
BioShock 2 was a bold follow-up to Irrational Games' 2007 FPS, putting you in the lead-weighted shoes of a Big Daddy and flipping its objectivist critique on its head. But 2K Marin's sequel may have been bolder still if some of its developers had their way on the project. Early plans for the sequel included far more dynamic encounters with its fearsome Big Sister enemies, letting them get the jump on you whenever they fancied.
This was brought to light by former 2K Marin dev David Lindsey Pittman in a Bluesky thread (via GamesRadar). "Way way back in the day on BioShock 2, me and Kent Hudson talked about doing a dynamic 'Big Sister scare' system, where we'd spawn the ostensible villain at the edge of your vision any time the game's tempo slowed down,' Pittman writes.