These are the new plasmids in BioShock 2
January 12, 2010
When players return to Rapture in BioShock 2, the environment and characters won’t be the only things that have changed. In the ten-year period between the original and the sequel, plasmids have also evolved. Hit the jump for a list the new plasmids in BioShock 2.
When players return to Rapture in BioShock 2, the environment and characters won’t be the only things that have changed. In the ten-year period between the original and the sequel, plasmids have also evolved. Here’s a list of the sequel’s new plasmids and what they do:
- Scout (single player): Leave your physical body behind and become an invisible “ghost”. In this form, you can’t use weapons but you can still use attack plasmids. You’ll also have to return to your physical body to progress further.
- Hypnotize (single player): Similar to the original’s “Hypnotize Big Daddy” plasmid, except it’ll work against ordinary splicers at a much lower eve cost. Charging it can give you control over a splicer for around 5 minutes.
- Aero Dash (multiplayer): Allows you to run really fast, damaging anybody you hit.
- Cyclone Trap (single player): Works the same as it did in the first game at level one. At level 2, you can charge any cyclone trap with another attack plasmid.
- Electro Bolt (SP & MP): Works the same as it did in the first game at level one. At level 2, charging it will let you unleash chain lightning on nearby enemies.
- Incinerate (SP & MP): Works the same as it did in the first game at level one. At level 2, charging it will let you incinerate groups of enemies with a fire bomb.
- Winter Blast (SP & MP): Works the same as it did in the first game at level one. At level 2, charging it will let you turn enemies into ice blocks. They stay frozen for a longer period of time and can even be used as projectiles with Telekinesis.
BioShock 2 is scheduled for simultaneous release on February 9, 2010, on PC, PS3, and Xbox 360.
Via [MTV Multiplayer blog]