Thursday, April 23, 2009

Bioshock 2 Returns



Good to have a new blowout for the narrative driven first person shooter. I can't wait to play this game.

IGN released a video preview:



1Up's Alice Liang wrote
a quite big preview as well:
[...]
And while BioShock 2 will take place in the same city as the first game, that isn't to say we won't see any new locations. According to Thomas, the sections of Rapture we've seen to date have only been a very small "slice" of what the underwater city has to offer (thanks to the player's very direct goals). After all, this secret society was supposedly built with thousands of specially tapped brilliant minds, and the structure would need to be able to house them all. One such new location will be Fontaine Futuristics, the place where all of Rapture's biotech comes from, plasmids included. When asked about the state of the city's overall decay (all of what we saw in the first game was in ruins), Thomas remarks that though he can't go into specifics, players may return to locations from BioShock that are now submerged in water, while yet unseen sections of Rapture may be comprised of untouched pockets.
[...]
Original Gangster

Wherever there's a Little Sister, a Big Daddy is sure to be found. That is, unless a pack of splicers managed to gang up on it and take it out. They'll have to use pack tactics to do that, which is exactly how the Adam junkies will try to deal with you, because, you see, in BioShock 2, you play as the original Big Daddy. As an early prototype model, your suit is lighter, making you more agile than the Big Daddy types you see in active duty. And unlike your stint in the suit toward the end of the first game, this time you can actually use Big Daddy-type weapons -- and even dual wield them -- like the drill and rivet gun, along with a few surprises. (You also feel much more like a real Big Daddy -- jumping down from a high ledge produces a satisfyingly weighty sound.) For use of those weapons, however, you must trade away your free will...at least, that's how it's supposed to work. The short demo Thomas showed had the player waking up to Tenenbaum's voice on the audio device telling you to wake up. Apparently someone has gone through the trouble of severing the brainwashing connection to Rapture's mind-controlling system, letting the player become the only Big Daddy with free will.[...]


And GT gives an interview with Jordan Thomas, the creative director behind Bioshock 2 taking the place of the legendary Ken Levine, the father of the first game, who now works on a still undiscovered new game.


Giant Bomb talks some additional info:








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