

The Big Sisters are forming a new army of minions by snatching unsuspecting girls from the surface. Your nemesis is, fittingly enough, a leader of the "Big Sisters," who plans on returning Rapture to its former glory. Set approximately ten years after the events in the original, BioShock 2 casts you in the surprising role of a "Big Daddy," the prototype for the lumbering giants encountered in the first game. Almost twenty years have passed us by and the most common piece of praise directed towards Atomic Heart is how it’s basically a lot like BioShock but also worse in nearly every way.Return to the underwater city of Rapture in this anticipated sequel to 2007's critically acclaimed first-person shooter. If we never move on from the innovation it helped usher in, we’ll forever be held hostage by it. We Happy Few, Singularity, Metro, and Arkane’s stellar library of immersive sims at least tried exciting new things, yet devs will constantly namedrop BioShock like the be all and end all of influences. Yet it also tears down the very same ideology said bigots cling to in a bid for relevance. Ironically, right-wing internet trolls are praising it for supposedly leaning into old-fashioned game design tenets and shameless misogyny that isn’t afraid to be old school in its intention. Atomic Heart might seek to critique the Soviet Union, but its aesthetic is so drenched in familiar imagery and communist clichés that it is all players will ever pay attention to. Its myriad copycats are similarly flawed in how they ape political iconography while doing all they can to pussyfoot around what it actually represents.

Please forget about where Infinite went wrong and enjoy this trip down memory lane that falls even further into a bleak nostalgic comatose. It relied on the past, pilfering from its pristine corpse and recontextualising iconic characters and twists as some form of backhanded apology. This is why we’ve come to view Infinite with such derision, and why the two-part downloadable expansion that returns to Rapture is far stronger than the base campaign could ever be. They had no justifiable place in its world, although its status as a triple-A blockbuster meant that creatively executed bouts of violence needed to get along with the narrative whether it was the right decision or not. Over the years we saw critics and players begin to take a step back and notice how diametrically opposed its lofty intellectualism was to a gameplay loop that involved swinging around on skylines and throwing fistfuls of crows at enemies because a BioShock game had to have magical hand powers, or it just wouldn’t be the same.
