Highlights

Tuesday, 27 October 2009

More is Moor



Gameplay hype for BioShock 2. For this follow-up, 2K Marin have gone for hysterical sequel inflation. Case in point? The original's vaguely believable cobble-guns remodeled as bitchin' steampunker artillery, including an obligatory chaingun. Enemy designs look culled from the early design document rejections detailed in prequel tie-in artbook BioShock: Breaking the Mold. Can't really blame Marin for picking over leftovers, a lot of those barmy character drafts had mileage. It's a regression though. In Breaking the Mold, Robb Waters had this to say on BioShock's foe cast:

"(We) decided that we didn't want this to be another Doom sorta thing. We wanted our characters to not be zombies and not be monsters, but be these unique humans that were kinda screwed up. They weren't zombies, and you could sorta empathize with them. They retain their humanity, because that's a much scarier notion than just a big monster."

2K Marin's lore contribution? Rot-faced lunatics! Hulking tank men! Death-match gameplay! Still, you're not going to sell on the boring bits are you? Before this all gets too snide, I want to point out that the flooded areas look splendid, like a baroque snowglobe, and the taunting overseer voice hits on a nice little meta-truism for seek and destroy mold video games. Looks like the lithe Big Sister enemy is a constant nuisance too, shades of Claire's story from Resident Evil 2 then. Quite right! If you're going to steal, steal from the best.

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