Devoted the weekend to finishing up BioShock 2. I got what's undoubtedly considered the bad ending. (And it really is pretty sinister, but conclusively justified, given your behavioral choices throughout.) While I spared all the central characters (even that dip-shit, Stanley Poole), I dealt and harvested every Little Sister, which naturally means I didn't earn the Savior achievement. That's what I'll be aiming for next, but more than anything, I'm dying to experience the good ending, since the alternative leaves one feeling so downhearted and guilt-ridden as to immediately want to make amends. I'm especially curious to see just how much the events that take place in..... Inner Persephone change up.
On the plus side, I did earn the bulk of the major single-player Achievements on this first playthrough. Got the "Rapture Historian" achievement, of which only 100 of the 128 diaries are required, but I still went the whole nine yards and got 'em all anyway. Located all fourteen Power To The People machines, so that takes care of "All Weapon Upgrades", as well as maxing out all nine of the research camera subjects, earning myself the "Research Master" achievement. (I thought I was coming perilously close to not earning this one, since I started researching the Big Sisters fairly late into the game. For some reason, I didn't think they applied to the research, but luckily, quite a few more come your way, even near the end.)
My overall impression of the game? Loved it, my enjoyment about on par with the first BioShock. The initial "wow" factor of Rapture might have worn off some, but the varying locations and avenues are as inventive and lovingly detailed as they were prior. The collect-a-thon nature of the game is on full display, and is again the perfect excuse in wanting to immerse one's self in this insanely crafted world.
The story is a solid one, and I'm glad they made the smart decision to not repeat certain plot twists and elements from the first game. There comes a point when you'll be cheering for the...... the Pairbond team of Delta and Eleanor. The daddy/daughter team-up is a great idea, especially in battle, with some ridiculously cool skirmishes toward the latter half of the game as a result. I wished they dove into Delta's past a little more, but I'll reserve a final judgment call until I check out the good ending. Lamb makes a decent villain, her antagonistically political views at its intriguing best when stacked up against Ryan's. Her psychobabble motives do go a bit south once they eventually tie into the somewhat muddy vendetta she has with Delta, and what she wants to do with Eleanor. I half-expected..... Gil or even Sinclair to be the ultimate baddies. Also, what happened to Tenenbaum, I wonder? After the intro, she never does appear again.
I suppose my only other qualms with the game are the spiked difficulty levels and skewered balancing. As mentioned, even Normal saw something of an artificial augmentation in challenge -- this is made especially transparent during the Gathering sessions and Big Sister encounters, which aren't easy to get through in the least. In terms of balancing, the game's insistence at bombarding you with so many items, ammo, and money still remains as problematic as before. You're practically tripping over yourself in trying to unload enough of them to make room in your inventory. Despite that, no matter how well you plan, you'll still often find yourself in situations where you have too little or too many resources at the most inopportune times.
And, one last complaint: the subtitle syncing is still WAY borked.