I've played some amazing sequels in my day; this is not one of them.

Strap in yall, this one is going to be long.

Part two is a step backwards in every conceivable way. The fascinating themes, implicit characterization, haunting atmosphere, sharp writing, subtle worldbuilding, and air-tight cohesion of the first game is mostly, if not completely gone. The sad thing is that many of Bioshock 2's ideas are good, many of its characters have promise, and many of the changes made to gameplay were for the better. Hell, the game fixed my two biggest issues with the previous game(the pipe minigame and the binary endings). I feel like these ideas would have worked brilliantly in a different game, but they don't fit here.

Sophia Lamb could have been a strong antagonist, but she doesn't fit the world of Bioshock at all; she feels more like a Harry Potter villain than a Bioshock villain, and she could never compare to Andrew Ryan in terms of dialogue, presence, or ideology. Some changes to gameplay were improvements, but they take away from the atmosphere just as much as they add to the fun. It is hard to be scared when I'm this overpowered and the enemies need to be this ludicrous in order to pose a challenge. I played the game on the highest difficulty and rarely felt in any danger. I also feel the emotional connection between Elanor and Delta could have been very strong, but the two needed more time together for it to resonate, and the game's structure didn't allow for that. And, both as a follow-up to Bioshock 1, and as a story on its own, this game has far too many plot holes.

The next paragraph is just plot holes

How is the city still habitable with all those leaks from the first game? Why were Lamb, Alexander, or Sinclair never mentioned in the first game? How did all these non-splicer characters survive in Rapture for ten years? Why is Delta the only Big Daddy who can use plasmids!? How was Elanor able to revive Delta and why did she wait ten years to do it!?! How are there still so many splicers in the city eight years after Jack left!!?!! If Lamb could sever Delta and Elanor's bond by temporarily stopping her heart WHY DIDN'T SHE DO IT SOONER!!!!!? Why don't the splicers attack the little sister I take control of when I use her to gather ADAM? THEY ATTACKED EVERY OTHER TIME, AND SHE'S RIGHT THERE!!! Why... in her great wisdom... did Elanor choose to revive Delta ON THE OPPOSITE SIDE OF THE CITY!!!!!!!!?!!!!!!!! You could have brought me back at the chamber right outside your room! THANKS FOR NOT SAVING ME A TRIP ELANOR.

So, it sounds like I'm not the biggest fan of this game... I'm not. You may ask the question, 'why recommend it at all? Why a score as high as even a seven?' A valid question, the answer: Minerva's Den.

This DLC campaign is everything the main game should have been. It's a bit shorter obviously, but most of Bioshock 2 felt like filler anyway, so a more concise game was a nice change of pace. Minerva's Den brings back the atmosphere and sophisticated storytelling from the first game, as well also having a plot twist that, while it certainly wouldn't rival that of the first game's plot twist, is still gripping and well-deserved reveal. Minerva's Den is also a blast to play, adding so many new weapons and plasmids to make it really stand out from the main campaign. This is honestly one of the best DLCs out there, and I enjoyed it quite a bit more than the main game. The protector trials were fun too.

I must recommend this game, just to experience Minerva's Den. Play the main campaign if you want.

If this game had a better control scheme and ironed out a few bugs it might actually be the best game ever made.

Wait...

I'll bet you forgot this one existed.

As far as entire games that obviously should have been DLCs go, this one sure is an entire game which obviously should have been a DLC. The island aesthetic is beautiful, the writing is entertaining, and it keeps Tools of Destruction's strong gameplay loop while also adding some nice platforming challenges and offering a more consistent tone and fitting story. I can think to my self, 'wow, I might really end up loving this ga-' and then it ends.

Quest for Booty is a delectable side-course, but a flimsy main entrée. It's also worth mentioning that I played Crack in Time for the first time without playing Quest for Booty, and I was able to follow the story just fine.

Play it or skip it, you're fine either way.

Timeless

The charming designs and fantastical levels of Spyro are as magical now as they were twenty years ago. The game is very impressive for an early PS1 game. The simple, streamlined control scheme ensures that players can be hooked in minutes, and soon they'll be charging through imaginative levels, fighting distinct enemies, and listening to one of the best soundtracks on the PS1.

Admittedly, the game can be rather basic by today's standards. The gameplay lacks variety, rescuing dragons is repetitive, the voice acting isn't great, the boss fights are embarrassing, and the game is over much too quickly. I think the game works best as a serene, relaxing journey be played in short bursts; those looking for something more substantial may find themselves disappointed.

This game is delightful for those going in with reasonable expectations, even if I do prefer the Reignited version. Perhaps, if the core gameplay of this game could be improved, it could go from one of my favorite platformers on the PS1 to my favorite. Maybe that could happen nudge nudge wink wink