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.
Will photography make a return with new elements?
Makes a return, hacking and photography integrated into combat, more of a video camera. Tag a splicer, you are graded for a short period of time. 30-40 secs to combat the Splicer, rated on an F-A scale. Unlock upgrades, different perks, new tonics, etc. Will encourage players to experiment with the tool set. Not to create a side system, but integrate.
What was the thought process behind telling the fallen Rapture in multiplayer instead of a full prequel?
An honest prequel to Bioshock in single player would be a very, very different game and sacrifice a lot of what made 1 work. There would never be a game that takes place earlier, but it speaks directly to values. Multiplayer being 1959 and 1960 is the civil war that tore it apart, and feels very strongly that translating those events into multiplayer is extremely honest. The self-interest, competition over ADAM without losing narrative integration was compelling.
Players can take the role of a Big Daddy in multiplayer. How is it achieved?
The Big Daddy is a pick-up that randomly spawns, and when you walk in you can be a Big Daddy. There’s competition to capture a sister, and a random player is chosen to defend her. You are a tank with a giant gun and proximity mines, but you don’t regen health and are a big target.
How did you keep multiplayer balanced?
Stretched the balancing out for a long time, brought focus groups in, watched them play, interviewed them, and identified key areas to figure out what worked and was fun.
What multiplayer modes are included for play?
Civil War is team deathmatch, capture the sister is like CTF
What challenges were involved?
Just bringing in multiplayer and networking code into a single player engine, making sure it was fun, fluid, acceptable and balanced without sacrificing look or feel of Bioshock universe. Headshots have masks fly off, and keep a Bioshock feel.
Biggest challenge: Keeping the single player as good or the multiplayer?
Single player uses a similar direction, painting words on the walls, player has more attention to spare. Players aren’t as exposed in multi. Getting a sense of the story in multi is through multiple matches, unlocking diaries and such the more you play. Trying to compare 1:1 is Apples and Oranges.