When 2K Marin's BioShock first appeared on PC and Xbox 360 back in 2007 its Creative Director, Ken Levine, was able to create an experience praised as much for its discussion of philosophy as it was its non-linear action sequences.
Based in the claustrophobic underwater city of Rapture, Levine was able to pen a storyline which examined Objectivism, the philosophical stance popularised by Ayn Rand in her novel Atlas Shrugged.
Three years later and the mantle of creative director has passed to Jordan Thomas, veteran of the first BioShock. He's just as keen to create a truly memorable and thoughtful experience, though this time from a different perspective, incorporating a new set of philosophies. Thomas comes across as a creative, confident and enthusiastic designer – exactly the sort of person who you might hope was given free reign to create BioShock's sequel in the manner befitting the series.
So, as BioShock 2 prepares to hit shelves on 9 February, what's changed in Rapture this time around? Jordan Thomas and Senior Producer, Melissa Miller, explain.