Har har har.
It had an atmosphere, I just didn’t find it nearly as scary as I did SS2. And I only played SS2 two or so years ago. Which just goes to show that you don’t need a game to look good to be scary.
Har har har.
It had an atmosphere, I just didn’t find it nearly as scary as I did SS2. And I only played SS2 two or so years ago. Which just goes to show that you don’t need a game to look good to be scary.
BioShock was a shadow of a game compared to System Shock 2!
I really miss system shock 1…it was just so perfect for the time! still is today IMO
Except for the abysmal controls.
If someone did remake SS2, it would be even better to have both SS1 & 2 remade.
I’d settle for a SS2 remake instead of an actual sequel wich would most likely suck bollocks. And I love Bioshock, can’t wait for Bioshock 2
Since technically BioShock is a sequel and a remake of sorts, your post rather confuses me.
Fun fact: BioShock is neither a sequel nor a remake.
May we call it a spin-off then?
It’s a “spiritual successor” to System Shock 2. It has the exact same premise, except for one takes place on a space ship, and one takes place underwater. And different enemies.
As Yahtzee says, the games are almost identical, except for in the fine detailing.
So? Lots of things are spiritual successors to other things. You still don’t call them sequels, unless you’ve an extra chromosome or two.
Story-wise it’s almost identical. Not so every other way. I’ve played both. Bioshock first actually, and after SS2 I actually appreciated it more. SS2 might have been more complex, but in the end Bioshock was just more fun. Saying that they’re the same game except for location/theme and such is a gross misstatement.
But they are. Even the fucking story twist is identical!
Did you play through both? If not, shut up.
Yes. And I actually played SS2 back when it fucking came out!
Well, seeing as how it doesn’t have the same weapons, items, inventory system, enemies, characters or even the same maps, how can you call them the same game? The similarities begin and end at the plot twist.
BioShock uses a dumbed down inventory system. In fact it isn’t even a real inventory system. For example food you just eat straight away, you can’t store it to replenish your health later when you might actually need to.
It uses the exact same normal ammo, anti-armor ammo and anti-personnel ammo system found in SS2
The Splicers are just Hybrids
Audio logs and ghost sequences are copied directly
Plasmids are just Psi powers
The steam-punk setting is just a 40s version of the cyber-punk style of SS2
The weapon system is actually different, much more dumbed down. You can use any weapon or plasmid as soon as you find them, no leveling required.
Also
Atlas = Polito.
Fontaine = SHODAN.
Ryan = Xerxes.
This is the biggest thing that people ride on when saying the two games are the same. If you look at the rest of the story for both of the games you’ll find almost nothing alike save for ‘twist’. If that’s all it takes for a games story to be a rehash, then by that logic if we found out Borat had a sled named rosebud, it would be a remake of Citizen Kane. Don’t be stupid.
Thank you for supporting how DIFFERENT the two games are.
I don’t remember SS2 having; Electric Buck, Exploding Buck, Trap Bolts, or the easy ammo switching system bioshock had. I also don’t recall my guns falling apart every five seconds in Bioshock.
except there is a variety of different splicers, and one or two types of Hybrids.
I know they both have those, but the dialogue and scenes are different. Your point is null.
Just the concept, the powers themselves are mostly different.
Somewhere along the line you forgot that you were arguing about the game being a remake, and ended up arguing that SS2 was better.:retard:
Dias, stfu.
Yahtzee agrees with me so your opinion is invalid.
Ah yes, i have enough with Dias the beep beep blah blah blah.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.