Friday, April 26, 2013

More About Bioshock Overload

Continuing from my last post, this post will overview some of the changes between Crystal Crypt and Bioshock Overload, if the folks at Irrational Games accept it.

Heal, Drain, Forge, and Charge (now called Reload) will all remain in the game, as well as a rather useful power returning from the oriinal Bioshock games: Hack. This version is not reliant on a tool, as in Bioshock 2, but is amplified by something like it. The hacking interface will more than likely consist of a circuitboard, and you need to zap it in the right spots in the right order, and in quick succession. Once you get a long-range Hack upgrade from an ally, you can fire crystals that work similar to Bioshock 2's remote hack darts.


The Charger I mentioned earlier utilizes a blueprint, called a Charge, to modify a small number of crystals to specialize in a particular form of energy, then implants them into the host via microtransmission. The Charger comes with your first charge, Telekinetics. Thermokinetics and Electrokinetics come very soon after.

Infected employees are replaced by infected civilians and general thugs. The partially infected mployees that you could either Heal or Drain are replaced by Changelings: adolescents who have been infected partially by the crystals but can neither succumb to the infection nor be rid of it-trapped in a tortured state of half human, half monster. You can either Heal them by reducing their infection to a minimum state, a process that releases some of the energy stored in their bodies by the invasive crystals, or you can drain every last bit of energy from them, killing them in the process.

I'll go over the changes to weapons in the next post. Until then, I'll see y'all later!

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