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As a Big Daddy, your interaction with Little Sisters is more complex than just harvesting or saving them. You'll come across the girls in much the same way, with their clomping protectors in tow as they flit about the abandoned hallways. A new Big Daddy type is shown, the can-faced Rumbler, who can throw down handfuls of mini-turrets. We believe him - the number of interactions between plasmid: and the environment feels to have increased.

You can fire an ice plasmid at a cyclone trap to turn it into a freezing wind, capable of turning splicers into flying blocks of ice. Likewise, the Incinerate plasmid will turn a cyclone trap into a blazing tornado.

And you can electrocute a flying turret to short circuit it. Do this and it'll fall, and if it lands in water it'll zap anyone unlucky enough to be sharing the puddle. As with the first game, there's scope for ingenuity when coming up against Big Daddies, and the world encourages it in its placement of broken water pipes and security cameras.

As soon as you've carved a path to a Little Sister, your binary choice is now between harvesting and adopting her. Adopt, and she hops on your shoulder and guides you to a corpse with magical pheronione-o-vision, a glittering trail of sparkles leading you to a pre-determined body.

According to Jordan, only certain splicer remains are fit to have ADAM sucked out of their torsos, and these corpses are likely to be ones 2K Marin have chosen for us. Ones that sit in well-lit rooms surrounded by enough doors and entry-points to make the inevitable siege unpredictable. They'll also, based on the two occasions in which we found ourselves chaperoning the macabre event, be flanked by security cameras or turrets, both of which can be hacked to turn the arena to your advantage.

Hacking's changed too. Instead of the polarising mini-games of the first BioSliock, in which you'd be faced with an impromptu game of Pipe Mania before being allowed to open a door or crack a safe, you're now presented with a multicoloured bar along which an arrow slides. Stop it in the green and your hacking attempt is a success, stop it in the blue and your aim is true - you'll MacGuyver the turret into being even more effective than usual.

Of course, miss both of these colours and not only are you really bad at a simple reaction-based game, but you fail the hack attempt. Crucially, regardless of whether you fail or succeed, the world no longer grinds to a standstill while you fiddle with objects - this explains why Pipe Mania's been replaced by this rudimentary minigame - turrets will still tear away at you while you're fingering their access panels, and security cameras will gleefully send teams of robots after you while you poke at their innards.

To this end we now have Remote Hacking Darts, which do exactly what you're imagining them to. That you have to collect and ration these darts turns hacking into a commodity rather than a pure skill, and ties the stealth approach to moving through Rapture more closely to the action approach.

Whereas hacking in BioShock - those times you ran through hails of gunfire to reach the safety of your frozen Pipe Mania limbo - felt entirely like cheating, it instead feels like true ingenuity and resourcefulness in BioShock 2. Just as we prepared for Big Daddy encounters in the first game, we prepare for splicer sieges in the second.

As soon as you set down your Little Sister to allow her to harvest a corpse, the deranged residents of Rapture flood into the room to They're certainly angry, and as our rivet traps, now-allied turrets and cyclone plasmids roar into life, the room is the scene of the most frenetic combat Rapture's yet seen. Your preparations falter soon enough and you're left protecting your Sister with reliable plasmids and guns.

And drills. This is where dual wielding begins to pull its weight. Your role as a Big Daddy might not imbue you with any immediate -sense of physical superiority over Jack - but the ability to wield a plasmid in one hand and a weapon in the other allows for far more fluid combat with splicers, and at a faster pace too. A paralysing electrobolt followed by a torso-mangling thrust of your drill replaces a similar, wrench-based manoeuvre from the , first game, while the benefits of being able to shred a screaming housewife with Gatling gun rounds while simultaneously grilling her with your upgraded Incinerate plasmid are obvious.

This is where BioShock 2 truly makes you feel powerful. A good thing too, as elsewhere, your stature as a Big Daddy - the toughest enemies from the first game - seems to have been neutered at every turn. Splicers are more powerful, as Jordan explains. They're able to take on a Big Daddy with ease. So you're really fighting for survival. Brutes are one of these new breeds of splicer, Mafia goon-types with broken fedoras who've been caning the strength tonics in the decade between games.

They're walking tanks - not a million miles from Left 4 Dead s Tank in terms of aesthetics - and they'll take a fair few smacks before they give it up. So you can't just whittle them to death in the way that you once did. You're now in the clomping, commanding iron boots of a genetically advanced, physically-superior super-mutant, but your stomping grounds are populated by enemies more powerful than ever before.

The net total of all this line-shifting is a game that feels severely similar to BioShock in its play style, visual style, format, plot and pace, and that's something that should cause furrowed brows and much concerned wibbling among those who were expecting more of a departure from the brass-and-glass underwater kingdom.

Concerned wibbles aside, it's the setting that will ultimately impress, and the opportunity to return to one of gaming's most original locations in order to rummage around bits of the -a city that went curiously unnoticed in the first game. Ryan Amusements alone is testament to the sort of quality set-piece locations 2K Marin are capable of conjuring up, dark and twisted insights into the unhinged brainwrongs of Andrew Ryan, and places as unsettling as anything you could care to dig out of old Rapture.

That's just the tip of this maddening iceberg too, the real thrill will be in uncovering the crackpots, the Sander Cohens, of this new world. And having had 10 years to properly marinate in their own lunacy, surrounded by naught but sea and splicers, they're sure to be properly cuckoo. So, if the Big Sister none of them isn't running the show, who is? Well, it's Sofia Lamb, a woman as driven and unhinged as the departed Ryan and Fontaine, but one with an opposing philosophy.

Instead of believing that people should be judged by their merits, as Andrew Ryan did, she instead follows an altruistic path, believing that to become a truly enlightened society, we must help those around us.

Exactly how a woman with this ideology made it to Rapture in the first place isn't immediately obvious in fact in an audio diary we hear Andrew Ryan cursing himself for ever having overlooked her views , but in the power vacuum following the close of BioShock she found opportunity to turn Rapture to her own nefarious ends.

Ends, as you know, are usually nefarious. In her audio diaries she talks of Eleanor, a gifted child of Fontaine's orphanage a front to attract children to be implanted with sea slugs to turn them into Little Sisters. Meanwhile Jordan Thomas, creative director, claims that while there are many Big Sisters, there's one in particular who's key to BioShock 2s plot On top of this, what drives your own character is a desire to find your own Little Sister - the one you were specifically bonded to -somewhere in Rapture.

Please feel free to guess BioShock 2s twist months before the game's release. We're hoping, however, that it's not as simple as that. Rapture Was In tatters at the start of BioSliock. Entire sections were flooded and splicers were up to their arses in seawater. The underwater metropolis was losing a fighting battle with water pressure, and was folding in on itself like a giant paper cup. After all, everybody was dead, and that included all of the engineers and technicians who kept the place dry.

There's no way you could set a game in Rapture after the events of the first game - it's physically impossible, the place should be sunk, submerged, drowned and washed away. You're a Big Daddy - actually the first Big Daddy, a prototype of the hulking great maniacs you fight in the first game.

A grown up Little Sister has gone properly mental, escaping Rapture to abduct and return to the city Little Sisters rescued in the original game. Now, with her brood of gene-sucking children back at her side, she's got it into her head that she must maintain the ghoulish balance of Rapture. She'll destroy anybody who attempts to rock this underwater boat, and that's no idle threat considering she's kitted herself out to be a lithe, acrobatic version of a Big Daddy - the deadliest creature the city's seen yet.

You're no plodding slagheap yourself. As the prototype Big Daddy you're faster and more adaptable than your successors, and most importantly, you're able to use plasmids - the genetically-endowed superpowers of the first game.

Of course, giant drills and rivet guns will be available to you too, allowing for gruesome splicer dismemberments. So is this a step away from the cautious gameplay of the first BioShock? Got it. So hacking is part of a manipulator play style - the play style that wants to have every advantage.

You're a faster, more lean Big Daddy as the prototype, but you're still a burly character. So we're having to do new evolutions of the plasmid system, and some of the other systems like hacking, that allow you to further fork your play style and still play as a subtle player if you're interested.

Plasmid upgrades will have a much more immediate effect this time round, and will also be capable of being used alongside regular weapons. So sticking a splicer on the end of your drill, before grilling him with your Incinerate plasmid will be an option.

Splicers will react differently to you too, considering what you are. They'll run from you when their numbers have been whittled down enough.

Hacking remains, though in what form we're not told. You'll still be able to amass a small crew of bots to follow you about the place, and now we're promised you'll be able to repair your tiny mechanical friends should you form a particularly close bond with them. As a beta version ot a true Big Daddy, you begin without a Little Sister, and must steal one from one of the many other Big Daddies glomping their way around Rapture. Whereas previously hi you'd make strategic preparations to bring one of the beasts down before murdering or rescuing the child companion, in BioShock 2 you'll be choosing whether to murder, rescue or adopt.

Little Sisters are so broken that they'll scarcely recognise that you're not their protector, instead they'll scamper over to you, excited to see that you've returned from that particularly gruesome death they just witnessed.

This game is developed by 2K Marin and published by. You can play this game as single player and also multi player as well. Very grim and horrific atmosphere is crafted for this game with grisly background sounds. The storyline of BioShock 2 is continuing the grand and magnificent story of BioShock, for the under water metropolic, Rapture. The players have to explore rapture and fight off Splicers under water enemies. When they explore the raptures, they would collect money, ammo, health items.

So after collecting ammo, money, health and recovery items, they could buy more ammo and machines related to their combat in the relevant city. They would also fight with lunatic human population of under water city and survive themselves safely. Players can use different weapons, tonics and plasmids to combat with their enemies.

Tonics will help the players to improve player movement speed and plasmids help the players to invoke fire. Bio shock infinite is also another part from this series. Which is already uploaded in our site. Published: 1 day ago.

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