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Posted on: Jun 01, 2009

BioShock 2

WORDS BY: Jon Hicks
Sister Act

As in the first game, your actions shape how you progress, and they’ll guide you to planned multiple endings — though this time you get a better indication of which one you’re heading for and have the chance to change it. But one thing you can’t escape is the wrath of the Big Sister. As the new overlord of the city, she likes things just the way they are, and as you separate Little Sisters from their Big Daddies, she’ll start to take notice.

Jordan explains: “When you’ve gone through enough Little Sisters, you have another dynamic encounter with the Big Sister. She’s the one who will hunt you and you have this countdown to prepare; you’ll hear this creepy little-girl voice over the radio noting that the Big Sister is coming.”

This is the true goosebumps moment of the demo — the point where you realize that your big drill might not be the catch-all solution it’s been so far. A shriek in the distance and a whimper from the Little Sister: “Oh, Mr. B., Big Sister doesn’t want you to play with me…” A few minutes of glancing around the bloodstained lobby and she’s there, springing onto the globe in the center and going on the attack.

And it’s fast. Really fast. She leaps insect-like around the room, attacking more quickly and more brutally than the Splicers. She can leap across the room, savage you with the blade attached to her arm, and be away before you have time to land a shot. Then comes her Plasmid treatment: a swirling tornado fills the room, picking up all the furniture and sending it flying directly at you. Game over.

Tell Us a Story

As a mere boss fight, it's gripping stuff, and that's without seeing any standout moments akin to BioShock's stunning Fort Frolic. Thomas was the creator of that, the highlight of the game for many players, and we’re promised similarly powerful encounters — tying action, story, and location together — in the sequel. Expect some haunting settings and unsettling new characters in your travels through the doomed undersea world when the game hits late this year. “There will be surprises,” promises lead level designer Zak McClendon. More people like Sander Coen? “Definitely.”

Like all good residents of Rapture, we’re holding our breath.

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