Widescreen gamers will get their precious widescreen fix for Bioshock 2 on the PC. 2K has released a patch today that will restore a proper 16:9, 16:10 widescreen presentation rather than the cropped 4:3 format PC gamers are dealing with now. Another issue that will be addressed is the multiplayer mouse clicking issue that caused M1 to not be recognized.
Good news for widescreen owners, but after what happened with the first Bioshock did 2K really need to put PC gamers through the hassle?
BioShock 2 is a tough game to review. It’s fighting an uphill battle against an absolutely stunning game. It’s got big shoes to fill, shoes, many argue, didn’t need filling at all. With that in mind, it’s difficult to review without comparing it to the greatness of its predecessor. BioShock 2 retains many of the gameplay elements that made the first title so enjoyable, but it ultimately falls short of greatness thanks to weak characters and even weaker storytelling.
2K games went ahead and confirmed that among the myriad of issues that are being addressed with the PC release of Bioshock 2, gamepad support would not be one of them.
"I talked to the dev team about controller support for BioShock 2, and I want to let you know that we won't be adding this into the game in a patch," a community manager said on the offical forums this evening. "The decision not to support the controller was not made lightly, and to add it now would take a complete re-envisioning of the UI that the team worked so hard to create.
"I'm sorry for those of you who are disappointed, and I want you to know that your comments and concerns have been heard and will be taken in to account when we are planning in the future."
Granted that 95% of everyone who bought Bioshock 2 on PC were planning on playing it with keyboard and mouse, it does make you wonder why 2K decided to exclude gamepad support for the PC release in the first place when the first game had no problem with it.
Since its release yesterday, gamers have been complaining that BioShock 2 on the PC is plagued with numerous issues. The controls are buggy and widescreen settings aren't working to name a couple. Developer 2K Marin has come out and said that a fix is on the way. They are currently compiling a list of problems that need to be addressed.
"I am compiling a complete list with a nifty screenshot for you, but in short: Yes, there's a problem, yes, a fix is on the way, yes the view will expand horizontally for you widescreen gamers," said 2K's community manager.
There's also outrage over the fact that the game does not support controllers. It's unclear if this will get added, considering the developer announced there would be no support prior to its release.
Many believe BioShock did not need a sequel. Even after the sequel has released, 2K Marin thinks that Rapture has not yet been fully tapped. It still has "many stories that could be told," says audio lead Michael Kamper.
"Rapture is probably one of the most unique places ever invented," he told CVG. "I have to imagine that there are many stories that could be told within its walls. But right now we're just focused on making a successful launch for BioShock 2."
Kamper would also like to see BioShock expand into other media, such as films or comics, although he couldn't confirm whether it would ever happen.
"Personally I would love to see all of those things available, but I can't speak to future plans regarding any brand expansion," he added. "We have some pretty intense fans who I know would just devour all of that material and 2K's dedication to quality would make sure that every product would be something worth spending your money on."
Although it's not necessarily news (considering 2K said it prior to the game's launch), BioShock 2 on the PC does not support controllers out of the box. This has spawned a 15-page thread about it over at the 2K forums where gamers are expressing their rage. Some have started a petition to add an update even.
2K Marin has said they dropped controller support "in order to ensure that we got the mouse and keyboard control absolutely right."
It's also worth nothing that the original BioShock has Xbox 360 controller support right out of the box.
According to 2K Marin's Michael Kamper, BioShock 2 is "the only pure shooter which has come out right now." Kamper, who is the audio lead for the game, says it stands out from the flood of Q1 2010 games thanks to the "depth" and "complexity" of its narrative.
"First off, it's really the only pure shooter which has come out right now," he told CVG. "Fans of the first person shooter experience should really enjoy how we have enhanced that part of the experience.
"I would also put the depth and complexity of our main narrative on par or above any other game coming out right now, and that includes all of the mini-stories the player can discover through exploring all the nooks and crannies of Rapture.
"Plus, there are so many different ways to play our game that a gamer could find himself immediately replaying BioShock 2 once they polish off their first pass."
Look for our BioShock 2 review coming soon.
Publishers may be pulling back in Wii development, but according to 2K Marin's Jordan Thomas, the idea of a BioShock game on the Wii is "not out of the sphere of possibility."
"Nothing beyond speculation presently," he told Industry Gamers. "Anything that's brought to the Wii tends to need to be purpose built, or fairly fundamentally re-architected. There are few games that use Unreal that made it across to the Wii. It doesn't mean that it's out of the sphere of possibility, but it's not something we considered for BioShock 2."
Quite surprising to hear, but also very unlikely. Maybe it's possible, but it would take a lot of time, effort and money, which wouldn't make sense when they already have the Unreal engine licensed to use on the Xbox 360, PS3 and PC.
I took part in a conference call earlier today with some of the people from 2K Marin and Digital Extremes, the developers of BioShock 2 and its multiplayer portion respectively. Included in the discussion were creative director Jordan Thomas, lead designer Zak McClendon, lead environment artist Hoagy De La Plante, multiplayer art director Mat Tremblay and multiplayer lead programmer Jesse Attard. Since the call was not transcribed, parts of the discussion are paraphrased. They talk about design decisions, gameplay and narrative aspects and much more.