considering that ODST got good review and is a spin off, and that this is getting as great if not better reviews than the original, apparently it's a good thing.
It certainly is noticeable though, the single player is much shorter, going of sheer flexibility and replay value to continue use.
And it is severely noticeable too:
(there are only 12 little sisters in Bioshock 2, in contrast to 21 in the original)
(Only 3 rescue presents (one for each for rescues) are around in 2, in contrast to 7 in the original)
(there are about 9 levels in 2, in contrast to 13 in the original)
(You gain much more Adam much faster, even with both outcomes)
In conclusion, it is much shorter
And to answer Icydeath's question on what an Elephant gun is, it is a gun that fires really powerful rounds (in this case, a shotgun slug) to take down big game (most noticeably elephants, hence the name). They are either bolt action, single shot, or double shot (again, in this case). Scopes can be attached.
While on the subject...
YET ANOTHER CHARIZARD92 SNIPING GUIDE:
In Bioshock 2, sniping isn't quite as efficient as in most games. This is due to the close quarters of most maps, the sheer chaos of a typical match, and the fact that you can't get a sniping weapon until level 10. It is still possible, however, and still quite effective, especially on turf war and similar game types due to HOW MUCH PEOPLE STAND STILL!
There are 3 weapons that you can theoretically snipe with, the pistol, crossbow, and elephant gun.
Pistol:
Effective range: Mid
Pros:
Available at level 1
Largest clip size
Shortest time to achieve upgrades
Fastest ROF
Cons:
Weak
Outright impossible to OHK
No zoom
Outclassed the moment you get to level 2
Crossbow:
Effective Range: Mid- Long
Pros:
Available at level 10
decent clip size
capable of ROF or Damage increase
2 hits plus plasmid kills
Cons:
takes time to hit target (and thus can miss a moving target at long range)
No zoom
Can't OHK (can 2HK with power upgrade)
low ROF
Power upgrade slows ROF
Vice versa
Elephant gun:
Effective range: Midl-Long
Pros
Can OHK with headshot
Travels at bullet speed
Can attach scope
2 hits plus plasmid kills
EXTREMELY effective with electro bolt
Cons:
smallest clip
3 hit kill without upgrade
unlocked kinda late (18 for gun, 25 for scope, and 39 [one short of max] for power)
AKA: just go with the elephant gun
Anyway, now for each of their upgrades
Pistol:
Auto:
Pros:
Unlocked earliest
makes pistol automatic
Cons:
lowers ROF
makes sniping harder
sniping defeats purpose
Damage:
Pros:
Now 3 hit kill
Cons:
Still sucks
Crossbow:
Pros:
Now 2 shot kill, period
OHK with head hunter
Cons:
slows rate of fire down
The Elephant gun is unlocked by now
ROF:
Pros:
Increases ROF
Cons:
Decreases damage (defeats purpose)
Elephant Gun:
Scope:
Pros:
easier to use Sights (cross instead of a little nub)
ZOOM!
Unnoticeable cons
Cons:
The cons are unnoticeable
Power increase:
Pros:
Now 2 shot kill without headshot
Cons:
Lowers ROF
headshots defeat purpose
OK, now for your other gun. This should be your primary, as Bioshock 2 is mostly closed spaces with several long halls and perches, and thus you should NEVER put two sniper weapons together, as it is kinda stupid. I recommend either the shotgun (preferably with the auto reload upgrade), the machine gun, or nail gun (Both with magazine increase [not sure about Machine gun recoil]).
Now with plasmids, I recommend 2, Electro bolt it the primary plasmid, since it is so flexible and combos nicely with your sniper (2 shot + electro= kill or Electro+ headshot [elephant gun required]= kill). The second is more up to you but I use Geyser trap since it serves as a pseudo claymore, especially with electrobolt.
The perks are up to you. I use speedy recovery (to quickly get back my health), Eve Saver (to use an extra plasmid attack), and leg up (to give a method of reaching perches without wasting a geyser trap [and hurting yourself]), but anything goes.
just prepare to have a plan B for back up.