User blog comment:Willbachbakal/Co-Op Plasmids: Telekinesis/@comment-3567720-20110727224603/@comment-3567720-20110728094549

Well, I don't like these ideas. The blowing up thing wouldn't be rewarding, of course, but would be balancing: put some risk in the using of this extremely overpowered weapon. Plus, it comes from the game's normal mechanics: if you put together the "explosive flying next to the player" and the "explosives blowing up when taking damage", you get this. So you have to breaking the normal course of the game mechanics to don't allow this happen.

Also, I don't understand the point of the energy cord. As far as I can see, a simple "grabbing a remote object with your mind" backstory can explain this ability too, or even better (it allow the player to keep floating the target in the air, the Energy Whip only allow in in some specific situation). And be honest, the solid energy stuffs are not exactly Bioshock-ish.

P.S.: All of this strictures are based on my opinion how an ideal Bioshock game ought to looks like. It is a matter of taste, and debating about tastes always become pointless after a while. We shall keep it in mind when writing our answers.

P.P.S.: I forget to ask it last time: How could the player charge the Telekinesis? Just because the normal using of TK already involving the press and hold of the Plasmid Fire button.