Despite plenty of player interest and speculation, details for developer Cloud Chamber and publisher 2K Games' next installment in theBioShockfranchise have been few and far between. Tentatively titledBioShock 4, the sequel was confirmed in December 2019 when 2K announced the name of the new studio that would take the reigns after previous developers Irrational Games became defunct in 2017.BioShock 4has remained fairly elusive ever since, with both 2K and Cloud Chamber keeping remarkably tight-lipped when it comes to any kind of updates for the game.

However, some leaks have managed to surface fromBioShock 4’s secretive development, includingclues to various settings and even the potential nameBioShock: Isolation, but so far nothing substantial has been confirmed. Despite the shadowy atmosphere surrounding the game, fans have still been able to speculate on whatBioShock 4might look like. One key aspect of theBioShockgames that players have been wondering about is the substances that grant new abilities. Called Plasmids inBioShockandBioShock 2, and Vigors inBioShock Infinite, fans have been questioning just what shape these will take ifBioShock 4has a brand new setting.

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BioShock’s Setting-Specific Power-up System

Spread across two memorable and unique locations, theBioShockseries has always placed a lot of importance on where the games are taking place. Both the airborne city ofColombia and the submerged metropolis of Raptureare essentially the main stars of the games, with the characters taking on minor roles compared to their impressive environments. With the large majority of storytelling in theBioShockseries being environmental, design and attention to detail are key. From where players can get their ammo to the recording devices where several backstories are played out and established, each game had specific elements that correlated to the setting while still remaining true to theBioShockformula.

The main example of this is in the use of Plasmids and Vigors. With such a focus on locations and settings, this naturally translates to the objects found within them. With gameplay aspects like power-ups or new abilities, the developers had to make them visually distinct while still ensuring that their functions and purposes were recognizable to players and that they made sense within the world of the games they inhabited. For example, Plasmids available inBioShockandBioShock 2fit the 1950s/1960s aesthetic of the games and their midcentury stylistic setting of Rapture. For the1912 colonial setting of Columbia, the much more ornate and old-fashioned Vigor tonic vials fit their own period and environment in the same way.

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But it’s not just the look of Vigors and Plasmids that are specific to their settings – the names and the powers they give the player are just as well-thought-out and specific. FromPlasmids such as Security Bullseye, Electro Bolt, and Hypnotize Big Daddyto Vigors like Devil’s Kiss, Murder of Crows, and Bucking Bronco, each one reflects its own location and story elements. With this in mind, it wouldn’t make any sense forBioShock 4’s answer to these two classic aspects to copy them too closely.

How Plasmids And Vigors Could Be Adapted For BioShock 4

While it still hasn’t been confirmed where (or even when) the upcoming gamewill be set, rumors have swirled around either apotential arctic location or perhaps a space setting forBioShock 4. Both of these hold great potential for the series and offer lots of tantalizing design aspects for games that are known for their innovation and attention to detail. IfBioShock 4is going to implement its own versions of Plasmids and Vigors, it needs to be visually distinct and suitable for its setting, wherever this may be.

Not only that, but the powers available need to be tied to the location and make sense within the story, as well as provide tangible advantages to the player in combat. IfBioShock 4does have a space setting, for example, it could use powers that make enemies and objects weightless now that they’re not bound by Earth’s gravity, much like Bucking Broncho. Alternatively, an arctic location could offer interesting possibilities with temperatrue-related abilitiessuch as Incinerate! and Devil’s Kiss.

With both injectables and consumables appearing inpreviousBioShockgames,BioShock 4may come up with a new way for players to utilize the powers from Vigors and Plasmids. If the game has more of a sci-fi setting, perhaps some kind of inhaler could replace the injection or tonic and tie-in more strongly with its own story. Whichever way the developers choose to implement them, it will be interesting to see the ways in which they differ and the instances where they repeat the formula from previous games. Regardless of how the feature is handled, there’s no doubt that it needs to be as innovative as its former iterations to risk disappointing fans.