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Hands On: BioShock 2

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  • Hands On: BioShock 2

    Going deeper.

    Sisters are not doing it for themselves. But then, it shouldn't come as a surprise to discover the Big Sister is not the main baddy in BioShock 2 despite what we've been encouraged to think. After all, this is the series that had you take a golf club to its own illusions last time out. If even 2K Marin's press events are a festival of misdirection, surely that's another tick in the "worthy" column for the arch-nerds in the audience.

    So who's in charge of Rapture, the underwater city where good ideas go bad? This time it's Dr Sophia Lamb, a clinical psychiatrist and former political rival of Andrew Ryan. 10 years after the events of the first game, she's taken over Rapture to promote her vision of a world where everyone helps one another. It's Lamb who's in charge of the Big Sister, a graceful but unstable and super-violent guardian of the BioShock ecology, whose job it is to keep the gene-enhancing ADAM flowing, and prevent people harvesting or removing the ADAM-collecting Little Sisters from the world.

    You, meanwhile, play as a prototype Big Daddy, fighting a typical FPS fight across Rapture to reach the Little Sister to whom you were bonded over a decade ago, back when all this was fields (of cute children plunging syringes into corpses to extract the genetic equivalent of a magic potion). You need ADAM to power yourself up along the way or you simply won't make it, so you'll be harvesting or saving the Little Sisters as you go. Lamb isn't very happy about this which, among other reasons, is why the Big Sister gets all up in your grill. You're her enemy.

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