BioShock 4is in development (or whatever it is called), and will have a big challenge ahead if it’s going to live up to the original or the acclaimed sequel,BioShock Infinite. When its comes to its main influences, however, the game should prioritize one of the previous installments over the other.

BioShock 4needs to be more like the originalBioShockthan it isBioShock Infinite. This includes the variety of abilities, the variety of enemies, and the way the setting is designed. ThoughInfinitewas a great game, particularly its story, there are a few ways the original trumps it thatBioShock 4should learn from.

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Combat and Abilities

Combat has never been the strong suit of theBioShockgames. The originalBioShock, however, had more diverse abilities which allowed for different playstyles and less repetitive combat. The firstBioShockgame had 11 Plasmids, all of which gave the player different abilities, including some which point to other mechanics cut fromInfinite. Security Bullseye, for example, was a Plasmid in the firstBioShockwhich turned all of the security devices in an area to attack a target, allowing for a more stealth-driven and sabotage-style run-through compared toInfinite’s Possession mechanic.

WhileBioShock Infiniteintroduced other new mechanics like the sky-lines, it reduced the amount of abilities–renamed Vigors inInfiniteto match the early 1900s World Fair aesthetic–to just eight abilities, most of which had parallels in the original Plasmids.BioShock InfiniteVigorMurder of Crows, for example, summoned a swarm of crows to attack enemies. This was similar to Insect Swarm, which unsurprisingly set a swarm of bees on a nearby enemy, with the added effect of distracting them.

bioshock 4 setting

Overall,BioShock Infinite’s combatwas more repetitive and more less diverse in terms of available playstyles, forcing most players to go for a run-and-gun type of play.BioShock 4should try and allow for a greater diversity of playstyles and should try and add more abilities with a greater diversity of effects.

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Enemies and Setting

BioShock’s Raptureis a beloved video game setting, and some fans might consider it almost unfair to place Columbia in comparison. However, Columbia lacked a few aspects that Rapture didn’t. Since the originalBioShockalready took place after disaster had struck, Rapture’s abandoned hallways ironically felt more lived-in. Players were always able to find evidence of abandoned parties, as well as the Splicers who roamed the sunken city.

BecauseBioShock Infinite’s Columbiais supposed to still be fully inhabited at the time ofBioShock Infinite, the city feels strangely empty for most of the game. While Rapture always had the ability to imply that it was far larger than it appeared in game, Columbia’s position in the sky always seemed to reveal the city’s relatively small size as well.

The average enemy inBioShock Infiniteis simply a normal person, and the people of Columbia feel far less integrated into the setting thanBioShock’s Splicers, Big Daddies, and Little Sisters. More unique enemies like the Order of the Raven and the Handy-Men were interesting but didn’t seem to feed into the game’s central themes in the same way as the originalBioShockenemies.

BioShockhas a big challenge feeling like a continuation of the series without becoming repetitive, especially when it comes to the game’s setting. However, it’s been over seven years since the last game released, and with 2K creating a new studio,Cloud Chamber, to develop the game, the franchise could go in almost any direction.

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