BioShock 2 'Preview and Analysis' - preview/review
(hx) 08:52 PM CEST - Apr,26 2009
- Post a comment 1UP editors Alice Liang, Matt Leone, and David Ellis talk about their return to Rapture in BioShock 2. What really happened to Rapture's citizens? What's the story behind the Big Daddies? Are the splicers meaner than before?
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.
With your newfound freethinking ways, you can make your way through Rapture, backtracking through your past in order to chase down your former humanity. And unlike the "non-defective" golems, you're free to also upgrade your weapons and skills any way you see fit, including the option to use Adam for plasmid powers. According to Thomas, "We've taken away no [plasmid] functionality...whatever your favorites were, they have indeed extended." Take the cyclone and fire plasmid powers from the original game for example. When enough points have been put into them, you'll be able to lay down cyclones on the floor and then add fire to them to create spinning, fiery traps for unsuspecting splicers.
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