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BioShock 2 Developer Q&A
We chat with 2K Marin on the expectations surrounding BioShock 2.
Date: Monday, February 08, 2010
Author: Danielle Riendeau

by: Danielle Riendeau

It’s difficult to overestimate the appeal of BioShock – the 2007 shooter that combined a deep, philosophical approach to storytelling, an RPG-lite approach to FPS combat and a truly unique art style into what was certainly one of the year’s most successful – and most beloved - games. The sequel is very nearly upon us – and the pressure on developer 2K Marin is almost palpable.

Many gamers feel that the first title was an impossible act to follow – a story that was self-contained in a world that doesn’t deserve to be marred by “me-too” sequels. However, after attending a recent conference call with key creative leads, I walked away with the impression that these folks are very much aware of what they’re up against. There’s a sense of reverence for the original game – a very tangible feeling of what was great about it, and what could be improved upon, and a humble, quiet confidence that BioShock 2 will deliver what gamers really want – more Rapture, more choice, and more customizable combat.

On the call was Jordan Thomas, the creative director from 2K Marin, Zak McClendon, the lead designer from 2K Marin, Hogarth de la Plante, lead environment artist from 2k Marin, Mat Temblay, art director from Digital Extremes (the multiplayer developer), and Jesse Attard, lead programmer at Digital Extremes. We spoke for about an hour and a half on everything from nitty-gritty details to the more abstract philosophical underpinnings of the new story – with a few turns into the multiplayer development as well.

Jordan Thomas started us off with a very brief description of the premise. It’s ten years after the events of the first title, and players take on the role of “Subject Delta”, the very first Big Daddy. Delta is awakened and on the search for his estranged little sister (if you’re unfamiliar with the lore, think of it like this – he’s a big, overpowered dude in a deep sea diving suit who is responsible for protecting a small girl).

The events of the first game are largely untouched (thankfully, since players could have gone a morally “good or “evil” route, impacting the ending), though one thing is clear – Andrew Ryan is dead, and a new adversary named Sofia Lamb is running things in Rapture.

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