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James Wallis
WDS Article Author, Frontiers Nerd, Star Trek Geek, Console Inventer Wannabee...
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Get the game walkthrough guide for BioShock 2 Walkthrough for PS3 coming right here to GameGuideDog.com! Absolutely all online walkthrough strategy guides are right here!
You're a Big Daddy, and you're right, that doesn't sound very ambitious. As Take Two admits during our tour of 2K Marin, a lot of people bought the irst BioShock because they thought you were a Big Daddy anyway. He's the guy on the box. He's got eight glowing eyes, JCB hips and a drillbit the size of a fridge stuck to his arm. And the fact is, by the time you got to the end of BioShock, you were so powered up that you practically and to some extent literally were a Big Daddy as well.
Except, there's also something wrong with the idea of being a Big Daddy in BioShock 2. BioShock was a first-person shooter with RPG elements and a brilliant story, laid out next to Randian extremism in a smotheringly coherent waterlogged coffin at the bottom of the Atlantic Ocean. But its sucker punch was an interrogation of free will in videogames, landed in a dizzying monologue by Andrew Ryan at the end of its second act. The Big Daddy may be a kickass monster, but he's also BioShock's supreme embodiment of what writer Ken Levine - speaking through Ryan - was attacking: he is conditioned to do one thing, and knows no better.
If 2K Marin, led by creative director Jordan Thomas (Fort Frolic, The Cradle), is committed to overcoming that paradox, BioShock 2 might actually be the more ambitious of the two games after all.
However, it's also clear that the Big Daddy is the wrong emphasis at this point, as senior character designer Colin Fix explains when he talks about the Big Daddy's probable replacement on this year's front cover: "It was my very first day, and Jordan took me into an office and was like, 'Alright, so, pretty much the premiere character of the entire game you'll start designing now.'" He wasn't talking about the Big Daddy. He was talking about the Big Sister.
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