Alguma informação retirada da revista, caso não tenham lido os scans:
"Things about Rapture are sustaining themselves. It's been ten years and it feels like it's found this kind of equilibrium. The ecology is working in this cycle, whereas before, you got the idea that in six months no one was going to be left."
In regards to Bioshock's philosophical ideas and critique of objectivism: "We're using what players understand of Bioshock 1 and what they understand about Rapture to spring into other ideas. It wouldn't really be Bioshock if you dont' end up thinking about it and the ideas behind the environment you're standing in."
Also the ocean floor sequences are intended to give the player a relaxing breather and a chance to appreciate the beauty of the city. They won't encounter any enemies and you can sometimes see old areas you are famillar with. It mentions that you can look into a window at one point and see the Welcome Center from the start of the first game.
Bioshock 2 will be scarier than Bioshock 1.
It will feature interesting new characters on the level of Sander Cohen or Frank Fontaine.
Big Sister is "someone with history in Rapture".
There new upgrade paths for plasmids/tonics that will let you specialize in different things and upgrade your character in radically different ways. They really want to improve this aspect of the game compared to Bioshock 1. There will be all sorts of different gameplay and tactical choices, both for offense and defense.
There will be "iconic landmarks" to anchor you to the first game.
Big Sister views the Rapture ideal as when Little Sisters are with their Big Daddies.
The moral choices in the game will have much more of an impact on the environment than in Bioshock 1.
They realize players are going to be keeping an eye out for a twist, and they are designing the game with this in mind.