BioShock (series)/Nightmare Fuel: Difference between revisions

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** And what's the very first thing you see after that? Piles of abandoned luggage, picket signs that say "Rapture is dead!" "Ryan doesn't own us!" "We're not your property!" and "Let it end! Let Us Ascend!" scattered all over, and finally, you come to an official looking notice pinned to the wall that reads "Attention! All Bathysphere travel is now denied." It sends chills up your spine when you realize what it means, too. Ryan is in so much denial about how secret Rapture is, he traps the population inside it in a vain attempt to hold onto a dead idea.
** And what's the very first thing you see after that? Piles of abandoned luggage, picket signs that say "Rapture is dead!" "Ryan doesn't own us!" "We're not your property!" and "Let it end! Let Us Ascend!" scattered all over, and finally, you come to an official looking notice pinned to the wall that reads "Attention! All Bathysphere travel is now denied." It sends chills up your spine when you realize what it means, too. Ryan is in so much denial about how secret Rapture is, he traps the population inside it in a vain attempt to hold onto a dead idea.
* The Lighthouse, which is more than a little creepy already. You just barely escape the plane crash in the middle of nowhere, and you see this big creepy tower just standing there in the middle of the ocean. You go in, and the first thing you see is this big gold statue, and big red banners with propaganda all over them. A very strong Fascist/Communist vibe just from that, and then you go down in the Bathysphere, and he treats you to a film containing an equally disturbing speech (something about "the great not being held back by the small", and the ''way'' he says it) and with similarly fascistic imagery (Look at all the old Nazi, or Soviet propaganda and you can see the exact same kind of imagery, with the barely human looking farmer, the big [[Strawman Political]] symbols in the sky attacking him). Also the sound the lights in the Lighthouse make when they come on is eerie. In fact, the brief [[Scenery Porn]] of you coming up to the city is probably the only break in the entire game.
* The Lighthouse, which is more than a little creepy already. You just barely escape the plane crash in the middle of nowhere, and you see this big creepy tower just standing there in the middle of the ocean. You go in, and the first thing you see is this big gold statue, and big red banners with propaganda all over them. A very strong Fascist/Communist vibe just from that, and then you go down in the Bathysphere, and he treats you to a film containing an equally disturbing speech (something about "the great not being held back by the small", and the ''way'' he says it) and with similarly fascistic imagery (Look at all the old Nazi, or Soviet propaganda and you can see the exact same kind of imagery, with the barely human looking farmer, the big [[Strawman Political]] symbols in the sky attacking him). Also the sound the lights in the Lighthouse make when they come on is eerie. In fact, the brief [[Scenery Porn]] of you coming up to the city is probably the only break in the entire game.
** The lighthouse is spooky as Hell, but what else is Jack gonna do? He has to swim toward the bizarre building or drown. And if he was an [http://en.wikipedia.org/wiki/The_Call_of_Cthulhu avid reader], he'd be downright terrified. Equally creepy is when someone on the [http://somethinginthesea.com/home.html surface] discovers it too... This can become [[Paranoia Fuel]] and [[Fridge Horror]] when you realize that the ocean is REALLY damned big. So big, in fact, that, theoretically, such a light-house could exist without anyone knowing any the wiser, but without a conveniently placed underwater city to explain why it's there. Just imagine finding this place in the dead of the sea, with no logical reason why it was built there... or who built it.
** The lighthouse is spooky as Hell, but what else is Jack gonna do? He has to swim toward the bizarre building or drown. And if he was an [[wikipedia:The Call of Cthulhu|avid reader]], he'd be downright terrified. Equally creepy is when someone on the [http://somethinginthesea.com/home.html surface] discovers it too... This can become [[Paranoia Fuel]] and [[Fridge Horror]] when you realize that the ocean is REALLY damned big. So big, in fact, that, theoretically, such a light-house could exist without anyone knowing any the wiser, but without a conveniently placed underwater city to explain why it's there. Just imagine finding this place in the dead of the sea, with no logical reason why it was built there... or who built it.
* The voice modifying machine when being converted into a Big Daddy. Looks painful, and the fact that screaming would only intensify the pain. Heck, the entire Big Daddy [[Body Horror|conversion process]] qualifies.
* The voice modifying machine when being converted into a Big Daddy. Looks painful, and the fact that screaming would only intensify the pain. Heck, the entire Big Daddy [[Body Horror|conversion process]] qualifies.
* The Splicers in general are pretty creepy, but especially the Spider Splicers. The first encounter you have with the Houdini Splicers is also particularly terrifying.
* The Splicers in general are pretty creepy, but especially the Spider Splicers. The first encounter you have with the Houdini Splicers is also particularly terrifying.
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** Fort Frolic's basement? In one of the stores selling spirits, you proceed past two flanking rows of rabbit-masked dancer statues to see another statue standing crying next to a locked door. Find the switch behind the counter to open it, and you find a goodie in the room beyond. Turn to leave, and... huh. [http://www.youtube.com/watch?v=TOxabfdwwhI Was there a statue there earlier?] Oh. Roughly half of all the statues in Fort Frolic have suddenly disappeared. And then, you can actually enter the basement. A flooded room with the glass wall and all those mannequins? Yes...they're only mannequins... they can't hurt you... Also, making the spirits store sequence even better is the [[Soundtrack Dissonance]] of "How Much is that Doggy in the Window?".
** Fort Frolic's basement? In one of the stores selling spirits, you proceed past two flanking rows of rabbit-masked dancer statues to see another statue standing crying next to a locked door. Find the switch behind the counter to open it, and you find a goodie in the room beyond. Turn to leave, and... huh. [http://www.youtube.com/watch?v=TOxabfdwwhI Was there a statue there earlier?] Oh. Roughly half of all the statues in Fort Frolic have suddenly disappeared. And then, you can actually enter the basement. A flooded room with the glass wall and all those mannequins? Yes...they're only mannequins... they can't hurt you... Also, making the spirits store sequence even better is the [[Soundtrack Dissonance]] of "How Much is that Doggy in the Window?".
** Aside from a statue going from sitting in a corner like it's the victim at the end of the Blair Witch Project to being right behind you when you turn around from your own corner, using that Power to the People machine causes plaster Spider Slicers to just show up periodically and battle you. Some walkthrough experts simply avoid that machine, because the spooks and the hassle just aren't worth it.
** Aside from a statue going from sitting in a corner like it's the victim at the end of the Blair Witch Project to being right behind you when you turn around from your own corner, using that Power to the People machine causes plaster Spider Slicers to just show up periodically and battle you. Some walkthrough experts simply avoid that machine, because the spooks and the hassle just aren't worth it.
** The animated plaster Spider Splicers there are so damn scary. They are ''completely silent''. That's right. They can quietly climb along the ceiling and drop down directly in front of/next to/beside you and start attacking. Somehow that's even worse than the same thing with their usual delirious ranting. They are made even scarier if you're familiar with [[Doctor Who (TV)|Weeping Angels.]]
** The animated plaster Spider Splicers there are so damn scary. They are ''completely silent''. That's right. They can quietly climb along the ceiling and drop down directly in front of/next to/beside you and start attacking. Somehow that's even worse than the same thing with their usual delirious ranting. They are made even scarier if you're familiar with [[Doctor Who|Weeping Angels.]]
** Sinclair Spirits has to be ''the'' most terrifying place in the game. Something as simple as all those statues disappearing...Sometimes they strike poses in places you've already passed. Release the plaster splicers and then go over to the waterfall under the staircase.
** Sinclair Spirits has to be ''the'' most terrifying place in the game. Something as simple as all those statues disappearing...Sometimes they strike poses in places you've already passed. Release the plaster splicers and then go over to the waterfall under the staircase.
** All these things are just surprises, though. There's a more psychological one in that a suitably experienced and mobile FPS veteran will have just, as requested, done a little dance on demand for Sander Cohen, {{spoiler|which is a pre-echo of the whole Would You Kindly/FPS-means-[[But Thou Must]] theme}}.
** All these things are just surprises, though. There's a more psychological one in that a suitably experienced and mobile FPS veteran will have just, as requested, done a little dance on demand for Sander Cohen, {{spoiler|which is a pre-echo of the whole Would You Kindly/FPS-means-[[But Thou Must!]] theme}}.
** One of the most unsettling parts of the entire level was the gents' toilet in the southern mall. Video game toilets in general are scary, but something about the three Cohen sculptures in there, stuck in unnatural, dance-like poses with black plastic bags over their heads, casting weird, twisted shadows in the flickering light are terrifying. After triggering the machine in Sinclair Spirits, this was the only room in the whole area she was too afraid to re-visit, in case they might actually have been alive...
** One of the most unsettling parts of the entire level was the gents' toilet in the southern mall. Video game toilets in general are scary, but something about the three Cohen sculptures in there, stuck in unnatural, dance-like poses with black plastic bags over their heads, casting weird, twisted shadows in the flickering light are terrifying. After triggering the machine in Sinclair Spirits, this was the only room in the whole area she was too afraid to re-visit, in case they might actually have been alive...
** The tunnel to the ice cave. "I can see your brea~ath!" This one also falls into [[Hell Is That Noise]], thanks to some wonderful stereo mixing that makes this sound like it's being spoken by someone in the room you're sitting in, even if you just have two decent quality speakers.
** The tunnel to the ice cave. "I can see your brea~ath!" This one also falls into [[Hell Is That Noise]], thanks to some wonderful stereo mixing that makes this sound like it's being spoken by someone in the room you're sitting in, even if you just have two decent quality speakers.