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{"id":93323,"date":"2020-02-09T12:03:15","date_gmt":"2020-02-09T12:03:15","guid":{"rendered":"https:\/\/newsnfeeds.com\/bioshock-2-came-out-10-years-ago-was-its-multiplayer-really-that-bad\/"},"modified":"2020-02-09T12:03:15","modified_gmt":"2020-02-09T12:03:15","slug":"bioshock-2-came-out-10-years-ago-was-its-multiplayer-really-that-bad","status":"publish","type":"post","link":"https:\/\/newsnfeeds.com\/bioshock-2-came-out-10-years-ago-was-its-multiplayer-really-that-bad\/","title":{"rendered":"BioShock 2 came out 10 years ago: was its multiplayer really that bad?"},"content":{"rendered":"
\n
Although not as widely-discussed as the other entries, BioShock 2 is perhaps the most intricate and fascinating of the BioShock series thus far, presenting a nuanced, sociological take on Rapture and its continued deterioration. <\/p>\n
Born out of lofty expectations and a tight schedule, BioShock 2’s aspirations are best exemplified by its multiplayer, ‘Fall of Rapture’, which depicted the city’s downfall as a violent, unending, all-against-all civil war.<\/p>\n
To celebrate the tenth anniversary of BioShock 2, we spoke with the game’s creative director, Jordan Thomas, and lead designer, Allen Goode, about the intricacies of creating its multiplayer spin-off.<\/p>\n<\/p>\n
“[BioShock 2] focused on the little people in Rapture,” Jordan Thomas, creative director on BioShock 2, tells TechRadar. “The previous game was all about grand ideas and big powerful men, and a few women, making sweeping gestures and throwing their brows, and the second game was very much about smaller stories and more intimate relationships.”<\/p>\n