
On the subject of enemy types, there are a few new ones this time around in addition to the standard types of splicer. You'll find larger, ape-like splicers hopping heavily around Rapture. Called grunt splicers, these guys take a lot more damage than the standard varieties, and require special attention to bring down if you see them charging your way. A new type of Big Daddy, called a rumbler, has also been built into the game. This guy can drop down mini-turrets to blast away at you while firing rockets, though if you're quick with your telekinesis plasmid, you can send some of his shots right back at him.
In general, the combat in BioShock 2 made me feel like I was playing as a much more powerful character, and not just because I was in a Big Daddy's shoes the whole time. It's also because in the sequel you can simultaneously wield plasmids and weapons – no need to swap between the two. By spending Adam you'll be able to boost the effectiveness and function of your plasmids and combine their effects. For instance, you can use winter blast to freeze and enemy into an ice block and then use telekinesis to hurl him into a wall, shattering him, or throw him at another enemy. You'll also be able to mix elemental effects like fire to your cyclone traps to deal extra damage, which in combination with trap rivets and mini-turrets can be useful for building an effective perimeter during defense sequences, which are optional. In case you're curious, you'll also be able to pick up AI-altering plasmids like before, which can cause normally hostile targets to ignore you and fight amongst themselves.
More pieces of gameplay BioShock veterans should be familiar with are the floating security bots and turrets. They're still in BioShock 2, along with the cameras, though the method of hacking to gain control of their functions has undergone a pretty dramatic change. There is no more pipe-matching mini-game when you go to hack. In fact, the game doesn't even pause. Instead, you have a type of special gun which requires ammunition to shoot and initiate hacks from range. This means if you're on the far side of the room, you can shoot your hack gun at a camera on a distant wall and participate in a new, simpler kind of mini-game. All you need to do is line up a moving cursor with a colored section on a meter. If you happen to stop the cursor on a blue section, you get a bonus depending what you're hacking. If it's a vending machine, a free item might pop out, or if it's a security bot, you might get a damage bonus.
While the game appears to be structured in a similar way to the first, with a sort of stage-based progression populated by a cast of insane mini-boss characters, the most challenging encounters are supposed to be when Big Sisters come on the scene. These things work for Lamb – there's more than one – and they show up at points during the game when you interact with Little Sisters. They're fast, agile, and can deal heavy damage with telekinetic abilities by gathering together and flinging environmental objects your way. It's another element that makes this game seem more focused on action than exploration, but it's too early to really say anything for sure. There's still a lot left to see, and expect to see more coverage on IGN before the game is released on February 9th, 2010 for PlayStation 3, Xbox 360, and PC platforms.
You can also expect more coverage of the game's multiplayer suite and a conversation with Creative Director Jordan Thomas in the near future.
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Posted: 29 Oct 2009