[ « Previous Page | 1 | 2 ]
With the Big Daddy dead, a Little Sister once again emerges from a hole in the wall, giving us some more cash and some Adam. At the weapon upgrade station we improve our machine gun damage, which is about to prove very useful. Back at the hub, all the doors open, allowing you to tackle the rest of the rooms in any order you wish. We have a gander at the symbols - one shows Houdini Splicers, one of BioShock's most difficult, and annoying, enemies. We trot back to the vending machines and buy our first plasmid - Insect Swarm. Oh yes.
As we scout from above the glass ceiling we can see that the room is actually more like a tower. It's tall to say the least, with each level connected by a spiral staircase that wraps around the walls. Each room in Worlds of Hurt is themed differently, and it's clear this one's all about verticality. To kill every single Houdini Splicer you'll have to make your way down the room to the very bottom. We inch our way down, slowly, using our machine gun, which as any BioShock player will know is great against Splicers, and sporadically let loose a swarm of bees when things get busy. At the very bottom of the room all the Houdini Splicers we haven't taken out congregate - we go all Tony Montana and let the bullets fly.
Here our play test with Worlds of Hurt comes to an end. There are eight rooms in total, each presenting unique challenges. We've only seen three, and it took us about half an hour to work through those, suggesting the whole room will keep most occupied for a good few hours at least.
Our hands-on play test of A Shocking Turn of Events, the challenge room that charges you with saving a Little Sister trapped at the top of a Ferris wheel that can only be turned by electrifying its switch, proved as interesting as it was mentally challenging. It begins with what is a simple puzzle - you're trapped in a small room with no obvious way out. What to do? We won't spoil it, but it's a clever puzzle, and one that sets the tone perfectly for the rest of the level.
We won't explain exactly how we got the Little Sister down from her precarious position, either (the enjoyment comes from working it out yourself), but we will say that it didn't take us terribly long. The longevity here will come from unlocking trophies. Despite the fact that you only need to turn it six times to save the Little Sister, it can be turned nine times, if you're really smart. Do this and you'll be rewarded with a trophy. Each challenge room provides the opportunity to win four trophies, one for defeating it on Survivor difficulty, one for defeating it in a certain time (a timer displayed at the top left of the screen shows you how long it's taking you to work through each room), another for collecting hidden Red Roses dotted about the level and one level specific trophy - turning the Ferris wheel nine times is Shocking Turn of Events', for example. The collection of these should keep the more dedicated among you going for ages.
There's some inconsequential stuff 2K Games has thrown in there that serves little purpose other than to make you smile. There's a guitar lying about in the Ferris wheel room, which can be played. You'll also be able to try out a grand piano. Nearby is an Instant Piano Prodigy tonic, which, once picked up and equipped, will make your piano playing perfect. Again, pointless, but a nice touch.
Although we haven't played it, 2K has released a snippet of information on the third and final challenge room, The I in Team. We're told you'll have to find a way to defeat a Big Daddy, negotiating traps and using limited resources and an even more limited arsenal. None of the single challenge rooms are set within areas of Rapture seen or explored from the main game, or feature any story elements whatsoever. Much of what we've played is puzzle based, but expect combat-heavy elements as well, and with limitations and constraints put on your resources, you'll need to think more laterally about the plasmids you use and the environment that surrounds you than you might have done during the main campaign.
Will the DLC be worth the money? At £6.29 you have to think that they are, despite the fact that we haven't played two of them all the way through. What is clear is that the challenge rooms will be essential playing for those of you who absolutely loved BioShock, especially those of you who tinkered with as many plasmids and tonics as possible and enjoyed using the environment just as much as the weapons for dealing death. It's not adding to the main campaign, it's not fleshing out other areas of the underwater city of Rapture and it's not telling untold parts of the story, but it is more quality BioShock action, and that alone means it should find a solid home on your gaming radar.
BioShock's Challenge Rooms will be available exclusively to download on PS3 on November 20 for £6.29.
[ « Previous Page | 1 | 2 ]






Post Comment
Login or register to reply to this topic
Create a new account or login to take part in this topic discussion.