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View Full Version : Bioshock 2: You are a BIG daddy.



Symmetric-XBA
03-19-2009, 01:48 PM
For those who are unaware or for those who haven't heard, the latest issue of Gameinformer mag. has a special on Bioshock 2!

One of the most interesting parts is (get this..) you get to play AS a BIG DADDY! Yes you get a drill and the infamous dash attack which will allow you to clear a whole room out in seconds. You can use the drill to auger any enemy face that may come within your reach, the catch here is that you have to pay attention to your overheat monitor or it will make the drill useless. The big daddy you get to play as is a prototype where you may not be as mammoth as other models, but your weaponry has improved dramatically.

Don't think that you're going to be playing as just some junk version big daddy, you'll be smashing splicers with the best of them. Thanks somewhat to the weaponry that you'll have. One of the weapons from bioshock was the rivet gun, its big and powerfull and too big for any human to wield, so that is why its one of your mainstay weapons for your big daddy in bioshock 2, complete w/ its own upgrades and custom ammo!

Your status has changed.... somewhat. When you first entered Rapture you were an outsider going against Ryan and his delusions, now as a Big Daddy you'll be accepted into Rapture.... somewhat. Apparently you as a big daddy forget to follow the "rules" as they put it, hence the battles and balance that you must return to Rapture!

People wondering about plasmids, fear not. Plasmids are making a revamped return into bioshock 2 and yes you can even use them as a BIG DADDY! Example of how its been upgraded (for those who haven't played bioshock really all you could upgrade was damage given, and small things like that) if you were to select the incenerate will let you still set things on fire instantly, however, with an upgrade to the next "tier" you can hold the button down and unleash a charged fireball, and if you fully upgrade it, you can dish out a sustained steady jet of fire from your palms making you able to paint the town in flames.

Also the use of combining plasmids and weapons as well for both offensive and defensive use is more developed. For example, charging the formerly weak Cyclone trap power with a blast from incinerate allows you to send careless splicers flying through the air in a whirling tornado of flames. Also because of this new development its possible to combine plasmids and weapons together as well allowing you to use both weapon and plasmid ability instead of just one or the other.

Now that you've got a peak of what the weapons, layout and basic feel for bioshock 2, time to talk about the one and only "little sisters". In Bioshock 2, little sisters need you, and you need their adam. Being that you're a renegade big daddy, you're not assigned to any protection, so what does that mean? you've got to steal one away from your brothers. Getting your little sister isnt easy, b/c you're basically fighting yourself so be prepared to invest for a fight. When you do get a little sister you have 2 options like in bioshock, "harvest" and "adopt". The harvest works the same way it did in bioshock, however, now that the little sisters trust a big daddy, it seems even meaner to off a little girl who trusts you implicitly, but its fun none the less. The "adopt" option allows the little sister to ride on your shoulders and look for "angels" or corpses with adam still inside. When you find one, you can have the little sister "harvest" the adam, however be cautious b/c splicers are drawn to adam as well and its your job to protect your little sister. All of this is easier than it sounds b/c for a big daddy whose protecting his little sister, a gang of splicers can be big trouble so its wise before doing the adam collecting to lay traps to help you in your upcoming fight.

One of the things that made bioshock so amazing was its "choice" system and seeing the consequences following your acts. Bioshock 2 is no different. The way to gain the most out of your big daddy is to deal with the little sisters permanently. This however, doesn't mean that you have to kill all of them, you have the ability as well to help them escape rapture, thus creating the "good or bad" choice. You will know if you're on the path of good or bad, and you will have to make tradeoffs in the game as well, so depending on your actions will determine what path you take.

Little sisters now will cry out for your help. Normal average splicers won't even bother trying to go toe to toe with you, however, in packs and groups they will throw caution to the wind and try to overtake a big daddy. This now brings us to the one question...... "If a big daddy is supposed to be so superior, then what frightenes and is a challenge for a big daddy???" The answer is simple.... a BIG SISTER. No matter how high up you climb in the power hierarchy, a big sister is always higher. She has taken over Rapture and and is incredibly agile and unbelievably strong. Don't think you can hide from her though b/c she knows every inch of rapture like the back of her hand, why?? b/c she used to be a little sister herself, but now is a transformed adam draining, telekenisis shooting, female bad***. She not neccessarily evil, however, being the one who controls rapture and facilitates order throughout, if you mess with that, be prepared to deal with her directly.

Another aspect of bioshock 2 is the terror. With you at the controls of a big daddy, enemies when they attack are going to come from every direction. However, here is the real threat. If you start seperating little sisters from big daddies (which is required to gain adam), then the big sister will take notice. She may not do anything first, however, keep it up and she will hunt you down with a vengance, and no where in rapture is safe for you to hide, plus she is a foe that is beyond your ability to completely defeat.

With every little sister/big daddy seperation you get a notice telling you how close you are to ecouring the wrath of the big sister, once though you cross that path there should only be one thing on your mind, survival. Its impossible to hide, so running isn't going to do anything, however, finding a place to call your battlefield and laying traps just may (and i say again MAY) help you survive the battle. You'll know when you're about to go toe to toe with this one b/c you will hear metalic blades scraping, and you'll hear her scream, then your little sister on your shoulder will say "mr. b, mr. b, Big sister doesn't want you to play with me..." then you'll see the ominous glowing red eye and then the big sister will leap, and leap she can. She can jump from one side of the room to another in 1 bound, and using her adam needle on her left arm will constantly jump at you, stab you to drain some adam, then leap away using the newly aquired adam to her advantage by using telekenisis to uproot the floor, chunks of the wall, desks, whatever she can use as a weapon to throw at you, she will.

One of bioshock 2's additions as well will touch back on the original bioshock. I'm talking about the Fontaine Futuristics as its own level. You hear it referenced many times in bioshock, however, you never get to see it. Now the creator of the facility is long dead, however, the big sister has ressurected it back into its adam harvesting plant, which as we all know, little sisters need to have their adam removed (a horrifying process that we have yet to see).

One of the interesting additions as well is the ability to give players the oppertunity to travel "outside" rapture on the ocean floor to venture to another part of the city. This will act as a "breather" (since no splicers will follow you in the ocean) but will allow people to view rapture underwater through the port hole of a big daddy. You can even view the places where you were in bioshock, including the giant adam statue.

The vita chambers are back in, however, they have been modified as well and the whole "non-punishment" system is still there so if you should meet your maker, you will see a similar system applied to the big daddy.

I personally can't wait to return to rapture. "Somewhere.... beyond the sea.... somewhere..... waiting for me..."

Oh and yes there are the trademarked "curveballs" that are a bioshock staple of excellence.

Unreal
03-21-2009, 07:51 PM
It sound interesting, but I am skeptical that Ken Levine is not part of the project.

Enamelized420
03-21-2009, 08:28 PM
It does sound interesting and if the end result comes out like the first then we will be in for a real treat. I'm looking forward to hearing more details over time and will be anxious to see some screens...

FrankForce77
03-21-2009, 10:46 PM
Bioshock 2 sounds really awesome, great post Symmetric! I plan to get this game but I wonder if they will put a multiplayer to this next one?

Symmetric-XBA
03-23-2009, 02:13 AM
I don't know, but then again im not working on the game lol. Yeah Ken Levine's absence does raise questions about the quality of plot and overall satisfaction. I think hopefully it will be ok.

Variation-XBA
03-23-2009, 01:27 PM
They kept the vita chambers in? That's what people complained about a lot though, as it made it way way too easy.

Symmetric-XBA
03-25-2009, 10:09 AM
well considering that there is technically no "checkpoint", if you were to die then its back to the beginning, hence the vita chambers. what i didn't agree with is that the enemies kept the damage you dealt b4 you went into the chamber, thats why the game was regarded as easy to some.