Joystiq interview: BioShock 2
As much as the developers of BioShock 2 at 2K Marin were eager to show us their game in action, they were (quite pleasantly) even more eager to talk about it. Following the conclusion of our demo walkthrough, lead designer Zak McClendon, lead environment artist Hogarth De La Plante and lead level designer JP LeBreton opened the floor to questions from the half-dozen game journos in attendance.
Read on after the break for the team's take on revisiting the first game's mysteries, the intricacies of plasmid mixing, the return of Vita-Chambers and more.
The original BioShock was developed for the 360, PC and then, famously, a lot of teams worked together to port it to PS3. With BioShock 2, are you developing all the versions at 2K Marin?
Zak: We have a lot of help from a lot of different people. We have people in our Australian office who are helping even on the production level, building levels and stuff right now, as far as the workload, it's split between platforms, yeah. There's people, I think we're on three continents right now, but with people who are working on the game, in one way or another, and some of that is engineering workload for one platform or another, but it's kind of all mixed up in there. There's a lot of people working on it.
We're using the same engine. Most of the work of porting the engine to the PS3 has already been done, and now it's "try to get all of that stuff working."
Going into the sequel, it sounds like you weren't quite sure exactly what you wanted to do. Is it something where there is already an overarching story, or you're kind of going to play it by ear? Are there things being set up going into the future?
JP: It isn't a planned trilogy. We tried to avoid that because that ends up, you know like, "Okay, this is the ending of the second game," so it would be really disappointing to set up the third.
It's a big enough idea, and it's a weird enough, big enough world that we've got our hands full just trying to create a bunch of compelling new mysteries and develop them satisfactorily through the second game.
Will you be going back and explaining some of the more mysterious aspects of the universe?
JP: It's a mix of trying to fill in some of the gaps from BioShock 1 and sort of develop them more in ways that people who played the first game will find really, really fascinating and adding new mystery and new mythology to the world that will surprise everyone regardless of how well you think you know Rapture. There definitely will be some things that we're just as big Rapture fanboys as anyone else and we want to develop and go more into in terms of just the locations you will visit and what you'll learn about the maxillary Rapture, where Big Daddies come from, things like that. Definitely a lot of that will be in the game.
Will the original, "O.G." big daddy be fighting against Big Daddies that still remain in Rapture from the first game?
JP: Absolutely, yeah. It may not have been apparent there [in the demo], but you still do have to fight a Big Daddy to get your own Little Sister, and that was one of the just strongest core gameplay elements of BioShock 1, which was fantastic. We wanted make sure that returned, so you will be fighting against some returning and some new Big Daddies.
So, what's been going on in Rapture in the time between the first game and the beginning of BioShock 2?
Zak: Basically, at the end of BioShock 1, the Little Sisters were gone. So Rapture's been pretty dead and falling apart in the intervening time. And something happens to kick start that ecology up again and sort of renews the cycle when the player first gets there.
Hogarth: The good thing about Rapture, when a player gets, after this approximate decade of time since the first game, is that ... The way I think of it is that's attained this weird equilibrium. There are still splicers and people who have been living down there, but the city is crumbling and people are gathering resources and managing to stay alive for a long time down there and that's reflected.
Tenenbaum is sort of your Atlas this time around, or so it seems. In the first game, obviously, Atlas turned out to ... have his own agenda, so naturally, when I see that Tenenbaum's guiding me, she's going to be up to something, too. She's kind of devious in the first game.
Zak: What do you mean specifically?
The fact that, you know, the twist was one of the hugest things ...
Zak: It was huge because it was a dramatic part of the story, but just that it was a twist isn't what's important about it. It's more important that we appropriately tell the story that we think is dramatically interesting.
One of the best parts of the original game was the subtext, the objectivism philosophy versus humanity. Are you guys exploring things like that in the sequel or ... ?
Zak: Definitely.
Hogarth: You can't get away from it in the world.
Are you adding anything to it or exploring some of the themes that were in the original game?
JP: Some of both, actually.
Zak: Yeah, Rapture is a place that crystallized out of Andrew Ryan's ethos. But even Fontaine's purely self-interested, con-man type game. There are other ideologies in the mix and I think that's going to be part of the world as you're seeing it in BioShock 2.
Hogarth: JP and I worked on the first one but Zak didn't. There are certain things in the world of Rapture that Zak finds interesting that probably other people on the other team didn't pay a lot of attention to. So you get a fresh, interesting perspective on the world and what's in it.
JP: But it's not one of the core things we know we have to do for BioShock, which is explore those kinds of issues and subtext. If you just ride on the coattails of "Yeah, it's objectivism again" it's not going to be very interesting for a lot of people who have played BioShock. There are a lot of new ideas and perspectives that important characters will be bringing to the game.
One of the things a lot of people really love about the first game was the soundtrack and the focused use of music. It was really haunting and amazing and added so much to it.
Hogarth: It's going to be all techno this time. (laughter)
Zak: Yeah, the same composer is doing the score and we're still figuring out our licensed music situation, but it's going to be all period [music].
JP: But it's a super important part of the BioShock sound scheme. Rapture is kind of a time capsule, even though it's been a few years, you're still hearing the old pretty haunting stuff. We're just looking for a variety of it.
Read on after the break for the team's take on revisiting the first game's mysteries, the intricacies of plasmid mixing, the return of Vita-Chambers and more.
The original BioShock was developed for the 360, PC and then, famously, a lot of teams worked together to port it to PS3. With BioShock 2, are you developing all the versions at 2K Marin?
Zak: We have a lot of help from a lot of different people. We have people in our Australian office who are helping even on the production level, building levels and stuff right now, as far as the workload, it's split between platforms, yeah. There's people, I think we're on three continents right now, but with people who are working on the game, in one way or another, and some of that is engineering workload for one platform or another, but it's kind of all mixed up in there. There's a lot of people working on it.
We're using the same engine. Most of the work of porting the engine to the PS3 has already been done, and now it's "try to get all of that stuff working."
Going into the sequel, it sounds like you weren't quite sure exactly what you wanted to do. Is it something where there is already an overarching story, or you're kind of going to play it by ear? Are there things being set up going into the future?
JP: It isn't a planned trilogy. We tried to avoid that because that ends up, you know like, "Okay, this is the ending of the second game," so it would be really disappointing to set up the third.
It's a big enough idea, and it's a weird enough, big enough world that we've got our hands full just trying to create a bunch of compelling new mysteries and develop them satisfactorily through the second game.
We're filling in story gaps in ways people who played the first game will find really, really fascinating. |
JP: It's a mix of trying to fill in some of the gaps from BioShock 1 and sort of develop them more in ways that people who played the first game will find really, really fascinating and adding new mystery and new mythology to the world that will surprise everyone regardless of how well you think you know Rapture. There definitely will be some things that we're just as big Rapture fanboys as anyone else and we want to develop and go more into in terms of just the locations you will visit and what you'll learn about the maxillary Rapture, where Big Daddies come from, things like that. Definitely a lot of that will be in the game.
Will the original, "O.G." big daddy be fighting against Big Daddies that still remain in Rapture from the first game?
JP: Absolutely, yeah. It may not have been apparent there [in the demo], but you still do have to fight a Big Daddy to get your own Little Sister, and that was one of the just strongest core gameplay elements of BioShock 1, which was fantastic. We wanted make sure that returned, so you will be fighting against some returning and some new Big Daddies.
So, what's been going on in Rapture in the time between the first game and the beginning of BioShock 2?
Zak: Basically, at the end of BioShock 1, the Little Sisters were gone. So Rapture's been pretty dead and falling apart in the intervening time. And something happens to kick start that ecology up again and sort of renews the cycle when the player first gets there.
Hogarth: The good thing about Rapture, when a player gets, after this approximate decade of time since the first game, is that ... The way I think of it is that's attained this weird equilibrium. There are still splicers and people who have been living down there, but the city is crumbling and people are gathering resources and managing to stay alive for a long time down there and that's reflected.
Tenenbaum is sort of your Atlas this time around, or so it seems. In the first game, obviously, Atlas turned out to ... have his own agenda, so naturally, when I see that Tenenbaum's guiding me, she's going to be up to something, too. She's kind of devious in the first game.
Zak: What do you mean specifically?
The fact that, you know, the twist was one of the hugest things ...
Zak: It was huge because it was a dramatic part of the story, but just that it was a twist isn't what's important about it. It's more important that we appropriately tell the story that we think is dramatically interesting.
One of the best parts of the original game was the subtext, the objectivism philosophy versus humanity. Are you guys exploring things like that in the sequel or ... ?
Zak: Definitely.
Hogarth: You can't get away from it in the world.
Are you adding anything to it or exploring some of the themes that were in the original game?
JP: Some of both, actually.
Zak: Yeah, Rapture is a place that crystallized out of Andrew Ryan's ethos. But even Fontaine's purely self-interested, con-man type game. There are other ideologies in the mix and I think that's going to be part of the world as you're seeing it in BioShock 2.
Hogarth: JP and I worked on the first one but Zak didn't. There are certain things in the world of Rapture that Zak finds interesting that probably other people on the other team didn't pay a lot of attention to. So you get a fresh, interesting perspective on the world and what's in it.
If you just ride on the coattails of "Yeah, it's objectivism again" it's not going to be very interesting for a lot of people who have played BioShock. |
One of the things a lot of people really love about the first game was the soundtrack and the focused use of music. It was really haunting and amazing and added so much to it.
Hogarth: It's going to be all techno this time. (laughter)
Zak: Yeah, the same composer is doing the score and we're still figuring out our licensed music situation, but it's going to be all period [music].
JP: But it's a super important part of the BioShock sound scheme. Rapture is kind of a time capsule, even though it's been a few years, you're still hearing the old pretty haunting stuff. We're just looking for a variety of it.
















Reader Comments (Page 1 of 1)
pete @ Apr 23rd 2009 4:48PM
I hope, contrary to early impressions, the game is more standaloney and less expansionpacky (real words, the two of them).
acefondu @ Apr 23rd 2009 5:00PM
Personally when I got done with Bio 1 I said " I want more of that " so I won't mind. But then I'm the type who buys all the Mega Man games and loves each one the same, lol.
Flit @ Apr 23rd 2009 6:53PM
Tenenbaum is big sister.
There, I spoiled that for you.
xtremeholymuffin @ Apr 25th 2009 12:01PM
Honestly, I doubt it
pete @ Apr 23rd 2009 4:54PM
And by what logic would a Big Daddy respawn in a Vita-Chamber? Seriously? This doesn't happen once in the original Bioshock (for obvious reasons), and now, magically, it does?
Sir Buzz Killington( The Artist formerly known as Jakka) @ Apr 23rd 2009 5:08PM
He's the original Big Daddy...seeing how that's the stock response for anything, I suppose that makes him a Time Lord.
Sir Buzz Killington( The Artist formerly known as Jakka) @ Apr 23rd 2009 5:09PM
There is only one vita-chamber teleporting vita chamber throught the entire game and it's the Big Daddy's TARDIS.
CaramelZappa @ Apr 23rd 2009 5:15PM
Vita chambers were always a gameplay mechanic that made no sense anyways. In the first game, why don't the splicers use them? Or Andrew Ryan? Or Fontaine?
The Baron @ Apr 23rd 2009 5:15PM
Maybe you're Ryan's other son?
Clinton @ Apr 23rd 2009 5:17PM
hey i never played the first besides the demo, but i understand what ur talkin about and that is retarded
THE Ezio Auditore de Firenze (PSN slycooper_rocker) @ Apr 23rd 2009 5:26PM
because its the original one, the daddy of all big daddies. it was a prototype so it might have had stuff that didn't make it into future ones.
KeenCommander @ Apr 23rd 2009 7:17PM
I was honestly hoping that they'd cut the Vitachamber because they obviously make no sense, in context. While I did use them, rather than insistently not dying - TBH it would be a better game if you didn't get the option, even if they decided to implement some other (less easily manipulated) continue system.
Powaqqatsi @ Apr 24th 2009 1:56AM
Read xandeR-'s comment at the end of the interview.
bmXride437 @ Apr 23rd 2009 5:08PM
i don't like the idea of playing as a big daddy.. especially when it's supposed to be the original big daddy, yet its 10 years later (what?) plus from reading this interview i feel like they're too scared to do something new with the franchise.. it looks exactly the same and the story seems lacking at this point. of course i'll play it, but i'm a firm believer that the original doesn't need a sequel.. it's like a good pixar movie. the incredibles was awesome and it would be sweet to see all the characters in a new situation, but we don't need it. the original was a perfect stand alone film
prodigy69 @ Apr 23rd 2009 5:11PM
the gnashing of fanboy teeth amuses me.
my moneys on you all spurting in your pants when it comes out...it's looking frickin' awesome.
chill out.
Billop @ Apr 23rd 2009 5:17PM
OMG people actually disagree with your opinion!? How dare theyz!!!!!!!???????
prodigy69 @ Apr 23rd 2009 5:26PM
haha seriously...like I care
Powaqqatsi @ Apr 23rd 2009 6:03PM
It looks so awesome I'm spurting in your face, right now!
CaramelZappa @ Apr 23rd 2009 5:18PM
It seems to me that Bioshock 2 is going to be a lot like Fear 2. Prettier, slightly jumbled story, not nearly as good as the original but still a solid game. (Ignoring the horror that is Fear 2 Multiplayer)
gman2345 @ Apr 23rd 2009 5:19PM
Please stop complaining about him being the first big daddy. Rapture is a big place. We didn't see it all in the first bioshock. He was simply somewhere else in the city. Also, just because he is the first (prototype?) big daddy it doesnt mean he cant be in this game. Its not like he HAD to die before they made more or something.
JPL @ Apr 23rd 2009 5:24PM
The "JP" in the article is Jean-Paul LeBreton (me), not Jono Pelling. Jono is lead designer at 2K Australia.
Chris @ Apr 23rd 2009 5:34PM
I have a feeling the 360 is going to have the superior version of the game. Well, besides PC of course, PC always wins.
Billop @ Apr 23rd 2009 5:58PM
Like how the PS3 has the superior version of Bioshock 1? :)
KD @ Apr 30th 2009 7:18PM
If you mean better becuase you had to wait a year longer to play the game....
Bookdust @ Apr 23rd 2009 5:54PM
A logical reason why O.G.B.D. can use the vita-chambers, and this is just a guess... but... Tenenbaum is a geneticist, its easy enough from there to rationalize that she might alter the machines or the Big Daddy in some way so that he can use it. Its an over simplied explination buts that's the one that makes the most sense without rehashing "the spawn of Ryan" bit over again.
Powaqqatsi @ Apr 23rd 2009 6:06PM
FFS people. It's a game. Try to suspend disbelief for one fucking minute and quit picking it apart. Too much "analysis" will ruin a good story. Who cares why the vita-chambers work like they do? Is it really that important?
Darthweder @ Apr 23rd 2009 6:41PM
Yeah, it is that important. To explain you are andrew ryans son in the first game. The vita-chambers were being tested when Rapture started to fall, and since Andrew Ryan was paranoid he had them keyed to only accept his familial DNA. It wouldn't make sense if all of a sudden this Big Daddy could suddenly use them. This was a pretty big plot point in the other game, I wouldn't complain if it wasn't.
Powaqqatsi @ Apr 23rd 2009 6:51PM
Blah blah blah. It wasn't THAT big a point. I didn't even remember it. Vita-chambers are there to revive you. Period. Don't worry about the rest.
Alex @ Apr 27th 2009 1:25AM
Thanks, you just soiled it for me. asshole.
bryan @ Apr 23rd 2009 6:30PM
Good interview, but did you leave out some words at times or was that how they were speaking? Some of the response sentences do not make any grammatical sense.
? @ Apr 23rd 2009 6:32PM
Just wait for the game to come out damn it!!!! lol..
Lav @ Apr 23rd 2009 7:11PM
I really did not like this game when I tried the demo or rented it. But now I feel I should try it again...I have a sudden surge to want to try alot of RPGs..But I will wait until Bioshock 2 comes out first....Going to rent it though...
So this is based on Ayn Rand right? Must have taken from Max Stirner...Seems more modernized...But is just like Nietzsche trying to create morality anew...Always a end for things and never a means.
Dowse @ Apr 23rd 2009 7:22PM
I don't get why people can't understand why the first big daddy still exists in a sequel?
I'm eighteen and alive at the same time as the worlds oldest man.
The Operative @ Apr 23rd 2009 8:05PM
I loved the original and am looking forward to Bioshock 2
The Operative
www.operative.com.au
Cardbored @ Apr 23rd 2009 9:07PM
Who cares if it's actually linear? If the story and gameplay is fun and entertaining, what else can you ask for?
Bookdust @ Apr 23rd 2009 10:58PM
@ Powaqqatsi
We debate and "worry" over the details because we enjoy doing so, or I do anyhow, I won't presume to know everyone's reasons.
Powaqqatsi @ Apr 24th 2009 1:54AM
That's all well and good. I'm just saying the vita-chamber wasn't an important detail of the narrative. You don't, as Darthweder claims, learn your lineage from the fact that you can use one. It's insignificant to the plot. If you get so hung up on it that it spoils Bioshock... well, I pity you. I just don't see the the enjoyment in bitching about a minute element of the game. Personally, I'm prepared to take a few things on faith, such as plasmids, underwater cities, adam and, yes, vita-chambers.
Bookdust @ Apr 25th 2009 5:38PM
*Sigh* Its not bitching, its analyzing, I'm perfectly confident that Bioshock 2 will be awesome. I just like speculating about things I enjoy. And if you pity me for enjoying something then please keep it the hell to yourself.
Powaqqatsi @ Apr 26th 2009 9:18PM
Dude, it's over-analyzing. Also, I said I pity you if your OVER-analysis ruins the game for you. Please, read thoroughly if you're going to comment on here. Or are you saying you enjoy having games ruined for you? If so, I pity you.
Bookdust @ Apr 26th 2009 9:57PM
Certainly not, but then I've yet to ruin a game for myself by over-analyzing it. And I hardly thing speculating on why the Vita-Chambers work counts as over-analyzing, I'm just rationalizing based on what I know. Because that's fun to me, its exercising the old imagination. And really that's the extent of it.
I'm certainly not trying to poke holes in 2k Marin's work, I want to see it succeed and be as good as the first.
Eric E @ Apr 24th 2009 11:00AM
Why is no one asking about HACKING!!
also research while we're at it.
Same game? I heard you can repair your turrets, but the game/puzzle itself?
So Vital to me, hacking and research were optional but really required to beat it on survivor in my opinion.
zodduska @ Apr 24th 2009 2:01PM
Mouse control was totally broken in the first game, will it be fixed in the second?
Diskoboy7 @ Apr 24th 2009 3:18PM
I'm still curious as to what year the game will take place.
It's obviously the 70's now, since the Little Sisters are now Big Sisters.
And I'm hoping for more enviornmental interactivity, in BioShock 2, due Rapture's furter delapidation, since the last game. I wanna be able to shoot out portholes, or windows, and flood rooms with water. I want to have some parts of the game where you have to Repair certian rooms that have flooded, to clear a path to proceed.
Either way, I am so unbelievably hyped for BioShock 2, it's almost sickening. I haven't been this hyped for a game since Jet Set Radio Future.
esposch @ Apr 26th 2009 6:06AM
Um, they've already announced it happens before the first game. What they haven't told us is why the big sisters are all gone in the first. Although they might of 'cos I didn't actually read the interview...