Wednesday, 26 June 2013

Darkness II: Game Design Review

Based on the Darkness comics by Image Comics and sequel to the Darkness which was released on the consoles, this sequel continues Jackie's story and the mysterious brotherhood pursuing him. Spoilers will be mentioned in this game design review.

First off, Darkness II is a fun, violent and gory action game. It hits all the right notes with comic book feel using cel-shading voice acting and very solid combat mechanics. I used a Xbox 360 game pad so it might be a different experience with mouse and key board.

What I liked about the game:

Executions have a point- Executions in game are very cool and actually serve a point rather than just to finish off the enemy. You can choose to execute to get health, ammo or a shield which creates a nice tension and choice in the game and each has its own use depending on your situation.

Tentacles- You have tentacles hovering next to you at all times acting as extra arms allowing you to attack as well as grab and throw objects like guns, metal poles, shields and other important items. With the controller, the tentacles are mapped onto the shoulder button. It's quite intuitive and fun and you kind of wonder why other games don't have something similar.

Story combined with action- I think the game has a good balance between gameplay and story weaving both together well without either dragging on to long.

Problems

Linearity- This is a fairly short straight forward game. It's pretty much level after level. The levels themselves aren't particularly creative either just your standard urban environments. I found them okay but nothing I hadn't really seen in other games.

Lack of enemy variety and bosses- The game plays it a bit too safe with the enemies. You'll only be fighting humans and darkness powered humans. That's it. Aside from you, the people you fight are quite tame. Even in the last level where you find inhuman enemies spawned from Hell, they carry around guns that behave exactly like the ones all the humans have been carrying. I was hoping for some cooler enemies you know? The boss fights feel tame as well since the only enemies you'll fight are human bosses.


Disconnected Co-op multiplayer- Co-op is actually quite fun. In the game you choose one of four characters which have different powers and go around completing missions. It feels very strange and although supposedly running parallel to the main game, there is no mention of it in the main story. As a result it feels very disconnected and very shoehorned in.

Darkness explosions need to be bigger- Instead of grenades you can unlock a power early on where anything you pick up and throw explodes into Darkness. Great. Unfortunately the explosion is a bit small. It's sometimes a problem when the explosion hits a corner rather than the enemy you're targeting and nothing happens.

Dark Vortex too random- Dark Vortexes are like super grenades in the game, they are very powerful and pretty much kills anything. Unfortunately they are dropped randomly. I think they should make it more skill based rather than luck based. Maybe if you kill enough small enemies via combos you can summon it up instead.

X button is both grab weapon and heart- minor point but occasionally you end up picking up a worse gun in battle.


Lacks automatic healing- Unfortunately for some reason you can't heal automatically. This usually isn't a problem but sometimes I would end up at the end of a fight with very little health meaning the next fight became harder than it needed to be because there was no one left to consume health from. When I died and the checkpoint was reloaded I ended up in full health allowing me to pass the next area.

Too weak in light- Being a game where you're constantly needing to be in darkness is a great idea but being exposed to light in the game is extremely penalising. Not only do you lose your armour, you start to become blinded making it extremely hard to see. This becomes especially problematic when the enemies start carrying out powerful lights to attack you. It just makes your weakened state even more punishing than necessary.

No climbing- Hard to believe that a guy with the powers of Darkness no less can't even scale walls. I mean seriously? This guy can pick up dumpsters but can't super jump or clamber over walls? Despite all the innovations in attacking this made Jackie feel illogically stunted in the game and reminded me it was 'just a game' rather than an 'experience'.

Melee- Melee combat is okay but I kind of wished they would have done something a bit different. You basically press attack and flick the right joystick in the direction you want the attack to go. But there are two directions horizontal and up and down and the only reason you need to slash up is to activate a special power and stun enemies. I feel like they should have just had melee as an auto attack and use the joystick for something else. Maybe commanding the imp or activating some special dodge move?

Lack of special attacks- There are only two special attacks. A auto-targeting and a stun attack. That's it. I was hoping for something a bit more creative considering you have the powers of darkness. How about summoning up demons or something? In the comics, Jackie could craft all manner of dark beings and dark attacks. Well I understand a video game has balance surely some abilities like 'summon dark fire' would have been cool?

Terrible ending- Okay seriously what is up with the ending? Don't get me wrong, I quite liked the cliff-hanger ending but  also ends up with Jackie trapped in Hell; or the Hell as created by his Darkness powers. I bet you the Darkness III will feature Jackie having to fght his way out of Hell as the first level.

A more satisfying ending would have Jackie fighting his way out of Hell back into reality, partially defeat the Angelus who then escapes and then closing with some sort of: "I don't know what will happen now but its out there" speech which at least provides more closure. You know, a real final boss fight.

Conclusion
The Darkness II is a fun game don't get me wrong and its innovation of tentacles allowing you to quad-wield really increases the fun factor. Unfortunately, despite the premise, the game only adequately delivers its promises but never really forges ahead in the area of innovation. It's a missed opportunity in my opinion and something I hope the next game in the series will fix.


Thursday, 20 June 2013

Farcry 2: Game Design Review

Farcry 2 is an action adventure game taking place in Africa in a fictitious wartorn region. It is a sequel to the original Farcry but its best to call it a thematic sequel than a direct sequel as the only thing that connects both is the theme of an open free roaming world. My original impression of Farcry 2 was good. The game starts by having you pick a character with an interesting history and has an opening showing off the very nice graphics. Most importantly, it didn't slow down on my fairly modest computer. That being said, about an hour in, it's pretty clear to me what the faults of Farcry 2 are. I did play it right to the end, so here's my list of what I liked and disliked after about 20 hours or so of gameplay.

What I liked:
Large well-designed 'organic' looking world- Farcry 2 has a wonderfully crafted sandbox map with each area and region feeling differently well design. This is a virtual explorers dream. It's clear a lot of effort was put into making the map topography and geographic interesting and unique.

Solid combat and stealth- Combat is very satisfying and very fun. There are lots of different guns in the game so there's plenty of choose from. If you prefer going in and shooting everything you'll want to carry mostly automatic weapons while those who prefer a long range approach will prefer a mix of sniper rifle and explosives. There are even flame-based weapons that you can wield to set fire to bushes and grass which can spread and kill enemies! Stealth is also definitely a viable albeit slow tactic especially with silenced weapons you can purchase. Just as importantly, you're always carrying a machete as a melee weapon compared to the first game where it took up an entire weapon slot.

Enemies AI and reactions- The enemies are quite smart in the game and will try to flank you, search for you and work together. They flinch if you shoot but miss them and try and seek cover in general. They'll even try and carry away a team mate who's injured!

Environment physics- The environmental physics such as a fires, winds, lighting and weather really help make this feel like a living breathing world.

Problems:
Static world and enemies- The issue with Farcry 2 is that the entire world like many sandbox games is static and unchanging. Guard posts and enemies continually respawn no manner how many times you destroy them. It doesn't matter how many main quests you complete either, the entire world remains a hostile unfriendly place. This creates a sense that none of your actions have any real weight or impact on the world.


Can't choose multiple quests and poor quest location- Although the game makes it seem that initially you have a choice of faction it turns out you don't have a choice of factions. You have to finish every single main quest for both factions to advance the game.


Lack of story pacing and impact- As a more story oriented gamer this is what disappointed me the most. Farcry 2's storyline is suppose to be about you entering into a war torn region to assassinate the Jackal, an arms dealers who's been arming the two factions. But things go seriously wrong when you enter, you contract malaria and then end up being saved by the Jackal and basically abandoned by the people who hired you. To survive and get out of the country, you start working for both sides of the conflict picking up missions and playing each of the sides against each other.

Now this could have been a great story about moral choice, wartime atrocities, the dark side of human nature. The audio tapes you pick up and philosophy of the Jackal and the ending are actually thought provoking in nature. But the whole story lacks emotional impact because your actions have no consequences in the game. The game world doesn't change, the missions don't change, the way the characters speak doesn't change and when certain game-changing situations occur nothing really happens. You survive and continue to do things in exactly the same way as before, no different from previously. Your choices lack impact undercutting the initial narrative. This is a real shame because for all the freedom the game gives you in the world, the story and narratives as presented is simply uncompelling.


Quests are repetitive- At one point, it just so happened that the main quests and subquests were all located in the same area which meant that I had to visit the same area three times just to do pretty much the same thing, clear it out full of bad guys. It got repetitive and nearly all quests basically involve you going somewhere and clearing everyone out, destroying something, killing someone or picking something up so it can get repetitive fast.

No variety in enemies- Aside from different weapons you'll see the same guys over and over again. Yes some do carry weapons but you're otherwise shooting the same people over and over again.

Enemy intelligence and driving- As mentioned enemies do flank and it's actually fairly realistic. Unfortunately they don't seem to get smarter when it comes to driving. Basically whenever you see a car, the enemy AI will automatically attempt to ram/attack you and then they'll get out and try and shoot you. They have no sense of fear and will quite happily get out of the car as you're shooting them rather than run or drive away. As a result this makes driving more annoying than fun especially when you're trying to travel across to a different part of the map only to constantly attacked every single time you run across a guard post.

Malaria- At the start of the game you contract malaria which serves as an explanation for why you start off so weak and get stronger throughout the game. I thought this was a good idea as opposed the standard amnesia ploy. Your malaria level is related to how many main missions you've done but will also strike at completely random moments throughout the game with no prior warning. And these strikes are serious interruptions when you're unable to move for a few seconds. Occasionally resulting in damage and sometimes death.

No stealth meter or radar- One thing I do miss from the first game is the stealth meter and radar. Unfortunately this makes the stealth portion of the game much harder than before. Some people complain about the lack of crawling compared to Farcry 1 but I didn't really find it too much of an issue as long as I hid in the bushes and foliage.

Buddies are pointless- There is a buddy system in the game where buddies will rescue you if you get knocked out or injured in a fairly lengthy sequence. What else buddies good for? Aside from giving additional missions they don't actually do anything. You can't ask them to accompany you in a fire fight, you can't hire them, you can't drive around with them. It's a real shame considering they gave each buddy a history and animation but they only act as generic NPC backup and only if you get hurt badly enough to pass out.

Conclusion
Overall, I can say I enjoyed Farcry 2 for the first few hours but not the rest. Mechanically very solid but it feels as if no one really took the time to look at the larger game and see how the various bits fit to create a cohesive game. The result is a repetitive game that looks and plays great but just can't offer enough content to justify keep going unless you are solely into shooting. According to reviews, Farcry 3 fixes all this and I think all gamers should skip this game and go straight to Facry 3 instead.


Thursday, 13 June 2013

Dragonball Z: Super Sonic Warriors: Mini-Game Design Review


Dragonball Z: Super Sonic warriors for the Gameboy advance is an arena fighter game where you pick Dragonball Z characters such as Goku, Vegeta and Piccolo and going around blasting, kicking and smacking each other.

My initial impressions is that its a fun game and for the first few hours it was. Mechanically the game is solid. You control 1 fighter at a time and fly around on screen and are able to attack each other from any direction and have other fighters swap in if you're in a team game. There is a very solid rock-paper-scissors balance in the way attacks, blocking and dodging works to good effect. For example, it's easy to dodge and counter the very powerful slow super attacks but if you misjudge the enemy might just follow up with another super attack or several quick fireballs instead.

Each fighter has different special moves and abilities.For example, some of the fighters have homing missiles, others have direct blasts that travel in a straight line, android characters have infinite fireball energy but can only recharge super attack energy via sucking it from the enemy characters. Unfortunately the more I played it the more I realise the lack of special moves and abilities between fighters really hurts the game in the end.

 Because of this, there's not much to say about the game design, you can play this in about 15 minutes and you've pretty much explored most of what the game has. It is a bit difficult to perform certain attacks which require holding two or more buttons down at the same time but you do get used to it.


It's fun to play but I amongst 360 arena battlers I would recommend you go play the Psychic Force series instead for a true arena battler with enough variation and special moves.

Friday, 29 March 2013

Half-Minute Hero: Super Mega Neo Climax Ultimate Boy: PC Game Design Review

Recently in December I won a free copy of the Half-Minute Hero thanks to a twitter giveaway. Having finished it, I thought I would give my opinion of the game.

First of all it a really fun game. The game is an action-puzzler with an fantasy Japanese RPG setting. It uses a lot of existing JRPG cliches but in very much tongue-in-cheek light-hearted manner as to be expected from a game entitled Half-Minute Hero: Super Mega Neo Climax Ultimate Boy. I very much recommend this if you love Japanese RPGs or action-puzzlers.

It's worth explaining the very unique gameplay:
Gameplay Mechanics Overview

Each map is small and has a time limit of 30 seconds before the world is destroyed and you lose the map.
Your Hero starts each level at level 1 with whatever equipment you've equipped. Gameplay for the main Hero mode  is divided into walking around a world map, talking to people in towns/villages and combat.
Like in any RPG, the goal is to defeat the boss.

World Maps- Walking around the world is similar to your standard RPGs. You have a top down view and move your character in classic 2D Final Fantasy manner.
Towns- In towns you shift to a side view, time freezes and you can chat to the people in the town.
Combat- Combat is straight forward. It shifts to side view and your Hero and enemies will run towards each other and start attacking each other rapidly. Each will automatically lose health based on their statistics just like in any RPG until one dies. Winning means your Hero gets experience and gold. Like in any RPG he will level up if he has enough points. Losing sends you back to the beginning of the level.
Time- You have 30 seconds which can be rewound at Goddess statues by paying gold. However the cost will keep rising until it becomes unaffordable.


A great deal of each level is therefore trying to do as much as you can before the timer runs out and then rewinding time to get another 30 seconds. Each level usually has a gimmick, quests or alternative routes you need to finish in order to unlock all the equipment and paths and is a great way to encourage replayability.

Although the last stage you'll play is stage 30-something, there are actually closer to 70 stages because of all the branching plotlines and alternate routes!

Graphics
There are two modes, the first is a retro style similar to 8-bit and 16-bit era games on the Nintendo or Super Nintendo. The second is a Neo-cartoon style which makes everything look like paper cutouts. Personally the new graphics look terrible and I spent all of my time playing the classic retro style.

Other Gameplay modes
Aside from the main Hero 30 mode, here are other other modes as well such as Evil Lord 30 (RTS style gameplay), Princess 30 (a side shooter)  and Knight 30 (top down action mode). These are full game modes (relatively speaking) and feature about 30 levels each.


Should you purchase?
Simply put this is a fantastic game with whole heap of content for just US$10 and an even better deal if on discount! Of course, for me it was so much sweeter because I got it for free thanks to winning a competition!

Issues:
Here are some very minor issues with the game.

Other modes- Other modes such as Classic mode Evil Lord 30, classic mode Princess 30 and classic Knight 30 don't feel as tight and well implemented as the original. For example, the Evil Lord game has you summoning creatures but there's little control except to order them to charge in a direction. It's still fun but compared to tight puzzle gameplay of the first, the other modes feel much less polished and like extended mini-games.

Neo and classic mode Extra modes are different! - I could have missed it! The classic extra modes such as Evil Lord 30 have full games while the Neo-cartoon mode gameplay offers a single level in the other modes. Nowhere is this mentioned that the two graphic modes are actually different! I think its because the Neo-cartoon comes from one version of the game (XBLA) and the classic retro mode comes from another (PSP version).

One 'semi-secret level'- One of the path branches on mission 25 isn't very clear due to lack of dots connecting it on the- A strange move considering that's the only alternate path that lacks a dot.

Conclusion
I loved Half-Minute Hero. Its a fun challenging puzzle action game wrapped in nostalgia. I found it great fun and the sheer amount of content is staggering. Get this if you're a fan of RPGs or Puzzlers!


Alternative endings + Gameplay
There's an alternate path/ending you can unlock by picking up an item in cave on mission 25 which is highlighted in the level summary but seemingly can't be found in the world map. Once you have the item, to access the end from the main menu, press right from Level 25. This will move your cursor to the volcano. Don't forget to try the extra modes such as Evil Lord 30 in both classic and Neo graphics modes as they are different games!


Deus Ex: Human Revolution: Game Design Review

Deus Ex: Human Revolution won't need much introduction for most players. It's a prequel to the Deus Ex and Deus Ex: Invisible War taking place 20 years before the events of Deus Ex. From a game design perspective, it's worth breaking down a little of what the hallmarks of Deus Ex have been in the first two games from my view point and then comparing them to the third.

Gameplay pillars of Deus Ex
First Person Shotter- The first two Deus Ex's were built on FPS engines (Quake and Unreal) and builds upon the FPS genre. You have guns and  standard FPS controls. You shoot people and robots and they die or explode.

Exploration, multiple pathways and interactive elements- Levels tend to be sprawling and here are usually multiple ways to travel through the level. There are usually objects like explosive barrels, crates and terminals that can be hacked to assist the player again giving the player choice in completing the level.

Stealth option- Unlike most action shooters, stealth rather than shooting is usually a viable tactic and often beneficial in many respects as enemies can and do respond to sound and you will often find yourself surrounded if you go in guns blazing.

RPG Elements and upgrades- Your character is able to be upgraded like in a role playing game allowing you to increase various aspects of your character such as being able to run more silently or jump higher

Hubs instead of traditional levels
- Generally each area is broken up into game hubs. Each hub is large interconnected area where you can visit bars or chat with the locals. The 'levels' in the game are either part of the game hub, such as different levels in a bar or areas that you travel to from the game hub. Your character will often return back to the game hub after you successful complete an 'off-site mission'. This gives the impression that your game is taking place in a city or organic space helps immerse the player in the environment.

Logs, stories and subquests- Very often there will minor plots and stories that can be gleaned from logs and computers located around environment. This helps give more substance to the world. Furthermore, certain facts of the world such as passwords or secret locations maybe located in these logs rewarding players for being thorough.

Does Deus Ex: Human Revolution match all of these requirements?

The answer is yes. Every single one of those things are in the game and in a fairly good way.

Game Issues:
However, there are a couple things I would like to mention that disappointed me about the game. Some of which has been part of the series since the first game. Let me say first of all however, this in no way diminishes Deus Ex: Human Revolution. It's still very much a game I recommend playing.


Box simulator- The game has a heap of boxes and crates which serve various useful purposes mostly as a way to get up to high places and distracting enemies. At times it felt like I was playing a really expensive box simulator considering how much stacking and shifting of boxes I was doing.

Vent crawling simulator- Playing as a stealth character in the game means you spend a huge amount of time stuck in vents. I think I spent more than half my time in levels crawling through them or retreating through them. I'm not sure how else to make this less boring but maybe reduce the number of vents and increase the number of catwalks?

Yellow and Gold everywhere- Yes the gold filter is cool but after a while I did wish there were more colours than that. For example, maybe gold could be used for Detroit, green for Hengsha and blue for Singapore?

Melee combat could be better- Melee combat isn't bad but it does feel a bit inorganic since all you really do is head towards one enemy and watch a cutscene about it. If you have an upgrade you can watch Adam take down two enemies at once.

Also any melee combat regardless of whether you're sneaking behind someone or confronting them consumes 1 whole energy bar. This creates a rather strange situation where disabling three guards costs more energy than cloaking for a few seconds or lifting a large dumpster to chuck at them!

There are probably several ways I would improve this. 1) Having takedowns of various 'power levels' where you can slowly take an enemy down without energy or have a faster takedown where energy is drained. 2) Have a system where you can take down a group of close enemies similar to the Typhoon system but for melee. 3) The ability to drop down on enemies and knock them out.


Lethal and nonlethal methods- Being non-lethal is quieter and awards you more points if you knock guards out however at the same time but storywise, this doesn't really seem to affect much at all which is a bit of a shame.


More hubs and levels-There are only 2 major hubs. Detroit and China. Feels a bit of a shame considering how many different cities there are. The last few sections are linear levels and the revelations just come way too quickly compared to the drawn out nature of Detroit and Hengsha. A second or third hub would have really helped pace the game much more instead of the many linear levels that are suddenly thrown at us at the end.

Enhancement variety- I kind of miss the quirky nature of some of the other enhancements in the old games such as the exploding spy drones. I think more thought needs to be given to the enhancements in the game to make them more exciting and with greater variety. Maybe more drones or something.


More and better dialogue battles- These are definitely fun but compared to Alpha Protocol which had plenty of major characters and where each dialogue felt interesting, the dialogue battles here seem a little bland and it's sometimes hard to know whether what you're saying is working or not.

Linearity- Like all the previous games, the game is very linear except for choices at the end. Nothing you do is actually is going to affect the game missions in any real major way.

Nothing new- Throughout the game I got the feeling that I wasn't seeing anything really new in the series aside from the combat and dialogue battles. Everything else, the box stacking, the upgrades etc. the questing system are all gameplay mechanics we've seen before in past Deus Ex games. I'd like to see a more in-depth factional system in progress and different storylines with different missions. For me the linearity of Deus Ex in each game is a real sticking point for me. I understand the need for linearity but surely having multiple plot lines (even if they all converge on the same ending level) is something we can achieve more than 10 years after the original? I guess you could say Alpha Protocol has really raised the bar for other FPS/RPGs when it comes to choice.

Ending- We know the future of Deus Ex so it would be good to clarify what ending was actually canon. Why keep it a secret?

Conclusion
I enjoyed Deus Ex: Human Revolution with its robust combat system and multiple pathways in levels. However, at times it seems like could it use a bit more innovation in the areas I mentioned above. I think making this the final game in the trilogy would be fitting and the next game should take place in a fresh universe with a fresh storyline.

Sunday, 3 February 2013

Clock Tower 2/Clock Tower Playstation: Game Design Review

Clock Tower 2 (Japanese name) or Clock Tower (US release) is an adventure horror point-and-click game for the Playstation. It's a sequel to the original Clock Tower on the SNES. The first game was not released for English speaking countries hence the slightly different title. As before, the scissorsman returns and this time you have to try and figure out how to stop him for good.

What  I liked
Sound- Once again sound plays an important part in the game and the disquiet and ambient noise only heightens the fear. Silence is just as important as noise.

Horror- Like in the first game, you can only run and hide and occasionally ambush the Scissorman. That's pretty much it.

What I didn't like

 Very short- The game can be finished in about 40 minutes if you know what you're doing.

3D graphics aren't particularly exciting- Unfortunately the graphics haven't aged well compared to the 2D sprites of the original SNES horror.

Missing a single item or item can change your entire game- A great deal of the problem with the game is just how Japanese it is in game design. Even missing a crucial item which isn't particular special can mean your entire game is screwed or changed. There are hints in the game you can find and they are useful during replays but the fact that you sometimes don't even know why you're getting a certain ending or what requirements need to be fulfilled to get a 'good' ending is very annoying.

For example at the start, if you want to play as Helen you have to talk to someone once, if you want to play as Jennifer you have to talk to the same person twice. This doesn't really make any gameplay sense. The dialogue itself isn't related to choosing a character, it's just a comment on the other characters. You'll only know this changes your character choice if you collect a hint at the beginning. The hint is viewable in the main menu not in game either so you can only see it if you quite the game!

Missing replayability- In the original Clocktower there was some replaybility as the story itself would randomise certain events and rooms. In this game, that has been pared down somewhat so replaying the first parts of the game are pretty much the same. It's only the last scenario that has any real changes and most of them are fairly minor.

Conclusion
Clocktower 2 is still a scary game and some real good atmosphere going. If you enjoyed slow Japanese horror, you should definitely try it out. If you don't already like the genre however I would recommend you play it once through and just check out some Youtube videos of the multiple endings.

Wednesday, 30 January 2013

Bioshock: Game Design Review

Bioshock is an action RPG developed by Irrational Games and has won many awards. It's an action game taking place in a secret underwater city called Rapture and is a spiritual successor to System Shock 2. Here are my thoughts on the game.

What I enjoyed
Storyline and atmosphere- Great atmosphere and good story and great plot developments One of the highlights of the game.

Penalty free, customisability- I really hate games which force you to replay the game over again if you want to try a different build. I don't have time to replay a 20 hour game much less a 50+ hour RPG. That's why I really liked fact that you can recustomise your character any time you like by returning to a gene bank in the game.


Photo Research- Taking photos is a fun unique take on doing research and gaining special abilities.


Enemy intelligence- Enemies are smart enough to work together, retreat and use healing station.

Environmental damage- You can use water, fire, debris and oil to your advantage in the environment which helps even the odds. I also like how your destroy health stations to get health kits over the long term benefit of being able to heal for money.

What I didn't like

Difficulty curve is all over the place- Due to lots of ammo and health, the normal enemies simply don't pose any real challenge at all. Combined with Vita chambers which basically restore to full health and no cost and the main  game itself is a breeze. The Big Daddys on the other hand are hulking, walking tanks that will decimate you within seconds. They are optional part of the game on every level and there really isn't any real reason to fight them except as an additional challenge of sorts and to make the final boss easier because of all the ADAM you can collect. As a result game swings between mostly easy (normal enemies) to brutally challenging (trying to take down a Big Daddy). It just doesn't work.


Morality system- Very token. You get the choice of saving a Little Sister or killing a Little sister. A and B choices. Very simplistic and just feels silly and pointless.

Slow switching- I don't know about other people but I found that switching between combat and plasmids (physical attacks and magic) a bit too slow and I wished it could be a bit faster. Combat felt 'jerky' rather than fluid at times because of this.

Lack of enemy variety- The world of rapture is very interesting and unique but aside from turrets and cameras, the humans and big daddies are your only enemies. I was hoping for some other variations like mutants as promised in the preview art. A real shame in my opinion since the idea that some humans/splicers have 'evolved' to become even more inhuman could have been really effective and interesting.

Lack of flavour text- Compared to System Shock 2 A lot of the flavour text is missing, there are no descriptions of things in general which I thought was a real shame. That being said, the atmosphere and posters do way more to bring things to life compared to the dull looking corridors of System Shock 2

Lack of mini-games- Aside from the hacking mini-game, there aren't any mini-games in the game. I mean System Shock 2 had a gameboy parody called the gamepig with additional games in it!

AI- AI knows when to take cover and will hunt you down or run away as appropriate. But for some reason they aren't they will still run directly into turrets and cameras in an effort to take it down. They are smart relatively speaking but still fall the same tricks over and over again.

Tactical options soon run out- About 60% way through the game, no new game mechanics or weapons are introduced from then on except for more powerful versions of existing powers. There aren't any new enemies introduced. This means that whatever tactics you develop from the first part of the game such as burning enemies and then shocking them when they cool off in water are just as effective in the second part of the game. It's just something I noticed as neared the end of game as I realised that hadn't really been killing enemies any differently for a long time.


Conclusion
Compared to System Shock 2, Bioshock is a more streamlined evolution rather than revolution. It is enjoyable but almost everything we've seen in this game is seen in System Shock 2 as well. There's plenty to like about the game despite its minor flaws and still worth playing even today.