Exclusive: BioShock 2 - Jordan Thomas interview
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Published 29 April, 2009 Duration 3:15
We sit down with Jordan Thomas, lead designer of BioShock 2 to discuss just why he'd like to see you piss yourself a little.
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Comments (5) Latest comment 3 years ago
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Now I'm getting the uber powered big sister vibe, which clearly doesn't make sense. Surely it should be possible to kill her during the first encounter. I'd hate to think you play through the game simply driving her off again and again and again until some contrived end battle in some locked room, where miraculously she suddenly becomes damagable!
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I sure hope you're right. I've become seriously disillusioned with game stories of late. There's always some majorly stupid compromise that shatters any immersion that was previously gained.
It's usually stuff like your character killing 70 enemies and then being bludgeoned and captured during a cutscene where two standard goons somehow punch your lights out. Or having your entire arsenal taken away suddeny as the cutscene shows you slipping on a wet rock while looking over a bridge etc. etc.
At my day job I cringe at some of the crap I've seen done while a designer has litterally said "The testers say it's too easy by this point in the game let's remove some of their powers/weapons/moves and make them have to get them back". I had a stand up, drag out argument with such a tosser in one of the hallways recently. Luckily for me it seems I'm not alone in thinking these contrived story elements are rediculous.
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