
It’s been quite some time since the gaming community heard any official updates regarding BioShock 4. The last significant news came in December 2019, when 2K Games officially announced that a new installment was underway at the newly formed Cloud Chamber studio. Since then, however, there has been a notable lack of communication, with the only indications of development coming from a series of job postings in the previous year that confirmed the game is still actively being worked on.
While many details about BioShock 4 remain undisclosed, fans can take comfort in knowing the project is being helmed by a capable team. Cloud Chamber, although a new entity, boasts several veterans from the original BioShock series. Notably, Hoagy de la Plante, who served as a lead environment artist for the first two games, has taken on the role of creative director for BioShock 4. This connection suggests that the upcoming title will not only maintain the essence of the BioShock franchise but might also elevate it to new heights.
It’s Time for BioShock 4 To Go Full Circle With Its Inspirations






The Original BioShock Was Heavily Influenced by Immersive Sims
Ken Levine, a prominent figure in the gaming world, played a crucial role in shaping the BioShock trilogy as its creative lead, director, and lead writer. Before his work on BioShock, Levine contributed to the creation of some foundational immersive simulation games, which have left a lasting impact on the genre.
In the mid-1990s, Levine joined Looking Glass Studios, where he made significant contributions to Thief: The Dark Project, a title celebrated for establishing elements that would define immersive sim games. Subsequently, Levine co-founded Irrational Games in 1997, collaborating with former Looking Glass developers Robert Fermier and Jonathan Chey. Their inaugural project, System Shock 2, further solidified the immersive sim genre’s reputation. Given this background, it’s no surprise that BioShock drew heavily from these earlier works, culminating in the series’ unique hybrid gameplay experience.
BioShock Was Never a True Immersive Sim
Despite its accolades, BioShock doesn’t quite fit the mold of a traditional immersive sim by contemporary standards. Its iconic underwater city, Rapture, evokes immersion, and the Plasmid system allows players to experiment with combat. However, the game predominantly follows a linear design in both its narrative and level progression. Players encounter limited options for approaching objectives, with most paths leading to inevitable confrontations.
It’s The Perfect Time for BioShock 4 to Embrace its Immersive Sim Roots
The immersive sim genre has seen a noteworthy revival lately, particularly with high-profile titles like Indiana Jones and the Great Circle and Kingdom Come: Deliverance 2. These games highlight player freedom, providing a spectrum of non-linear objectives within richly detailed worlds.
This resurgence presents a prime opportunity for BioShock 4 to fully embrace its immersive sim origins. The game should ideally feature expansive, interconnected environments that allow players to explore at their leisure. Incorporating diverse approaches to completing missions and providing a wide range of tools for player expression would mark a significant evolution in the BioShock series, ensuring that it feels fresh rather than merely a continuation of its predecessors.
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