2 in the series, and among gaming as a whole. Game Developer and Kotaku considered BioShock 2 the forerunner of the walking simulator genre of story-focused games.[43][119] Eurogamer wrote that whereas BioShock was a story about a city, BioShock 2 was a story about the people within that city, and its focus on character offered more emotional moments and made it the "human heart" of the series.[60] Critics who appreciated the game's improved gameplay and focus on emotional beats rated it an under-appreciated sequel.[32][110][119][120][121] Critics from GamesRadar and Vice went further and called it the best game of the series.[63][122]
Notes
- 2K Australia, Arkane Studios and Digital Extremes provided additional support.
References
- Gaudiosi, John (February 9, 2010). "Unreal Engine 2.5 Still Brings Rapture Alive in Bioshock 2". Unreal Engine. Archived from the original on July 25, 2011. Retrieved July 26, 2011.
- Staff (February 10, 2010). "BioShock 101: The Story So Far". GamesRadar+. Future US. Archived from the original on February 10, 2018. Retrieved June 29, 2020.
- Westgarth, Michael (February 12, 2014). "Science inches closer to real BioShock-style plasmids". Ars Technica. Condé Nast. Archived from the original on January 9, 2020. Retrieved January 4, 2020.
- Schedeen, Jesse (January 28, 2010). "Big Boss Of the Day: BioShock's Big Daddy". IGN. Ziff Davis. Archived from the original on August 3, 2016. Retrieved May 24, 2016.
- Martin, Joe (August 21, 2007). "BioShock Gameplay Review (page 2)". Bit-tech. The Media Team Ltd. Archived from the original on October 11, 2007. Retrieved November 4, 2007.
- Serwer, Adam (February 18, 2010). "Welcome To Rapture". The Atlantic. Emerson Collective. Archived from the original on July 25, 2019. Retrieved June 29, 2020.
- Onyett, Charles (August 16, 2007). "BioShock Review". IGN. Archived from the original on August 17, 2007. Retrieved August 16, 2007.
- Aziz, Hamza (October 29, 2009). "BioShock 2 through the eyes of Big Daddy". Destructoid. Enthusiast Gaming. Archived from the original on July 2, 2016. Retrieved June 30, 2020.
- Sapieha, Chad (January 29, 2010). "The man who made BioShock 2". The Globe and Mail. Retrieved December 24, 2020.
- Kohler, Chris (April 22, 2009). "First Look: BioShock 2 Takes Bold Trip Back To Rapture". Wired.co.uk. Archived from the original on June 11, 2016. Retrieved May 24, 2016.
- Frushtick, Russ (February 3, 2010). "'BioShock 2' Guide - Every Plasmid And Tonic Revealed". MTV. ViacomCBS. Archived from the original on April 18, 2011. Retrieved May 24, 2016.
- Nelson, Randy (April 23, 2009). "Joystiq interview: BioShock 2". Joystiq. Archived from the original on April 24, 2009. Retrieved April 23, 2009.
- Kohlar, Chris (October 29, 2009). "Hands On: Big Sisters Are Watching In BioShock 2". Wired.co.uk. Archived from the original on June 11, 2016. Retrieved May 24, 2016.
- Cohen, Corey (September 2009). "Welcome to the Funhouse". Official Xbox Magazine. 1 (100): 49–54.
- Liang, Alice (December 14, 2009). "BioShock 2 "Pauper's Drop" Preview". 1UP.com. Archived from the original on May 26, 2016.
- Bramwell, Tom (October 29, 2009). "BioShock 2 Hands-On". Eurogamer. Archived from the original on June 24, 2016. Retrieved May 24, 2016.
- Gibert, Ben (February 12, 2010). "BioShock 2 hacking minigame could cause issues for colorblind gamers". Joystiq. Archived from the original on August 4, 2016. Retrieved May 24, 2016.
- Ahearn, Nate (January 11, 2010). "BioShock 2: A Rapturous Adventure". IGN. Archived from the original on August 3, 2016. Retrieved May 24, 2016.
- "BioShock 2 Pauper's Drop Preview". 1UP.com. Archived from the original on January 20, 2012.
- Garett, Patrick (December 21, 2009). "Hands-on with BioShock 2 in London". VG247. Videogaming247 Ltd. Archived from the original on September 19, 2016. Retrieved May 24, 2016.
- "BioShock 2 multiplayer goes to Digital Extremes". GameSpot. CBS Interactive. May 11, 2009. Archived from the original on September 15, 2014. Retrieved May 24, 2016.
- Breckon, Nick (June 4, 2009). "BioShock 2 Multiplayer Impressions: Undiscovered Rapture". Shacknews. Archived from the original on June 14, 2011. Retrieved July 9, 2009.
- Varanini, Giancarlo (June 4, 2009). "BioShock 2 Impressions". GameSpot. CBS Interactive. Archived from the original on July 5, 2017. Retrieved May 24, 2016.
- "The Many Modes of Multiplayer". 2K Games. November 10, 2009. Archived from the original on February 28, 2012. Retrieved December 3, 2009.
- Sterling, Jim (October 28, 2009). "BioShock 2 'Capture The Sister' mode unveiled". Destructoid. Enthusiast Gaming. Archived from the original on August 13, 2016. Retrieved May 24, 2016.
- Aziz, Hamza (August 29, 2009). "Partying Like It's 1959 in BioShock 2's Multiplayer". Destructoid. Enthusiast Gaming. Archived from the original on December 2, 2009. Retrieved December 3, 2009.
- Chalk, Andy (September 2, 2008). "BioShock Postmortem Discusses The Good and Bad of Game Development". The Escapist. Defy Media. Archived from the original on September 10, 2008. Retrieved June 28, 2016.
- Staff (March 20, 2009). "Q&A: Ken Levine talks BioShock, reminisces about X-Com". GameSpot. CBS Corporation. Archived from the original on June 28, 2010.
- "Take-Two Interactive Software, Inc. Announces Formation of 2K Marin". Take-Two Games. Take-Two Interactive. December 17, 2007. Archived from the original on April 7, 2016. Retrieved June 18, 2016.
- "TidBits; Fun Facts About BioShock 2 by 2K Games". Game Informer. No. 204. April 2010. p. 29.
- Porter, Will (May 19, 2010). "BioShock 2 was almost a semi-prequel hybrid". GamesRadar. pp. 1–2. Archived from the original on April 13, 2016.
- McGlynn, Anthony (February 9, 2020). "BioShock 2 came out 10 years ago: was its multiplayer really that bad?". TechRadar. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Deco Devolution: The Art of Bioshock 2. 2K Games. 2010.
- Smith, Ed (September 15, 2016). "BioShock's Jordan Thomas Discusses the Acclaimed Trilogy". Vice. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Thomas, Jordan; Hogarth De La Plante (April 13, 2009). BioShock 2 Podcast Ep. 1: Welcome Back to Rapture (Podcast). 2K Games. Event occurs at 27:08. Archived from the original (mp3) on April 9, 2016. Retrieved August 18, 2016.
- "Who's The Daddy Now?". GamesTM (82): 65–67. April 2009. ISSN 1478-5889.
- Laughlin, Andrew (May 24, 2009). "Beyond The Sea: 'BioShock 2' Interview". Digital Spy. Retrieved November 6, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Meer, Alex (December 21, 2009). "BioShock 2's Jordan Thomas; Daddy's Back". Eurogamer. pp. 1–2. Archived from the original on February 24, 2010. Retrieved November 6, 2021.
- "Intelligent Design". GamesTM (91): 82. Christmas 2010. ISSN 1478-5889.
- "Intelligent Design". GamesTM (91): 83. Christmas 2010. ISSN 1478-5889.
- Gaynor, Steve; Alex Munn (May 21, 2009). BioShock 2 Podcast Ep. 2: Level Design (Podcast). 2K Games. Archived from the original (mp3) on January 16, 2019. Retrieved August 18, 2016.
- Totilo, Stephen (April 23, 2009). "BioShock 2 Interview: Making Both BioShock Endings Work". MTV. Archived from the original on June 25, 2016. Retrieved November 8, 2021.
- Francis, Bryant (September 23, 2016). "Beyond the sea: Devs look back at the influential BioShock 2". Game Developer. Archived from the original on November 11, 2016. Retrieved November 6, 2021.
- Bramwell, Tom (April 20, 2009). "Preview: BioShock 2; Would you very kindly?". Eurogamer. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - "BioShock 2 Interview: Gameplay and Story Exclusive Interview". GameSpot. December 4, 2009. Retrieved January 23, 2010.
- Plant, Michael (February 1, 2010). "BioShock 2: The interview". The Independent. Independent Print Limited. Archived from the original on December 18, 2013. Retrieved March 11, 2014.
- Leone, Matt (December 16, 2009). "Five Questions With 2K Marin". 1UP.com. Archived from the original on June 4, 2016.
- Thomas, Jordan; Hogarth De La Plante (June 3, 2009). BioShock 2 Podcast Ep. 3: Big Sister Art Progression (Podcast). 2K Games. Event occurs at 1:35–2:10. Archived from the original (mp3) on April 9, 2016. Retrieved August 19, 2016.
- Thomas, Jordan; Hogarth De La Plante (June 3, 2009). BioShock 2 Podcast Ep. 3: Big Sister Art Progression (Podcast). 2K Games. Event occurs at 4:30–6:00. Archived from the original (mp3) on April 9, 2016. Retrieved August 19, 2016.
- Thomas, Jordan; Hogarth De La Plante (June 3, 2009). BioShock 2 Podcast Ep. 3: Big Sister Art Progression (Podcast). 2K Games. Event occurs at 6:00–15:00. Archived from the original (mp3) on April 9, 2016. Retrieved August 19, 2016.
- Isaza, Michael (March 1, 2010). "Exclusive Interview with Michael Kamper, Audio Lead of BioShock 2". Designing Sound. Archived from the original on February 1, 2012. Retrieved August 19, 2016.
- Schyman, Garry (2016). Sounds From The Lighthouse: Official Bioshock 2 Score (album back cover). 2K Games. p. 1.
- Tong, Sophia (May 2, 2011). "Sound Byte: Meet the Composer Behind BioShock – Garry Schyman". GameSpot. Archived from the original on May 5, 2011. Retrieved July 30, 2018.
- Staff (February 9, 2010). "Interview: Composer Garry Schyman Talks BioShock Soundtracks". Game Developer. Retrieved October 12, 2021.
{{cite web}}
: CS1 maint: url-status (link) - North, Dale (February 8, 2010). "Destructoid interview: The music of BioShock 2". Destructoid. Archived from the original on July 27, 2012. Retrieved August 18, 2016.
- Goldwasser, Dan (February 8, 2010). "Garry Schyman scores BioShock 2". ScoringSessions.com. Archived from the original on February 12, 2010. Retrieved February 8, 2010.
- Brophy-Warren, Jamin (February 9, 2010). ""BioShock," a Video Game Based on Ayn Rand's Philosophy, Gets a Sequel". The Wall Street Journal. Retrieved November 6, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Williams, Christopher (February 10, 2010). "Of Philosophy in Bioshock 2: Some Words from the Devs". PopMatters. Retrieved May 25, 2018.
- Lizardi, Ryan (August 2014). "Bioshock: Complex and Alternate Histories". Game Studies. 14 (1). ISSN 1604-7982. Archived from the original on August 28, 2016.
- Cobbett, Richard (June 30, 2016). "BioShock 2 is the underrated human heart of the BioShock trilogy". Eurogamer. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Lewis, Ethan (May 19, 2013). "Bioshock 2 Politics and Religion Part 2: The Lamb of God". Den of Geek. Retrieved May 25, 2018.
- Cowen, Nick (January 13, 2010). "BioShock 2 developer interview". The Daily Telegraph. Archived from the original on January 11, 2022. Retrieved May 25, 2018.
- Smith, Ed (April 14, 2015). "Why 'BioShock 2' is the best 'BioShock'". Vice. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Thang, Jimmy (October 16, 2008). "BioShock 2: Sea of Dreams Revealed". IGN. Retrieved November 8, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Matos, Xav (October 24, 2008). "Bioshock 2: Sea of Dreams teaser confirmed". Engadget. Retrieved November 8, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Purchese, Rob (March 23, 2009). "BioShock 2 doesn't drop subtitle". Eurogamer. Archived from the original on March 26, 2009. Retrieved March 23, 2009.
- IGN Staff (April 2, 2009). "BioShock 2's Subtitle Saga". IGN. Archived from the original on April 4, 2009. Retrieved April 2, 2009.
- Ahearn, Nate (March 5, 2009). "BioShock 2 Teaser Site Launches". IGN. Retrieved November 8, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Velocci, Carli (May 18, 2020). "Mysterious website points to possible future BioShock news". Windows Central. Retrieved November 8, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Orry, James (September 18, 2009). "BioShock 2 release worldwide from Feb 9". VideoGamer. Archived from the original on November 8, 2018. Retrieved September 18, 2009.
- "There Are Secret Messages On Your BioShock 2 Posters". Archived from the original on February 25, 2010. Retrieved February 25, 2010.
- Tobey, Elizabeth (November 19, 2009). "The BioShock 2 Special Edition". 2k Games. Archived from the original on February 28, 2012. Retrieved November 19, 2009.
- McWhertor, Michael (November 9, 2009). "The BioShock 2 Special Edition Is Gorgeous, Groovy". Kotaku. Retrieved October 12, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Tobey, Elizabeth (December 2, 2009). "BioShock 2's Rapture Edition". 2k Games. Archived from the original on January 31, 2010. Retrieved December 3, 2009.
- Tobey, Elizabeth (February 10, 2010). "BioShock 2's Midnight Launch in San Francisco". Cult of Rapture. 2K Games. Archived from the original on April 13, 2016.
- Corriea, Alexa (January 4, 2013). "BioShock: Ultimate Rapture Edition bundles first two games, coming Jan. 14". Polygon. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Carpenter, Nicole (March 26, 2020). "BioShock, Borderlands games coming to Nintendo Switch in May". Polygon. Retrieved March 26, 2020.
- Cowan, Danny (February 12, 2010). "Saling The World: BioShock 2 Heads Xbox 360 Charts in U.S. and UK". Gamasutra. Archived from the original on February 15, 2010. Retrieved February 28, 2010.
- Caoili, Eric (March 10, 2010). "BioShock 2 PS3, Aliens vs. Predator Jump Into February Top 20". Game Developer. Archived from the original on May 9, 2010.
- Matthews, Matt (June 2010). "First Quarter Sales Reveal Console Trends". Game Developer. 17 (6).
- Martin, Joe (February 9, 2010). "Top 10 UK PC games chart". Bit-Tech. Archived from the original on February 12, 2010.
- Helgeson, Matt. "BioShock 2 Tops The February NPD Sales Charts". GameInformer. Archived from the original on July 2, 2010.
- McWhertor, Michael (March 3, 2010). "BioShock 2 Moves 3 Million, GTA IV Sales Pass 15 Million". Kotaku. Archived from the original on March 4, 2016. Retrieved May 24, 2016.
- Kietzmann, Ludwig (August 6, 2010). "Take-Two Q2 revenue up to $268M, BioShock 2 sales 'lower than expected'". Joystiq. Engadget. Archived from the original on January 25, 2016. Retrieved May 24, 2016.
- Jackson, Mike (June 18, 2009). "Take-Two eyes 5m BioShock 2 sales". Computer And Video Games. Archived from the original on August 24, 2011. Retrieved February 28, 2016.
- Remo, Chris (February 22, 2010). "2K Announces BioShock 2 DLC Plans". Game Developer. Archived from the original on September 24, 2016. Retrieved August 20, 2016.
- Hinkle, David (March 5, 2010). "BioShock 2 'Sinclair Solutions Test Pack' coming March 11". Engadget. Archived from the original on August 21, 2016. Retrieved August 20, 2016.
- Sharkey, Mike (May 11, 2010). "Rapture Metro Pack Expands BioShock 2 Multiplayer". GameSpy. Archived from the original on September 19, 2016. Retrieved August 20, 2016.
- Reynolds, Matthew (July 1, 2010). "Single-player 'BioShock 2' DLC announced". Digital Spy. Archived from the original on July 6, 2010.
- Tobey, Elizabeth (October 28, 2010). "Update: Protector Trials, Minerva's Den, and final patch coming to a PC near you". 2K Games. Archived from the original on October 30, 2010. Retrieved July 26, 2011.
- Hinkle, David. "BioShock 2 'Minerva's Den' DLC hits PS3, 360 Aug. 31 for $10". Joystiq. Archived from the original on August 28, 2010. Retrieved August 26, 2010.
- Alexander, Leigh (September 22, 2010). "Interview: Building On BioShock 2 With Minerva's Den". Game Developer. Archived from the original on November 5, 2019. Retrieved November 5, 2019.
- Dyer, Mitch (August 15, 2013). "Microsoft Closing Games for Windows Live Marketplace". IGN. Archived from the original on August 27, 2013.
- Devore, Jordan (October 3, 2013). "BioShock 2 drops GFWL, adds Minerva's Den on Steam". Destructoid. Archived from the original on October 4, 2013. Retrieved October 3, 2013.
- "BioShock 2 for Xbox 360 Reviews". Metacritic. Archived from the original on January 30, 2012. Retrieved July 26, 2011.
- "BioShock 2 for PC Reviews". Metacritic. Archived from the original on December 28, 2011. Retrieved April 1, 2011.
- "BioShock 2 for PlayStation 3 Reviews". Metacritic. Archived from the original on January 2, 2012. Retrieved April 1, 2011.
- Haywald, Justin (February 8, 2010). "BioShock 2 Review for the PS3, Xbox 360". 1UP.com. pp. 1–2. Archived from the original on November 18, 2015. Retrieved July 26, 2011.
- Robinson, Andy (February 8, 2010). "BioShock 2 Review". Computer And Video Games. pp. 1–3. Archived from the original on August 23, 2011. Retrieved July 26, 2011.
- Staff (February 12, 2010). "Review: BioShock 2 | Edge Online". Next-gen.biz. Archived from the original on May 9, 2012. Retrieved July 26, 2011.
- Bramwell, Tom (February 8, 2010). "BioShock 2 Review | Xbox 360". Eurogamer. Archived from the original on August 17, 2011. Retrieved July 26, 2011.
- Reiner, Andrew (February 8, 2010). "Bioshock 2 Review". Game Informer. Archived from the original on July 30, 2012. Retrieved April 1, 2012.
- Herring, Will (February 8, 2010). "BioShock 2 Review from". GamePro. Archived from the original on December 25, 2010. Retrieved July 26, 2011.
- Anderson, Lark (February 8, 2010). "Bioshock 2 Review". GameSpot. Archived from the original on April 15, 2012. Retrieved April 1, 2012.
- Anderson, Lark (February 8, 2010). "Bioshock 2 Review". GameSpot. Archived from the original on June 28, 2012. Retrieved April 1, 2012.
- Gallegos, Anthony (February 8, 2010). "GameSpy: BioShock 2 Review". GameSpy. Archived from the original on July 26, 2011. Retrieved July 26, 2011.
- Barratt, Charlie (February 8, 2012). "Bioshock 2 – Review". GamesRadar. Archived from the original on November 5, 2012. Retrieved April 1, 2012.
- Onyett, Charles (February 9, 2010). "BioShock 2 Review — PC Review at IGN". IGN. Archived from the original on March 31, 2012. Retrieved July 26, 2011.
- Hicks, Jon. "Xbox 360 Review: Bioshock 2". Official Xbox Magazine UK. Archived from the original on March 21, 2012. Retrieved April 1, 2012.
- Dunsmore, Kevin (September 16, 2016). "BioShock 2 is Criminally Underrated". Hardcore Gamer.
{{cite web}}
: CS1 maint: url-status (link) - Peckham, Matt (February 8, 2010). "BioShock 2: A Sequel that Surpasses the Original". PC World. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Teti, John (February 15, 2010). "BioShock 2 review". The A.V. Club. Archived from the original on September 11, 2011.
- Schiesel, Seth (March 5, 2010). "Making Another Dive Into Evils of the Deep". The New York Times. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Price, Tom (February 8, 2010). "Bioshock 2 Review (Xbox 360)". TeamXbox. Archived from the original on April 9, 2012. Retrieved April 1, 2012.
- Williams, Stuart (April 2010). "BioShock 2". Empire. 1 (250): 171.
- Vary, Adam (February 26, 2010). "BioShock 2". Entertainment Weekly. 1 (1091): 79.
- Sterling, Jim; Gutierrez, Rey (2010). "Review: BioShock 2". Destructoid. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Sapieha, Chad (February 9, 2010). "Bioshock 2: Brainy and moving, with exemplary action". The Globe and Mail.
- Alexandra, Heather (December 11, 2019). "The Most Underrated Games Of The Decade". Kotaku. Retrieved November 7, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Bowman, Jon (March 16, 2018). "Ten Underappreciated Sequels That Never Got Their Due". Game Informer. Retrieved November 7, 2021.
{{cite magazine}}
: CS1 maint: url-status (link) - Olivares, Vladimir (March 28, 2021). "Why BioShock 2 Is an Underrated Masterpiece". Comic Book Resources. Retrieved November 9, 2021.
{{cite web}}
: CS1 maint: url-status (link) - Kelly, Andy (December 29, 2016). "Revisiting the underrated BioShock 2 and finding that time has been kinder to it than the reviews were". GamesRadar. Retrieved November 9, 2021.
{{cite web}}
: CS1 maint: url-status (link)
External links
![]() |
Wikiquote has quotations related to: BioShock 2 |