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The sequel to 2K's epic BioShock is set to launch next week, and we had the opportunity to hear just what's going on with the game. At this roundtable discussion of sorts, we sat down with Creative Director Jordan Thomas, Lead Designer Zak McClendon, Lead Environment Artist Hogarth De la Plante, and two guys from Digital Extremes -- Art Director Mat Tremblay and Lead Programmer Jesse Attard -- who developed the multiplayer component.
It was one of 2K's bigger (biggest?) interviews, so prepare yourself for a wide variety of topics, including building multiplayer with narrative, literature in gaming, new features, playing as a Big Daddy, story, characters, and why you'll (probably) be quite happy with the game, despite any worries (it's okay, we understand).
If you're new to BioShock 2, or just need your memory refreshed: you'll be playing as a Big Daddy this time around. But don't fear: this one's special. Firstly, you'll be packing speed, and secondly, plasmids up the wazoo.
Another neat feature is the (optional) adoption system. Taking on a Little Sister of your own will reap you ADAM for tonics and plasmids. Being a Big Daddy, it'll be your job to defend the fort while she gathers, a situation which offers some RTS elements, interestingly enough. While defending the Sister, you can use tripwires and other traps against Splicers, charge them up (Cyclone Trap can be combined with Incinerate, for example), set up mini-turrets, and lots more.
While some things have changed in circa 1970 Rapture, all the fundamentals appear to be there -- McClendon cites choice and diversity in gameplay, deep story, philosophy, and morality (Delta has free will) as intact. However, they wanted to improve on a number of things, most of which were for the purpose of making gameplay more fluid, and more accessible to many kinds of players (it may sound like a bad thing, but you'll see why not in a minute).
With your newfound power, you're likely worried the game will be much less challenging. Not so. Firstly, the Big Sisters will offer a similar challenge to the Big Daddies you went up against in the previous installment. Additionally, a new Big Daddy is on the scene: Rumbler.
"They're still meant to be incredibly difficult fights," says Thomas. "You'll be planning in advance, get knocked down, and have to re-plan. It's not meant to be an even battle most of the time."
Additionally, they've done a lot of playtesting to make sure the game is satisfying to all kinds of player types, from the folks who've never played a shooter to those who've replayed BioShock multiple times. The AI has gotten an overhaul; Splicers will ambush you, go for cover, use grenades, and jump down or up from ceilings and ledges. Plus, the new Brute Splicer is a mean ol' thing. This guy can go toe to toe with Big Daddies all by himself, and will throw blocks of concrete at you -- merciless.
Simultaneously, unlike Jack, Delta is a "bit more durable", making for more fluid combat. Thomas notes in BioShock, if you let your guard down for even a second you could get taken out, which made for sometimes too tense combat. The sequel will allow you to "catch your breath and think on the fly", thanks also in part to the revamped toolset, which has "fewer stumblings blocks" between you and your goods (this is what we meant about acccessibility not being a bad thing). The same approach is taken with the hacking and research "minigames", which are now directly integrated into gameplay itself.
Fans of the RPG side of things will be pleased to know the "skill trees" have been expanded this time around. There are three levels for each (2K says they want you to feel like you earned the third levels), and you'll be able to combine them directly with plasmids -- no more switching. McClendon describes a delightful potential scenario where you freeze an enemy and use Telekinesis to shatter him; the shattered bits then damage nearby enemies, at which point you finish them off with a drill attack.
In short, there'll be more of everything, though it sounds like for the better (as opposed to for the sake of it).
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