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Bioshock 2 (X360,PS3,PC) First Gameplay Footage!


Romier S
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Time for a new thread of its own. I'll repost the known info from the Gameinformer article for you guys:

 

It's been 10 years since the first game. The Big Sister returns to rapture, bringing back the Little Sisters with her. You play as the original Big Daddy. You can use the drill, the rivet gun, and you can still use plasmids.

 

Little Sisters have been given a new look to be a little less creepy, as you're seeing them from the eyes of their protectors. You don't get your own Little Sister from the start, as you're a renegade Big Daddy. So you fight other Big Daddies to get your own sister. You can still harvest them, but the other option has been changed to "adopt" instead of rescue. If you adopt the sister, she'll ride on your shoulders, and you can go around Rapture looking for corpses for her to collect ADAM from. When your sister goes to harvest ADAM, a wave of Splicers will come and start attacking to try and harvest her. You have to hold them off until she finishes harvesting. You gain some ADAM from this, but not enough to tide you through the game. You can permanently rescue them, but the article doesn't say how.

 

The Big Sister is one of the surviving little sisters from the last game. She's the new ruler of Rapture, and is the main antagonist of the game. With each Big Daddy you kill, the game lets you know how close you are to incurring the wrath of the Big Sister. When you do, the little sister you're with will sing a song about how the Big Sister doesn't want you playing with her, then you get jumped.

 

The Big Daddy drill takes the place of the wrench. It does overheat so you can't run it constantly. You can do the Big Daddy charging shoulder bash. You can heal your hacked turrets/camera bots. Incinerate upgrades let you throw fireballs and shoot a stream of fire. Cyclone trap can be hit with incinerate and become a flaming cyclone trap. Upgrade trees are more diverse to give you more unique options.

 

More info on big sister: "The Big Sister will always be a desperate, desperate fight...She can find you wherever you are, so you have to prepare for the fact that the hardest thing in the game is onto your scent."

 

She's fast, stabs you with her ADAM needle, then uses TK to suck in all the stuff in the room as a shield, then launches it at you.

 

0We get to see how ADAM gets extracted from Little Sisters for distribution.

 

You walk around on the sea floor outside of Rapture

 

-Addendum: Vita Chambers aren't back in the same way as they were in the first game, but the same mechanic exists. It can be turned off.

 

- The game is supposed to be scarier than BioShock 1.

 

- Other info:There is confirmed multiplayer(no details), audio logs are back, and Fontaine Futuristics is a level in the game.

 

 

 

Oh and almost two minutes of gameplay footage and NO ONES posted this?

 

http://www.gametrailers.com/player/47806.html?type=flv

 

:jawdrop :hitit God that looks incredible. Not just from a visual perspective though the water crashing in and the underwater stuff looked fantastic. Also, the gameplay changes like being able to use Plasmids and fire weapons at the same time. The number of splicers coming at you seems to have increased and the Big Sister looks like she'll live up to her name in terms of agility and creep factor. It looks like they've retained the atmosphere and art that made Bioshock so damned good. Color me freaking excited (in case you hadn't already noticed:))

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There's a fantastic interview with members of the team for Bioshock 2 discussing the development process from the very first discussions on where to go with Bioshock 2 along with some of the important narrative archs you'll experience and much more. Any fan should definitely give it a view. The article attached is a nice preview along with 20+ screens...

 

http://www.gamespot.com/xbox360/action/bioshock2/news.html?sid=6208179&mode=previews

 

I rather like that you can adopt the little sisters and then at any time harvest them if you so choose. That's just even more cruel than Jack simply harvesting them in the first game.

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  • 2 weeks later...

Some more information on Bioshock 2. Some of which has been mentioned and some other stuff you may not have heard:

 

Playstation Official Magazine - UK (June '09 issue):

(cover has same image as the GI issue)

-The first Big Daddy - an experiment to engineer the perfect protector, obedient and powerful. An experiment that failed. Not for lack of power, you're as tough as the other Big Daddies, not as slow and able to use plasmids that they cannot. But something went wrong. After you, "they decided to simplify", as Jordan puts it. The Big Daddies that came after are like the ones previously encountered. Unlike them, and unlike Jack, you have free will. You're not a slave to any psychological conditioning

-Being a Big Daddy means having power. You're no longer hefting a wrench. Instead you have a choice between the drill fist or the rivet gun. You can also perform a characteristic Big Daddy charge, which is forceful enough to burst through wooden doors

-Marin didnt say whether you can use the weapons dropped by splicers, saying "a lot of the player weapons are made for the Big Daddy". These weapons, and the others currently unknown about, are all heavily upgradable. "A fully upgraded rivet gun is pretty ridiculous.. And you can have it pretty early in the game". The drill fist can be extended to drill deeper, or lubricated to bore into your enemies for longer without overheating

-Combining plasmids such as Cyclone Trap, once laid any 'elemental' plasmid can be used to charge the trap "including the element of bees". That means traps can freeze, burn or electrocute enemies, and even make them fight each other or activate the security system thanks to Enrage and Security Bullseye

-Plasmid upgrades evolve as you go along. Cyclone Trap charging cant be done until level 2. Incinerate becomes a different weapon at each stage, with level 3 becoming a stream of flames like a flamethrower. The team wants you to try everything, so the level 1 versions of most plasmids are free to aquire. Once you've settled on the ones you want, they want to make sure that specialisation doesnt just mean repetition with better stats - hence the change of control method as Incinerate levels up

-When you're carrying a Little Sister, any corpses with ADAM you come across will be highlighted. Wherever and whenever you like, you can set her down and tell her to start 'gathering'

-The team tease that if you can resist harvesting her to get all of the ADAM that she has collected and take her to a vent, that there are ultimately different non-ADAM rewards for that

-The Big Sister wanted to go home to Rapture (the girl in the teaser trailer looking back to Rapture) having never broken free of her programming

-As a Big Daddy, you see the Little Sisters differently than in the original. They share a special bond in which they trust you completely in being their protector against splicers attacking them for the ADAM they harvest. They therefore have a new appearance in which they look somewhat 'nicer' through the eyes of a Big Daddy

 

-Thomas says "Rapture is a compelling place.. There are alot of untold stories and unexplored locations"

With the Big Sister, the directive was "unstable grace". The idea of a character who's supremely capable, but who doesnt know her own strength

She has pink bows and childish patterns scrawled over her. Like all residents of Rapture, the Big Sister also has humanity. The ribbons and doodles are the work of the Little Sisters and symbolise a bond of trust at the centre of Bioshock 2

-"The city has reached a state of equilibrium. The first game felt like the end of the end, but now its ten years later and the remaining people have managed to find some level of ecological stability. The city itself is going to have aged. The walls will have panels ripped off and water coursing through. There'll be alot more flooding" - De La Plante

"We need to trust the player with harder choices, and greater moral agency, allowing you to shape your own role within the narrative in a way we didnt touch in the first game. We think we've done that" - Thomas

-More effort has been made to differentiate the splicers from one another, though Marin is keeping the details secret

"You begin as a sentient Big Daddy, and the question is how you came to be like that"

-As the only Big Daddy in Rapture with the power to act autonomously, you have greater freedom than any other resident. You can navigate the city's snaking tunnels and grand plazas, and are also free to explore the ocean floor. Airlocks are located in a variety of different places around Rapture. Theoretically the feature could be used to short cut the city, Thomas however says that its principal function is to offer access to areas that are completely submerged, and to offer something that the original was lacking: the space to listen to the audio logs and digest the unravelling mystery. It acts as a downtime for the narrative

-Players will now be able to explore the ocean floor where they can harvest live ADAM slugs

"The intent for gameplay, rather ironically, is that you get to breathe. You can harvest live ADAM slugs, listen to pieces of the story and indulge that voyeur muscle we all have and look back in on Rapture"

-Splicers will now bear the scars of their genetic abuse more obviously "They're basically junkies and we want them to look that way". They have also evolved themselves more and are formidable opponents

"We cant go into too much detail, but there absoloutely are new kinds of splicers, and alot of them are a significant threat to a Big Daddy"

-There will be gameplay benefits of adopting the Little Sisters and you'll also be confronted by the emotional reality. "We're turning the precise threshold where its interesting and heart-warming rather than annoying but the Little Sisters allow you to access content you wouldnt otherwise, and they'll even comment on the choices you make"

-The Big Sister has a secret understanding of the damage you're causing to the Little Sisters "After taking a certain number of Little Sisters away from their Big Daddy, the Big Sister comes and finds you wherever you are"

 

There were a few questions to Jordan at the end of the article:

 

GTM: Will any characters from the original Bioshock appear in the new story?

JT: Some of those characters are so critical to the setting that not bringing them back would be a crime, but thats all I can say right now.

 

GTM: Were you tempted to use Rapture in its prime as the setting and make a prequel instead?

JT: If Bioshock 2 had been a pure prequel or a pure sequel we wouldnt be surprising you, but thats all I can say

 

GTM: Will your actions affect the conclusion of the story, as they did in the original?

De La Plante: Yes, there are multiple endings. Thats about all I can tell you

 

GTM: Will there be multiplayer options in Bioshock 2?

Miller: Yes, we will have multiplayer for Bioshock 2. I cant tell you anymore than that, but we will have it

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For those interested, here are the first details on Bioshock's 2 multiplayer (being developed by Digital Extremes)...

 

New York, NY – May 8, 2009 – 2K Games, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), announced today that it has signed a partnership with Digital Extremes to develop the multiplayer experience for BioShock? 2. Under this partnership, Digital Extremes is working closely with the creative team at 2K Marin to develop a new and substantial element that enhances the lore and fiction of the BioShock universe.

 

"The fans asked for a multiplayer experience and we answered," said Christoph Hartmann, president of 2K. "With Digital Extremes delivering a multiplayer experience for BioShock 2 that features all of the things that make BioShock unique, we're holding ourselves to a high standard so that we can deliver the depth and variety that fans of the BioShock universe demand."

 

Multiplayer in BioShock 2 provides a rich prequel experience that expands the origins of the BioShock fiction. Set during the fall of Rapture, players assume the role of a Plasmid test subject for Sinclair Solutions, a premier provider of Plasmids and Tonics in the underwater city of Rapture that was first explored in the original BioShock. Players will need to use all the elements of the BioShock toolset to survive as the full depth of the BioShock experience is refined and transformed into a unique multiplayer experience that can only be found in Rapture.

 

Key features:

 

- Evolution of the genetically enhanced shooter – Earn experience points during gameplay to earn access to new Weapons, Plasmids and Tonics that can be used to create hundreds of different combinations, allowing players to develop a unique character that caters to their playing style.

 

- Extend the Rapture fiction – Players will step into the shoes of Rapture citizens and learn more about the fall of Rapture as they progress through the experience.

 

- See Rapture before the fall – Experience Rapture before it was reclaimed by the ocean and engage in combat over iconic environments in locations such as Kashmir Restaurant and Mercury Suites, all of which have been reworked from the ground up to deliver a fast-paced multiplayer experience.

 

- FPS veterans add their touch to the multiplayer experience – Digital Extremes brings more than 10 years of first person shooter experience including development of award-winning entries in the Unreal? and Unreal Tournament? franchise.

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Oh good lord, I just watched the walkthrough. FOOKING CANNOT WAIT!

 

If folks don't notice the definitive visual upgrade to the game I don't know what to say. The combining of plasmids should open up huge possibilities. I can't even contain my thoughts into rational sentences at this moment.:lol

 

By the way, the suit in the video you see in the reflection is a placeholder. You will not look like a standard Big Daddy in the final game for those wondering...

Edited by Romier S
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