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Bioshock 2 Developer Q&A - Part 2

Posted by Chris Cesarano,
  BioShock 2: Sea of Dreams
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Overview:

Bioshock 2 takes place 10 years after the first. Players will take control of a prototype Big Daddy, Project Delta. You awake ten years after losing the Little Sister you were supposed to protect. Altruist has taken over. The multiplayer component is a prequel between 1959 and 1960 between the citizens of Rapture. Grow character through combat in the classic Bioshock play, but in a war torn Rapture.

The original game presented a new environment and story. Is the “shock” still in 2?

The city of Rapture will never be as new as the first game, but there are still new surprises. The second part means twists, and we don’t follow the same “Sixth Sense” style template. We try and reflect off of personal choices. So far the response has been very positive, especially in how it plays out in the end.

What percentage of areas are returned from the first and what is new?

All areas are new, though we tossed around returning to Fort Frolic as it was flooded. We decided it wasn’t working well, and part of going back to Rapture was to go to areas that haven’t been seen before. We tried to give the multiplayer a different take on familiar areas, areas you won’t recognize as they were.

Will VITA Chambers be added differently?

Yes. You can turn them off as soon as you start the game. For Big Daddies, we set it so if you die, a Little Sister will start to heal a Big Daddy back up.

You can explore the ocean floor, correct? What bonuses can you look forward to?

Seeing Rapture from the outside, seeing a gorgeous city from a different perspective as well as a sort of pacing. Exploration value that can allow you to find some of the original ADAM slugs in the original habitat.

Philosophy of individuals is huge in the first. When was the theme determined in 2?

Shortly after determining the father-daughter thing would be central, we tried to find a good antagonist. A villain trying to find the altruistic “greater good” fit. Lamb is based on several altruistic thoughts and intellectual progeny of Richard Dawkins.

It seems like Splicers are getting more screen time.

Not only is the frequency of encounter with Splicers greater, but characters who you meet that are normal humans that aren’t spliced up. The decision was made that it was less about isolation. A lot of people responded questioning the murderous splicers, curious about any normal people. A handful you meet are important and help make it feel less lonely.

Will we see traps by Splicers or groups that plan?

We did some small build up with A.I., they can use cover, throw grenades, jump up and down from ledges and are more diverse. Brute Splicers throw concrete and go toe to toe with Big Daddies, Spiders are crawling all over and have greater behavior set.

Will Bioshock 2 have a better final boss?

We sort of see the final boss as one of the things Bioshock doesn’t do well. So we’ve taken a totally different approach.


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