10 New Improvements The Bioshock Sequel Needs To Have

2. Bring Back Tonics And Make Them Matter

Tonics in the original Bioshock allowed Jack to augment himself with all sorts of helpful bonuses such as a greater resistance to damage, or an increase to the power of your Plasmids. By the time Bioshock Infinite came around though Tonics had been replaced with wearable clothing called 'Gear'. Now these two are very similar and essentially did the same job of improving your passive abilities. This is somewhat of a personal thing but I always preferred the idea of Tonics. It felt much more in keeping with the Bioshock lore. Mad scientists creating drinkable buffs came much more easily than magic clothing. Maybe the new developers could take this idea one step further and add more jeopardy to you applying a Tonic. How about if you have to choose your Tonics in snap decisions and they actually matter? You COULD pick up this tonic that gives you +15% damage with your gun, but you'll lose 10% damage on your Plasmids. Maybe you pick up a Tonic and it physically alters you, making you slower but stronger, or maybe you can see better in the dark but your ability to function in brighter rooms diminishes Riddick-style? This would also make each playthrough truly unique, especially if Tonics are randomly generated.
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John loves everything to do with video games, television, movies and comic books. He currently writes for WhatCulture in between fighting crime as a masked vigila....I've said too much. Follow me on twitter @amathyst87