At least it's being outsourced, so 2K Marin can focus on the single-player.
Eurogamer Previews the multiplayer
So how does that work? In keeping with BioShock's knack for complex themes in simple wrapping, it's tied to the experience system. Playing as a product tester for plasmid and tonic manufacturer (and war market profiteer) Sinclair Solutions, you go to battle in deathmatch, team deathmatch and another unannounced game mode and accumulate ADAM rewards via kills, assists and other achievements. This helps you to march through 20 ranks, divided into categories like "Bronze Club" and "Silver Society", announced with the triumphal faux-naivety common to BioShock's vending voice-overs. When you rank up, you can return to your apartment and receive messages from Sinclair representatives, which help fill in the narrative blanks, rather like the first game's audio logs.
As with the audio logs, however, if you don't care, you needn't - and the 10-minute deathmatch I get to observe reinforces the separation. It's frantic: players dressed as housewives and welders sprint around an expanded re-envisioning of the first game's Kashmir restaurant hurling electro bolts, fireballs and ice shards, blasting one another with electro-shotguns, and frantically hacking turrets (now a progress bar rather than a game-halting bout of Pipe Mania).
Although there is obvious overlap with both BioShock single-player games, multiplayer developer Digital Extremes has thrown in a few new tricks. The dash plasmid, for example, which allows you to fly forward in a straight line - leaping from balcony to balcony, charging someone or beating a hasty retreat. Then there's the geyser trap, which serves dual functions. On the one hand, it throws opponents into the air, where they bang their heads on the ceiling and take damage (or you shoot them). On the other, it's your own personal bounce pad for reaching higher ground.
"A thing a lot of people don't realise is that in BioShock 1 the splicers that you battled were actually supposed to have plasmid powers, and that fell by the wayside," says Miller. "One of the things we were really excited about exploring in a multiplayer component was this idea of... we're giving you all this cool s*** to do, what happens when everyone else around you can do the same cool s***?"
What's more, far from clunking together awkwardly with the fast-paced gameplay, the narrative snippets for which we'll be dinging our hearts out represent something else, perhaps even a unifying force. "I suck at first-person shooters," says Miller, "but I love playing BioShock because there are so many different options." And when I think about it, I love playing BioShock because I want to know everything about Rapture. For everyone else, there's killing each other. That's a lot of ways in. Accessibility in a multiplayer first-person shooter? That would be a story.
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