BioShock (series): Difference between revisions
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There are three games in the series so far:
* ''[[BioShock]]''
* ''[[BioShock 2]]''
* ''[[BioShock Infinite]]''
[[The Wiki Rule|Has a Wiki]] [http://BioShock.wikia.com/wiki/BioShock_Wiki here].
{{tropelist}}
* [[Adam Smith Hates Your Guts]]: Justified, since Rapture's regulation-free economy means that shopkeepers can charge people for weaponry to defend themselves during a civil war. Subverted, since you can hack most of the game's vending machines to get yourself greatly reduced prices. In an audio diary, Andrew Ryan even complains that hacking of the vending machines undermines Rapture's capitalist values. It also shows up in places where businesses ''will'' rip-off their customers, like a fancy theater or lounge
* [[Affectionate Parody]]: [http://www.newgrounds.com/portal/view/400462 ''BioShlock''].
* [[Alcohol Hic]]: When you grab two beverages in quick succession and, as a result, get momentarily drunk.
* [[An Ice Person]]: Martin Finnegan, and the ice-element Houdini Splicers found later in the game. You can turn an enemy into a [[Human Popsicle]] in either game with [[Freeze Ray|Winter Blast]] and other attacks.
* [[Annoying Arrows]]: [[Averted Trope|Averted]]. The bolts from the crossbow are one of the game's most effective weapons.
* [[Apocalyptic Log]]: Scattered throughout Rapture are audio journals by the city's inhabitants. The information revealed within ranges from the useful (lock combinations) to the informative (who the main characters are and how Rapture got this way) to the disturbing (the reason why there are two corpses embracing on a bed next to a bottle of pills
* [[Arc Words]]: "A
** {{spoiler|"Would you kindly?"}}
* [[Arrows on Fire]]: One of the alt-fires for the crossbow shoots flaming bolts
* [[The Artifact]]: In its original phase of development, the first ''[[BioShock (series)|BioShock]]'' had insectoid beings rather than altered human beings, called Gatherers, Protectors and Aggressors. These eventually became the Little Sisters, Big Daddies and Splicers, respectively. Leftovers of this naming scheme can be found, however:
** And there are the "Protector Trials" DLC in ''BioShock 2''.
** According to several logs, Big Daddies were officially called 'Protectors' and were nicknamed by scientists only after Gilbert Alexander developed 'bond conditioning' to maximize the Protectors' efficiency.
* [[Auto Doc]]: Automatic medical machines. They charge you cash, but will heal you completely; however, enemies can also use them. You can also hack them so they'll give you a discount and kill any enemies who try to heal with it. Destroying them causes them to drop first aid kits.
* [[Ax Crazy]]: Almost everyone in Rapture.
* [[Awesome Yet Practical]]: Insect Swarm. Leaves the enemy vulnerable, standing
* [[Badass Normal]]: Mark Meltzer. In a
* [[Bandito]]: "El Ammo Bandito!" vending machines.
* [[Bee-Bee Gun]]: The Insect Swarm plasmid, a particularly gruesome example. "Bees! I hate bees! I'm allergic!" In the sequel, the fully-upgraded plasmid ''turns slain enemies into proximity-activated beehive bombs''.
* [[Berserk Button]]: Don't touch a Little Sister while a Big Daddy's around, unless you want to end up on the business end of a huge drill
* [[Big Bad]]: In the first ''[[BioShock (series)|BioShock]]'', Andrew Ryan, followed by
* [[Big Brother Is Watching]]: Rapture is dotted with security cameras, and if one gets a long enough glimpse of you, it dispatches combat drones to put you down. On the upside, you can hack said cameras so that enemies trigger the drone attacks. The sequel ''[[BioShock 2]]'' features this trope even more directly as it sometimes has voices warning you over the loudspeaker that "Big ''Sister'' is Watching You!", along with graffiti warning that "LAMB IS WATCHING".
* [[Big Eater]]: Disposable food items are used instantly and there are no consumption limits. This is okay for, for example, a Pep Bar, but reaches the point of "grotesque superpower" when Delta or Jack manages to bolt down an entire potted steak or drink a whole bottle of moonshine, three Arcadia Merlot bottles and a shelf of vodka roughly one second per bottle, or chew their way through an entire storeroom full of supplies just because they can
* [[Bio Augmentation]]: Plasmids and gene tonics.
* [[Biopunk]]: But of course! The turrets and cameras also have a [[Dieselpunk]] vibe.
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* [[Blatant Item Placement]]: Averted. Much of the weapons and ammo you pick up are either scattered around as a result of a civil war, or found in stashes in offices or weapons lockers. Other things like your [[Improvised Weapon|improvised weapons]] are constructed out of mundane materials.
* [[Bloody Handprint]]
* [[Body Horror]]: Abundant. Splicers are marred by bloated tumors or lesions or twisted limbs, and looking at some of the Big Daddy suits it's impossible to imagine a normal person fitting in them. This is because the person in question has [[Squick|had their flesh removed and organs welded into the inside of the suit
* [[Brainwashed and Crazy]]: Hardcore Objectivist Andrew Ryan, desperate to win Rapture's civil war, resorted to pheromones to control his population, with the justification that if Atlas won they'd be no better off than slaves anyway.
* [[Brass Balls]]: Both games uses this as a name for an achievement in some way. The first game has 'Brass Balls' which requires you to finish the game on Hard difficulty without using any Vita-Chambers. The second game has 'Big Brass Balls' which only requires you to complete the game without using any Vita-Chambers.
* [[Bribing Your Way to Victory]]: A bizarre in universe example. Thanks to the hyper capitalist nature of Rapture, you can literally buy the security systems that are supposed to be keeping you out and use them on enemies instead.
* [[Canned Orders Over Loudspeaker]]: From the corny "Rapture Reminders" and other [[Public Service Announcement|Public Service Announcements]] in the first game to Sofia Lamb's unnerving "inspirational" speeches in the second game.
* [[Charm Person]]: The Hypnotize Big Daddy plasmid. The Hypnotize plasmid in general, really.
* [[Children Are a Waste]]: In one loading screen, a scientist, Dr. Suchong, is quoted saying that children are a waste
** This, like many of the diary entries, results in a great big [[Fridge Horror]] when the [[Big Reveal]] is given.
* [[Circus of Fear]]: Ryan Amusements, mostly designed as a propaganda device to scare children into never going to the surface.
* [[Clingy Costume]]: The Big Daddies are grafted into their diving suits, though fortunately for two characters who voluntarily don similar outfits, it doesn't appear to be necessary to wear them. It's implied that after the Big Daddies die (well, under normal circumstances, anyway; not so sure about now), the suits are reclaimed so they can be reused, even though the process that puts them in the suit to begin with makes this dangerously unsanitary at best.
* [[Closed Circle]]: Rapture is under the sea, so it’s pretty inescapable except for the one bathysphere.
* [[Cloudcuckoolander]]: The Little Sisters skip around Rapture in a [[Crap Saccharine World|dream world]], oblivious to all the death and destruction around them, singing happy songs as they stab corpses with syringes and suck out the fluid afterward. Of course, all that psychological conditioning and ADAM that got them that way.
* [[Color Coded for Your Convenience]]: Hacking machines turns the lights on them from red to green. The lights in the portholes of the Big Daddy suits also change between green (hypnotized), yellow (neutral)
* [[Companion Cube]]: There are lots of gene tonics that upgrade your security bot allies in various ways. One lets you repair your bot for a bit of EVE. It also randomly assigns each one a name.
* [[The Conscience]]:
** Bill McDonagh, Rapture's General Contractor, has been described as Ryan's conscience, though unfortunately for everyone, Ryan ignores him, leading McDonagh to unsuccessfully try to solve Rapture's problems at their root.
** In ''[[BioShock 2]]'',
* [[Convenient Color Change]]: When you successfully hack a turret. Also when you use the Hypnotize plasmid and when you piss off the [[Elite Mook|Big Daddies]].
* [[Corrupt Corporate Executive]]: Some of the people Rapture attracted were this trope, fed up of government intervention.
* [[Crapsack World]]
* [[Creepy Child]]: The Little Sisters. In terms of appearance, they're less creepy in the sequel (done intentionally, according to [[Word of God]] to make them easier for players to grow attached to), but you
** A popular bit of [[Fridge Brilliance]] is that Little Sisters look just as creepy in the sequel as they do in the original, but Subject Delta's Big Daddy conditioning makes them seem cuter to him (and presumably other Big Daddies).
** The Little Sisters in the original are creepier when they're first introduced, singing [[Ironic Nursery Tune
* [[Cruel and Unusual Death]]: Getting shot to pieces by a machine gun or taking a wrench to the frontal lobe are probably the least painful ways to die in Rapture. At least they beat being burned, drilled, electrocuted, drowned, telekinetically hurled
* [[Cue the Sun]]: The better endings take place as dawn breaks.
* [[Death Is a Slap on The Wrist]]: A light slap at that thanks to the Vita-Chambers scattered throughout the levels. The sequel acknowledges this when the villain admits that the best she can do is slow you down {{spoiler|and attempts to get rid of you permanently by destroying all the Vita-Chambers in the area via crush depth
* [[The Dev Team Thinks of Everything]]: The player can create improvised Molotov cocktails by using the Incinerate! plasmid on alcoholic beverage' bottles, and then trowing them with
* [[Downer Ending]]: The [[Bad Ending]] of ''[[BioShock (series)|BioShock]]'', and dear ''God'' the two [[Bad Ending]]s of ''[[BioShock 2]]''.
* [[Downloadable Content]]: A small pack of additional plasmids and tonics was released shortly after release along with one of the patches, while the [[Play Station 3]] version had DLC containing three challenge rooms and a [[New Game+]] mode. The sequel has just had some additional content for the multiplayer released. Reception has been mixed, mainly as many of the additions were already on the disc and just needed to be unlocked.
** ''[[BioShock 2]]'' also features two single-player DLC packs: the Protector Trials, in which you play as a nondescript Alpha Series in different scenarios protecting a Little Sister gathering ADAM, and Minerva's Den, a self-contained story featuring new weapons, enemies, and a new protagonist.
* [[Driven to Suicide]]: Lots of little vignettes suggest this: two corpses embracing on a mattress next to a pile of pills, a body slumped against a bloodstained wall with a shotgun at its feet, a family gathered around the television with an empty bottle of cyanide tablets on the table, residents and prison inmates who escaped from the madness with the help of a rope... In the opening of ''[[BioShock 2]]'', Lamb uses a mind control plasmid to force Delta to commit suicide. Fortunately, he gets better.
* [[Drunk with Power]]: Every splicer, up through and including {{spoiler|Fontaine}}. Ryan and Lamb had noble ideas too, but became controlling despite their insistence they were doing it for the greater good. A very old story.
* [[Dynamic Entry]]: Big Daddies like to do this with their drill charges, [[There Was a Door|walls or no walls]]. And in the opening scene of ''[[BioShock 2]]'', Delta arrives to save his Little Sister from threatening Splicers by ''landing on one''.
* [[Dystopia]]
* [[Earn Your Happy Ending]]:
** The good ending of the first game. Rapture is a nightmare teeming with splicers, automated defenses, and more than one would-be tyrant, all of whom are out for Jack's blood. But,
** The sequel follows a similar tone with the happy ending,
** C.M. Porter in the ''Minerva's Den'' DLC.
*** There's also a very large one for Rapture.
* [[Electrified Bathtub]]: Hitting a Splicer standing in water with Electro Bolt kills everybody standing in the water and nets you the "Toaster In The Tub" achievement.
* [[Eleventh-Hour Superpower]]: In the first game
* [[Elite Mooks]]:
** You'll eventually see Elite variants of the standard Big Daddies in the first game, while in the second, you'll meet the Alpha Series, the same prototype model as your character. Though not quite as tough as regular Big Daddies, they'll attack you on sight, often in pairs or alongside other Splicers.
** As well as the [[Lightning Bruiser|Brute Splicers]], the Splicer equivalent of Big Daddies.
* [[Enclosed Space]]: Mostly of the Underwater Base variety.
* [[Enemy Scan]]: Using a special research camera to photograph enemies (somehow) grants you a damage bonus against them, as well as unique abilities or Plasmids. The sequel awards points for creative use of weapons and Plasmids.
* [[Escort Mission]]: The last level in the first game before the final boss is one of these.
* [[Evil Laugh]]: The [[Monster Clown|Circus of Values]] kiosks. Made all the more creepy by being a flat monotone.
* [[Evilutionary Biologist]]: Averted. Though the catchphrase of the plasmid jingles is "Evolve Today!", and ADAM is based on genetics [[Gone Horribly Wrong]], nobody really seems concerned with becoming a superior human through them. Plasmids are just another market commodity or weapon, and little more.
** Played straight with Sofia Lamb, however, who wants to harness ADAM's ability to turn humans into mindless machines who work for the "common good".
* [[Evil Versus Evil]]: Andrew Ryan versus Frank Fontaine.
* [[Evolving Attack]]: The original let you upgrade your elemental plasmids to deal more damage, but the sequel really expands on it
* [[Exploding Barrels]]: Oxygen canisters from when people had to pay for air. If you have the Telekinesis or Incinerate plasmids, you'll surely figure out a use for them.
** It's also played even straighter with literal red barrels that explode when shot or [[Finger-Snap Lighter|burned with Icinerate!]] and are [[Blatant Item Placement|often found on or near convenient oil slicks]].
*** This does [[Fridge Logic|make a sort of sense]]: the barrels most likely contain oil, and the slicks probably leaked from them.
* [[Extreme Omnivore]]: Both protagonists will apparently eat pretty much anything that vaguely resembles food. Chips you've fished out of a trashcan? Sure thing! Coffee you found ''in a toilet''? Down the hatch. Bonus points to Delta, who manages to eat everything in his path without once taking off his sealed diving helmet. Then there are Spider Splicer Organs, which (with enough "research", see [[Enemy Scan]] above) can be used as first aid kits. One can only imagine what you do with them.
* [[Face Death with Dignity]]:
* [[Fate Worse Than Death]]: You see many examples of this around Rapture, but the biggest of all is probably becoming a Big Daddy, a mindless being whose only purpose is to slavishly protect their Little Sister. It's a ''very'' one-way process too.
* [[Finger-Snap Lighter]]: The Incinerate! Plasmids.
* [[Fire, Ice, Lightning]]: Incinerate, Winter Blast
** The Chemical Thrower also squirts Napalm, Liquid Nitrogen
* [[First-Person Snapshooter]]: Yes, you're really going to dodge a Spider Splicer's meat hooks to try to get a good portrait of it
* [[Fluffy the Terrible]]: The Big Daddies, referred to collectively as "Mr. Bubbles" by the Little Sisters.
* [[Foreshadowing]]: The games are loaded with foreshadowing.
** In the first game:
*** The opening cutscene provides a subtle hint as to what happens to the plane:
*** Peach Wilkins guesses -
*** Jack's tattoos on both of his wrists, a link of chain, implies he was imprisoned at some time.
***
*** In Arcadia, you see posters that allude to the Little Sister orphanage being
**
*** One of Sullivan's audio diaries talks about how any blood relatives of Ryan's would still be able to use the bathysphere because of the genetic keys. One of Suchong's diaries mentions that Ryan had the Vita Chambers set to his genetic frequency for testing.
*** "[Peach] seems a decent enough sort. No doubt he'll wait until [[You Have Outlived Your Usefulness|after you've done his errands]] to stick a shiv in your belly."
*** The first audio diary you find from Frank Fontaine comes just before {{spoiler|the submarine in Port Neptune goes kablooie}}
** In the second game, you learn that
* [[Formally-Named Pet]]: Little Sisters call their pet Big Daddy "Mr. Bubbles".
* [[Freeze Ray]]: The Winter Blast plasmid, natch.
** Also, the Chemical Thrower when loaded up on Liquid Nitrogen. Perhaps moreso, since it fires a continuous stream of freezing, rather than the Plasmid's 'blasts'.
* [[Fun with Acronyms]]: Averted with ADAM and EVE, which
* [[Gameplay and Story Segregation]]:
** In the story, ADAM is used to activate and maintain one's ability to splice; in the game, it's treated more like a form of currency for plasmids and upgrades that are otherwise available free of charge.
** In the [[Apocalyptic Log|Audio Diary]] "Today's Raid", Diane McClintock mentions having "snagged 31 rounds of buckshot, 4 frag grenades, a shotgun, and 34 ADAM." It may have implied 34 ''units of'' ADAM, and this (even the low number is noteworthy), combined with its market value, indicates that ADAM was a very high commodity for barter [[Gameplay and Story Integration|in the story as well as in gameplay]]. Andrew Ryan offers 1000 Adam to the splicer who kills Jack.
** In fact, [[What Could Have Been|the original plan]] (which even made it to an early gameplay demo) was to have ADAM be the main currency of the game, before they decided to replace it with Rapture Dollars for everything but plasmids.
** The Splicers ignore vials of Adam just lying around, the player doesn't.
* [[Genetic Engineering Is the New Nuke]]: Gene Tonics let you turn invisible, teleport, recharge health by hacking machinery, or [[Arson, Murder, and Jaywalking|take better pictures]], while Plasmids allow you to hurl energy, toss objects with your mind, or [[Bee-Bee Gun|turn your hand into a hornet nest]].
* [[Genetic Memory]]: Yet another of ADAM's miraculous properties. Splicers, including Jack in the original game, were affected by visions of ghosts, [[Hand Wave|explained as other people's memories being passed along by the recycled ADAM]]. Fontaine figured out that you could use a similar process to implant false memories in a subject, while in the sequel, Sofia Lamb jumps on the idea of [[Instrumentality|combining multiple people's memories into a single person]]. She tried this with {{spoiler|Gil Alexander}} as well, with... [[Body Horror|unexpected results...]]
* [[Genius Bruiser]]: All three protagonists have good hacking and puzzle-solving abilities, in addition to being good with firearms.
* [[Gentle Giant]]: The Big Daddies are quite gentle when escorting their Little Sisters, and will carefully help them into and out of their tunnel hatches, or carefully scoot them out of harm's way if there are obstacles. [[Papa Wolf|But if you get too close
* [[Giant Mook]]: Big Daddies fall somewhere between this and full-blown boss encounters in their own right. Also, the burly new Brute Splicer in ''[[BioShock 2]]''.
* [[Gory Discretion Shot]]:
** A form of ''Non''-[[Gory Discretion Shot]] in the form of all-concealing green mist is used the moment you actually harvest a Little Sister.
** Interestingly, in ''[[BioShock 2]]'', you have an opportunity to see what happens when somebody else attacks and harvests a Little Sister, and they too are surrounded by an evil-looking pea-green fog.
* [[Grande Dame]]: The "Lady Smith" splicers. "You call that tenderloin? If you serve that in any respectable hotel in New York, they'd laugh you out of town. We've got to have ''standards'', even in troubled times."
* [[Gratuitous Foreign Language]]: Due to the multicultural society, various characters from non-English speaking backgrounds sometimes let their foreign language show.
* [[Gratuitous Greek]]: Subject Delta, the Alpha Series, half the locations...
* [[Green Rocks]]: The sea slugs gained the ability to generate ADAM from a large, [[Sickly Green Glow|glowing]] biomass. It can be seen under Persephone.
* [[Grey and Gray Morality]]: And how. While you may find it hard to justify the actions of Lamb, Ryan and Fontaine (as well as many other characters), you can make a case that most characters have a [[Freudian Excuse]] or are just [[Utopia Justifies the Means|deluded into achieving their philosophy with any means possible]]
* [[Grievous Harm with a Body]]: The corpses of enemies are extremely effective weapons via telekinesis.
* [[Hacking Minigame]]/[[Pipe Mania]]: The vending machines (among other things) can be hacked.
* [[Hair-Raising Hare]]: Some splicers wear bloodied bunny masks, while Sander Cohen is ''fixated'' on rabbits, using rabbit masks in his tableaux and rabbits in his... poetry. See [[Mad Artist|the page]] for his work.
* [[Harder Than Hard]]: The [[Play Station 3]] port, in addition to the Easy, Medium and Hard difficulties, has Survivor, which is described on the difficulty selection screen as "every bullet counts". They mean it. In this mode, enemies can do some serious damage to you and nearly all of your plasmids consume a lot more EVE. And to add to the fun, two of the trophies forces you to play the game on this difficulty. The first trophy requires you to simply finish the game. The second trophy requires you to finish the game '''without''' using Vita-Chambers. Said trophies are respectively called [[Ironic Echo|"A Man Chooses" and "I Chose The Impossible"]]. Though not the same difficulty, the [[Xbox 360]] version similarly has Achievements for just finishing the game on Hard ("Seriously Good At This") and without using any Vita-Chambers ("Brass Balls").
* [[Hate Plague]]: The Enrage plasmid lets you throw a squishy, organic [[Conflict Ball]] at foes, turning them into berserk team-killers.
* [[Healing Factor]]: The Little Sisters, justified due to the ADAM in their system. [http://www.youtube.com/watch?v=4BMmUEaAKSI Deconstructed in the second game
* [[Heroic Mime]]: Jack, the protagonist of the first game, has exactly two lines in total, both in the opening cutscene. Lampshaded in ''[[BioShock 2]]'', with one of Father Wales' audio diaries describing Jack as a silent and mysterious Messiah figure
* [[Hidden Elf Village]]: Deconstructed. If Andrew Ryan's fear of discovery by the surface nations hadn't made Rapture into one of these, there would have been no black market for Frank Fontaine to control. For a captain of industry, Ryan [[You Fail Economics Forever|was blind to basic economics]]
* [[Hide Your Children]]: Pointedly averted
** [[Fridge Brilliance]]: Suchong found a way to accelerate human growth by five. A child can have the physical attributes of a nineteen year old in four years. Most children will only appear to be children for about three years: not much of a window considering there's not much time for procreation when your city's falling apart.
* [[Hollywood CB]]: Sort of. Your radio, which everybody can tap into (or jam) at the proper time.
* [[Hooks and Crooks]]: Spider Splicers use them, even [[Throwing Your Sword Always Works|throwing them]].
* [[Horror Hunger]]: Little Sisters are psycho-conditioned to drain ADAM out of corpses with their syringes, then drink the extract from a handy nipple.
* [[Human Popsicle]]: Courtesy of the Ice plasmids.
* [[Human Resources]]: ADAM, when harvested from dead bodies.
* [[Hyperactive Metabolism]]:
** There are a number of comestibles that will restore your health and [[Mana Meter|EVE]] meters, but only by a very small amount. Eating snacks such as potato chips and cream-filled cakes gives you health, while drinking coffee gives you EVE, and eating a "pep bar" gives you a smidgen each of health and EVE. Meanwhile, smoking cigarettes will give you a bit of EVE at the cost of some health, while drinking alcohol will give you a bit of health at the cost of some EVE. The gene tonic Extra Nutrition will give you more health from consumables, and the gene tonic Booze Hound causes you to gain EVE instead of losing it when drinking booze. There is, however, a mild disincentive to drinking alcohol for
** ''[[BioShock 2]]'' superficially expanded the set of consumable items, adding not only more mundane food items like canned goods and cola but vitamins, aspirin, fresh water
* [[Hyperspace Arsenal]]: Maybe there's a gene tonic that gives people personal pocket dimensions.
* [[Hypocrite]]:
** Andrew Ryan. ''Nominally'' an [[Objectivism|Objectivist]], but he ends up nationalizing industries, restricting free speech, killing ideological opponents and ultimately (according to Diane McClintock) believing more in power over others than his nominal philosophy.
** In ''[[BioShock 2]]'', Sofia Lamb practices her philosophy [[Deconstruction|in a brutally consistent fashion]]
** As you start getting closer to {{spoiler|Fontaine}}, he starts complaining about your "betrayal", insisting that "nobody told you nothing but lies" and referring to himself as "family".
* [[Hypocritical Humor]]
{{quote|'''Brute splicer:''' You ain't natural!
'''female splicer:''' Freak!
'''Another female splicer:''' YOU'RE INSANE!
* [[I'm a Humanitarian]]: If you find a kitchen, odds are good that there's a human body on the table or counter. Probably necessary due to Rapture's food production breaking down; plus, it's a way to recycle that sweet, sweet ADAM. Spider-splicer hearts can also be used as medpacks.
* [[Infant Immortality]]: [[Justified]]: The slugs inside the Little Sisters give them a [[Nigh Invulnerable]] [[Healing Factor]], unless someone can grab them and physically remove the ADAM slug from their bodies.
* [[Interface Screw]]: Walk under a leak or down too much booze and your screen will go funny for a moment. A more gameplay-related variety occurs late in the game when {{spoiler|you drink the first dose of the antidote to Fontaine's mind control}}.
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* [[Item Crafting]]: The first game lets you do this with "U-Invent" machines.
* [[It Got Worse]]: The running theme of the series.
* [[It's All About Me]]:
** Andrew Ryan. Frank Fontaine. Pretty much everyone in Rapture, really. [[Ayn Rand|That's kinda the point though]].
{{quote|'''Andrew Ryan''': In the end, the only thing that matters to me, is me. And the only thing that matters to you, is you.}}
** As regards Ryan in particular, it's hinted by the audio diary "Fontaine Must Go" and the fact that his name is plastered all over the city's signage that his motives in building Rapture were less to do with creating a haven for the world's elite, and more to do with creating a haven for ''himself'' where he could milk the inhabitants for all they're worth... one way or another.
* [[Karma Meter]]: The first one attempted it with the Rescue/Harvest choice for dealing with Little Sisters, and even the game's director admitted the black or white choice was a poor implementation. It was also incredibly harsh: harvest just two out of 21 Little Sisters, and you get the evil ending. The sequel seems to go through the motions by giving you the same choices again, just twice, ''but'' there are also three characters whom you can choose to kill or spare, which also affects the ending, giving a total of four
* [[Kill'Em All]]: More or less the [[Bad
* [[La Résistance]]: How Atlas' followers view themselves.
* [[Large Ham]]: Some audio diaries come to mind. For example, ''[http://www.youtube.com/watch?v=JQls88y-i6w/ Pierre Gobbi is practically chewing on the scenery when expressing his unhappiness about the watered-down wine]''. Wine to a Frenchman is [[Serious Business]].
* [[Last Chance Hit Point]]: On Easy or Normal, any attack that should kill you (i.e. taking a rocket to the face with only about 10 health left) only bumps you down to 1 health, and you have to take an additional hit to die. ''[[BioShock 2]]'' takes it even further by [[Mercy Invincibility|making you invincible for about 1 second after being brought down to 1 health]]. This is disabled on the highest difficulty, however, which makes things a lot harder.
* [[Lego Genetics]]: There's simply no way that all those superpowers Jack gains could interface with his DNA so easily. The same with all the splicers, but they certainly went crazy enough.
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* [[Lightning Bruiser]]: It's quite a shock to discover just how fast a Big Daddy can [[Bullfight Boss|charge across a room]] and flatten you. On the bright side, you get to play as one in the sequel and are just as swift and brutal when you lower your drill and charge.
* [[Look on My Works Ye Mighty and Despair]]: Rapture, what was to be an Objectivist utopia, and now is decidedly not.
* [[Mad Scientist]]:
** Dr. Suchong et al. Tenenbaum skirts the line mainly by [[My God, What Have I Done?|realizing what she's doing]] and becoming [[The Atoner]].
** Played with in the case of Gil Alexander who was sure that his next experiment will render him insane. {{spoiler|He's right}}.
** Sofia Lamb is a rare example of a Mad Social Scientist.
* [[Magic by Any Other Name]]: There's a plasmid equivalent of just about every standard RPG magic power, as long as you have the EVE.
* [[Magic Genetics]]: There probably isn't a real "shoot lighting from your hand" gene, and ''[[BioShock (series)|BioShock]]'' shows why we should be thankful for that.
* [[Malevolent Masked Men]]: Splicers often wear Mardi Gras-ish masks. Possibly justified, as it's stated in Audio-Logs that everything really went to hell in Rapture on New Year's Day. And considering some of their appearances otherwise...
* [[Mama Bear]]: The Rosebud Splicer's main reason for the descent into madness and the violence that follows appears to be her search for her missing daughter.
* [[Mana Meter]]: EVE, which is used to power plasmids.
* [[Manipulative Bastard]]:
* [[Master of Unlocking]]: All three protagonists, having mastered respectively the specific arts of plumbing and stopping a needle in the right place.
* [[May Contain Evil]]: ADAM.
* [[Meaningful Name]]:
** "Andrew Ryan" may not be an anagram of "Ayn Rand", but it's as close as it needs to be, and "Atlas" is a reference to the novel ''[[Atlas Shrugged]]''. However, [[Word of God]] claims that "Fontaine" being a reference to ''[[The Fountainhead]]'' is just a coincidence.
** Rapture gets bonus points for a <s>double</s> triple meaning. It means a state of elevated bliss, but it's also synonymous with the apocalypse and 'rapture of the deep' is a common name for nitrogen narcosis, a psychological condition experienced by divers on the greater depths.
** Additionally, Andrew means manly (as in "A man chooses"), and Ryan means king.
** Atlas {{spoiler|after taking a massive dose of ADAM physically resembles his namesake}}.
** Lamb is a rather fitting name for someone starting a seemingly benevolent, pacifistic religious movement.
* [[Mind Over Matter]]: The Telekinesis plasmid. "Pick up big stuff with your mind. Throw them at your enemies. What else do you need to know?"
* [[Mix and Match]]: [[Zeerust]] [[Science Fiction]] + [[Survival Horror]] + Art Deco + Anarcho-Capitalistic Dystopia = ''[[BioShock (series)|BioShock]]''.
* [[Monster Clown]]: "Fill your ''Cravings'' at the Circus of ''Values!'' ''[[Evil Laugh|Hahahahahaaaa]]!!''"
* [[The Movie]]: Expected eventually (still in pre-production as of Fall 2010), directed by Juan Carlos Fresnadillo (''[[28 Weeks Later]]''), written by John Logan (''[[Gladiator (film)|Gladiator]]'', ''[[The Aviator]]'', ''[[Sweeney Todd: The Demon Barber of Fleet Street (film)|Sweeney Todd: The Demon Barber of Fleet Street]]''), and filmed using greenscreen techniques from ''[[300
* [[Multiple Endings]]:
** In the original, if you rescue all the Little Sisters you find rather than harvest them, {{spoiler|you bring them up to the surface with you, where they live normal lives before [[Crowning Moment of Heartwarming|all returning to comfort you on your deathbed
** There's a lot more permutations in the sequel's endings (six, to be precise), depending on whether you again chose to harvest or save the Little Sisters, but also if you chose to kill or spare NPCs]. Variables include the presence or absence of Little Sisters as well as {{spoiler|whether or not Eleanor saves her mother, watches her drown
* [[Murderous Mannequin]]: In the Fort Frolic level, you see what appear to be mannequins all around the place, though it becomes pretty obvious that they're actually Splicers who have been killed, coated in plaster and posed around the place by Sander Cohen. Even worse, some of them aren't dead.
* [[Mutants]]: The splicers were originally ordinary people who deliberately purchased injectible upgrades for their DNA, buying anything from good looks to superpowers... only to find just how debilitating ADAM can be if used carelessly.
* [[My Dad Can Beat Up Your Dad]]:
** The chatter from the Gatherer's Garden kiosks. More specifically, "My daddy's smarter than Einstein! Stronger than Hercules! And he can make fire with a snap of his fingers! Are you as good as my daddy, mister? Not if you don't come to Gatherer's Garden!"
** The Little Sisters you adopt "I got the best Big Daddy" from ''[[BioShock 2]]'': "Daddy's giving you [[Circling Birdies|stars and birdies!]]"
* [[Neural Implanting]]: Wouldn't you know it, [[Psycho Serum|ADAM does that too]]!
* [[Never Gets Drunk]]:
*
** All the protagonists are in some weird alcoholic limbo between this and [[Can't Hold His Liquor]]. They all get equally drunk after two drinks in quick succession: whether those drinks were both single beers, or both whole bottles of vodka, or anything in between.
* [[Nightmare Fuel Coloring Book]]: The cells that Little Sisters grow up in, covered in drawings of dead people and morbid-looking stick figures of Big Daddies. Saved children draw happier, sunnier drawings.
* [[No OSHA Compliance]]: Justified, in that Andrew Ryan built Rapture specifically to get away from pesky things like workplace safety laws. In his city, something like OSHA would be thought of as a statist effort to destroy capitalism. You can even find [[X Days Since...|"X days since last accident" signs]] in various places, but the number is ''never'' very high. Also, there's little point since the whole city is literally falling apart anyways.
* [[Not So Different]]:
** There's no real difference between Fontaine and Ryan by the time ''[[BioShock (series)|BioShock]]'' takes place as [[Jumping Off the Slippery Slope|both of them have gone far off the deep end to achieve their goals]].
** In the sequel, {{spoiler|Lamb's version of "the greater good" is ultimately as monstrous and terrible as Ryan's philosophy, and she's just as willing to cast those ideals aside (and screw the rest) when it comes to saving herself}}.
* [[Not Wearing Tights]]: A lot of [[Stock Super Powers]] are thrown about, but the closest anyone gets to a superhero costume are armoured diving suits or masks, and they're not of the "cool" variety.
* [[Offhand Backhand]]: Big Daddies will sometimes slap an obstructing Splicer (or you) across the room without looking.
* [[Oh Crap]]: Many examples whether from the player, splicers or the current antagonist. One occasion of particular note is early in the sequel where, after several brief encounters with a Big Sister
** That Big Sister goes [[Up to Eleven]]
** Or how about when Delta and Eleanor are running down a corridor to make their escape. Eleanor goes to take the corner ahead of you.
** The plaster splicer mannequins. At one point, in Fort Frolic, you'll pass through a corridor lined with 5 on each side. After exploring the rooms beyond you come back the same way, and now they're all gone....
* [[One-Way Visor]]: Rosies and Alpha Sieries.
* [[One-Winged Angel]]: {{spoiler|Fontaine, who until this point has apparently only used the [[Super Strength]] gene tonic, is spooked by the player's progress and uses all the ADAM he's stockpiled at once, transforming into a ten-foot-tall grotesquely-muscled brute
* [[Ooh, Me Accent's Slipping]]: Intentional
* [[Opening Narration]]: Jack, the player character, looking at a picture of his parents. [[Heroic Mime|It's his only line in the game]].
{{quote|"They told me, 'Son, you're special. You were born to do great things.' And you know what? ''They were right.''"}}
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* [[Papa Wolf]]: The Big Daddies, of course.
** Fighting off all the splicers while gathering ADAM can become a bit chaotic, especially in wide open areas and when dealing with teleporting Houdini splicers you have to move around a lot. But when the Little Sister screams and calls for help, you '''will''' turn around and charge back instantly to beat whatever poor splicer is attacking her into a dark smear on the ground.
* [[Personal Space Invader]]:
** Just try to run from a spider splicer. You'd be astounded at how quickly they'll close the distance once your back is turned.
** Big Sisters aren't afraid to get up close and personal either.
** Bouncers' only attacks are this. Subject Delta can replicate it
* [[Phlebotinum Dependence]]: One of ADAM's properties that got Fontaine excited was how addictive it was
* [[Please Wake Up]]: The Little Sisters sob this sometimes after you kill their Big Daddy.
* [[Plot Coupon That Does Something]]: ADAM, and the Little Sisters who produce it.
* [[Posthumous Character]]: You learn a lot about some characters from all the plentiful audio diaries you recover, hearing about their life in pre-crapsack Rapture, their hopes and dreams, their role during the civil war... and then you find their corpse. In the sequel, certain characters from the first game manage to cast their shadow over everything despite being dead for 10 years or more.
* [[Powered by a Forsaken Child]]: The Little Sisters (originally children of about 5-8 years old) were set up as mobile factory-reservoirs for ADAM by implanting ADAM-producing sea slugs in their stomachs, and brainwashing them into gathering additional ADAM from corpses. Now, the scientists who set up this whole grisly situation harvested non-lethally by making the Little Sisters regurgitate the ADAM and sending them back into the streets to continue gathering, but apparently, that's not enough for the Splicers, because their
* [[Power Perversion Potential]]:
** The world of ''[[BioShock (series)|BioShock]]'' incorporates body-altering tonics that can do anything from beef up your fighting ability to allowing you to shoot fire out of your fingers, and can all bought and sold on the open market. Imagine what other kinds of tonics must have been feasible. And given Andrew Ryan's insistence that the market be completely free and unregulated, some of them most certainly ''did'' become avaliable to the public. Not just imagine: one of the ghosts in Arcadia is 'spliced up in ways you can't imagine."
**
* [[Psycho Serum]]: Once again, ADAM. The only ones not affected are the Little Sisters, who are instead hallucinating a luxurious dream world instead of the corpse-strewn, decaying madhouse they're wandering through.
** And it is revealed in ''[[BioShock 2]]'' that even they are being affected, but at a slower rate. Hence, Big Sisters.
* [[Psycho Strings]]:
** Most of the score consists of stringed instruments, which can flip from melancholy to maddening in an instant.
** Bacground music in ''BioShock 2'''s [[Red Light District|Pink Pearl]] consists entirely of this.
* [[Public Service Announcement]]: Some deliciously cheesy dialogues occasionally kick in on Rapture's P.A. system, usually excusing security measures.
{{quote|'''Mary:''' Capital punishment! In Rapture! This isn't what I signed up for!
'''Jim:''' Now hold on there, pretty lady! The only people who face capital punishment in Rapture are smugglers. And that's because they put everything we've worked for at risk. Imagine if the Soviets found out about our wonderful city, or even the U.S. government! Our secrecy is our shield.
'''Mary:''' A little capital punishment ''is'' a small price to pay to protect all of our freedoms.
'''Jim:''' ''Now'' you're talking, Mary!
* [[Punk Punk]]: Has shades of [[Dieselpunk]] (In Era), [[Biopunk]] (In Technology), [[Steampunk]] (In Asthetics), and [[Ocean Punk]] (In Location and city function).
* [[Punch Clock Villain]]s:
**
** And in ''BioShock 2'', they are only after you because they think you're trying to kill or corrupt their messiah.
* [[Ragdoll Physics]]: Telekinesis lets you use debris, furniture, even dead bodies as weapons. You can even use the plasmid to yank a Splicer's mask off and beat them to death with it. In ''[[BioShock 2]]'', the speargun's reusable ammo can be TK'ed out of an attacker and thrown right back in.
* [[Recycled in Space]]: ''[[BioShock (series)|BioShock]]'' is ''[[System Shock]]'' [[Inverted Trope|not]] [[Recycled in Space|IN SPACE]]!
* [[Red Light District]]:
** [[Meaningful Name|Eve's Garden]] in Fort Frolic. "Come bite the apple!"
** The sequel has Siren Alley, which bears a strong resemblance to [[The Big Easy|New Orleans']] French Quarter. The area is a battlefield between the Wales brothers, one of which manages a hotel-turned-whorehouse, while the other has [[Badass Preacher|found religion]] and put up some religious murals depicting events from ''[[BioShock (series)|BioShock]] 1''.
* [[Respawning Enemies]]:
** Each level is slowly repopulated with Splicers over time, but the respawn rate is low enough that it's not too annoying. On the other hand, the Big Daddies respawn almost immediately, which would be more annoying if they weren't totally harmless when left alone, not to mention useful with the right plasmids.
** In the sequel, the enemies respawn more quickly, and enemies can spawn in locations that would be impossible to reach without [[Offscreen Teleportation]].
* [[The Revolution Will Not Be Civilized]]: The attack-you-on-sight, mutated, insane Splicers that follow Fontaine are indistinguishable from the attack-you-on-sight, mutated, insane Splicers that are loyal to Ryan, or the [[Overly Long Gag|attack-you on sight, mutated, insane Splicers]] that belong to the Family. Though at least the latter are well-behaved regarding the Little Sisters.
* [[Rich Bitch]]: One sort of female splicer has a snooty upper-class accent, complains about the quality of the tenderloin (which doesn't exist), and threatens to "send the boy out to give you a good thrashing." It's creepier (and at times funnier) than it sounds.
* [[Right Hand Versus Left Hand]]: Several of Rapture's citizens have tried to assassinate Andrew Ryan, two of which were Anya Andersdotter and the engineer Kyburz. When Anya turned up in Kyburz's office in an attempt to pry information from him, Kyburz believed she was a spy trying to trick him into revealing his own plot and turned her in to Ryan's men. In an audio diary, he admits that he isn't sure about her, but can't take the risk this far into his own plans.
* [[Rule of Symbolism]]: Lots of religious symbols show up in the game.
** The most obvious example is the name of the city [[Caught Up in the Rapture|Rapture]], supposedly a reference to the [[wikipedia:Nitrogen narcosis|"Rapture of the Deep"]].
** There's also a few [[Crucified Hero Shot|crucified corpses]] to be found, either in Ryan's foyer for his "spy collection", in medical facilities pinned to operating tables, or near the docks with a smuggler strung up just right. The last case was probably intentional, since he was smuggling religious contraband.
** Also the substances you need to use the plasmids are called Adam and Eve. Adam is used to buy them, and Eve is used to repower them.
* [[Scare Chord]]: The soundtrack has random ones thrown in to mess with you (bordering on ([[Playing with a Trope|playing with]] [[Musical Spoiler]]). Also, your plasmids have specific noises they make when you switch to them, and Electrobolt's is a scare chord.
* [[Scenery Gorn]]: Rapture. ''All of it
* [[Scenery Porn]]: The bathysphere ride into Rapture in the first game, and the underwater strolls in the second.
* [[Schizo-Tech]]:
** Rapture has genetic engineering without the computers that would make genetic information intelligible... which would explain a ''lot'', actually.
** As of the Minerva's Den, they may have had those too. And an [[A.I. Is a Crapshoot|AI]]. And an Ion Laser. Also, the automatic doors, the miniguns, the audio tapes (which were invented on the surface five years later), the security bots, the Hack Tool for aforementioned computers (which has no real life equivalent but appears to be a projectile USB drive launcher that works on something that I assume to involve radio waves) and a lot more. And this is the sixties.
* [[Second-Hour Superpower]]: The plasmids from both games.
* [[Shout-Out]]:
** The helpful automated voice in Fontaine Futuristics stutters and sounds like a [[System Shock|very familiar AI]].
** Speaking of said A.I, one of the achievements for ''[[BioShock 2]]'' is called 'Look at You, Hacker'.
** Also, one of the Big Daddy classes is called a Rumbler, which was also the name of the [[Giant Mook]]s from ''System Shock 2''.
** "[[Dead Rising|53,596 zombies were killed in the making of this game.]]"
** "Grab a [[Half Life|crowbar]] or somethin'!"
** The 'Baby Jane' splicers, are most probably a reference to the novel/1962 film ''[[What Ever Happened to Baby Jane?]]
{{quote|'''Baby Jane:''' I used to be beautiful, what happened to me?}}
** It was probably unintentional, but Dr. Suchong sounded a little like a villain from ''[[Jonny Quest]]'' in not just his ethnic origin, but in that he inadvertently {{spoiler|causes his own demise}}...
** The Little Sisters' glowing [[Village of the Damned|eyes]].
** The "Would you kindly" conspiracy board you see just before meeting Andrew Ryan is a reference to the movie ''[[The Usual Suspects]]''.
** "[[Portal (series)|Bring Your Daughter To Work Day]]". Oh, she gets tested, alright.
** Certain splicers can be heard shouting "[[Pulp Fiction|...and you shall know thy name is the LORD...]]" when idle.
** From the ride down to the city in the bathysphere, the film starts with an ad: "Fire at your fingertips!", for the incinerate plasmid. That was how [[Ayn Rand|Dagny]] [[Atlas Shrugged|Taggart]] described cigarettes. And the ad shows a man lighting a cigarette.
** The credits for ''[[BioShock 2]]'' include the message [[Azumanga Daioh|"Go Team Sea Slug!"]].
** When you use Incinerate while carrying a Little Sister, she will sometimes misquote the [[The Wizard of Oz (film)|Wicked Witch of the West]].
** There is a keycode opened by a code 0047. You learn of this from the recording made by certain [[Hitman|Tobias Riefer]].
** Along the same vein is a keycode 0451
** Danny Wilkins, one of the playable characters from ''Bioshock 2'''s multiplayer, is a football player. He wears a purple jersey bearing the number 4, like Brett Favre as a Minnesota Viking during the game's development.
** One of the books lying around in ''[[BioShock 2]]'' is titled [[Discworld|Applied headology]].
* [[Sinister Scraping Sound]]: The sound Splicers makes when they drag their weapons. And the sound the Spider Splicers make whenever they move.
* [[Smoke Out]]: Nitro Splicers carry smokebombs to do this, whenever the player gets too close to them.
* [[The Sociopath]]: Quite a few denizens of Rapture fit the criteria, including Sander Cohen, Sophia Lamb
* [[Soundtrack Dissonance]]:
** Some of Rapture's jukeboxes or public speakers still function, allowing you to fight for your life to the tune of old-timey big band hits like "[[Suspiciously Apropos Music|Beyond the Sea]]
** Sander Cohen is, [[Mad Artist|above all else, an artist]], so when he releases a pack of Splicers on you in a fit of pique, he [[Crowning Moment of Funny|sets it to Tchaikovsky's "Waltz of the Flowers
** Some of the Splicers evidently made contact with those missionary smugglers, and will sing "[[Ironic Nursery Rhyme|Jesus Loves Me]]" while idle, or moan [[Amazing Freaking Grace]] to themselves when they're lurking out of sight.
** The award for the most ironic song in the game would have to go to [http://www.youtube.com/watch?v=938DUvtFbxU "The Best Things In Life (Are Free)
* [[Spanner in the Works]]:
** No matter how clever your plots are, no matter how totally you control everyone in Rapture, and no matter how [[Magnificent Bastard|magnificent]] you are, never underestimate a swarm of Little Sisters' ability to screw you and your plans up.
** Early in the sequel, a Thuggish Splicer literally sticks his lead pipe (no pun intended) into a set of gears to jam a door, and you have to pull it out with Telekinesis to proceed.
* [[Spiritual Successor]]: To ''[[System Shock]]'' and ''[[System Shock]] 2''. Almost all of the game mechanics are identical to the latter. In fact, in interviews with Gamasutra [[Word of God|developers have stated]] their starting plan was "''System Shock 2'' did pretty well, let's make ''System Shock 2'' again."
* [[Superior Species]]: While not a distinct species, the citizens of Rapture fit, due to plasmids and gene tonics. Or at least they did, until they [[With Great Power Comes Great Insanity|started overdoing it
{{quote|'''Gatherer's Garden machine:''' My daddy's smarter than Einstein, stronger than Hercules, and can light a fire with a snap of his fingers. Are you as good as my daddy, mister?}}
* [[Take That]]:
** There is a lot of debate over whether the game is a giant [[Take That]] to Objectivism. [[Word of God|The developers]] have said that it was a [[Take That]] to extremism, using Rand as an example.
** The Waders model Splicer is a parody of Evangelical Christians that criticizes their questionably excessive worshipping.
* [[Talkative Loon]]: It can be worth sneaking up on a Splicer just to hear what they're saying to themselves. Or not.
* [[Teleporters and Transporters]]:
** A Teleport plasmid was planned, but due to [[Sequence Breaking]] concerns was never implemented. The Houdini Splicers however, can pop out of thin air to hurl fireballs at you before disappearing again, only to reappear in some other location. The ''[[BioShock 2]]'' multiplayer states that it's actually an [[Invisibility]] Plasmid, but it doesn't explain how Houdinis can move to otherwise inaccessible areas or move in and out of a room without opening a door.
** It's played with in the sequel, where you can find an Unstable Teleport plasmid in a sealed room. Attempting to pick it up causes it to move from place to place out of the room to the business lobby. At that point, it telports the player to various strange spots around the map, while humnorusly chasing a Splicer out of the room it originated from, before dropping you off in a darkroom with a Gene Tonic and some EVE Hypos; once you pick up the Tonic, you warp back to the lobby.
* [[Teleporting Keycard Squad]]: If you crawl through an air duct or unlock a door to a supply cache, chances are there's a Splicer or two waiting for you when you return.
* [[Theme Naming]]: ADAM, EVE, Rapture
* [[This Is a Drill]]: The "Bouncer" type Big Daddy. ''BioShock 2'' gives the player one as a melee weapon, and it doesn't take long to learn a devastating (and highly-satisfying) drill charge. With proper tonics and tactics, it quickly becomes the most effective weapon around. In conjunction with [[Freeze Ray|Winter Blast]], it is almost a [[Game Breaker]]. To clarify: while the drill isn't that great for defending against multiple enemies, and it uses limited fuel for the drilling attack, with all upgrades, skill and freeze tonics, the drill can go right through the Big Daddies without causing you to lose any health.
* [[Tragic Monster]]:
** The splicers. It's surprisingly gut-wrenching (no pun intended) to beat to death someone who sobs "I'm sorry... It was just an accident... c'mon, get up, I was just fooling around!" when they best you. They'll even beg for their lives if you freeze them (though they'll get back to trying to kill you if they thaw, so...).
** Exemplified in the Big Daddies, who live only to protect the Little Sisters. They will ''never'' start a fight. [[Papa Wolf|They're happy to]] [[Lightning Bruiser|finish]] [[Bullfight Boss|one]] though. Though they will freak out and try to kill you if you get too close to their Little Sister. Or cause them even a slight amount of damage by accident. It's ''possible'' to get a Big Daddy to start a fight, though it's by no means hard to avoid doing it.
** Thanks to Sofia Lamb's propensity for brainwashing and genetic manipulation, this pops up a ''lot'' in the sequel. {{spoiler|Mark Meltzer and Sinclair both get turned into Lamb-controlled Big Daddies, and Gil Alexander ends up as an insane, megalomaniacal [[Brain In a Jar]]}}.
* [[Trick Arrow]]: The crossbow's second alt-fire are bolts attached to electrified wires called "trap bolts".
* [[The Un-Reveal]]: We never actually see what Big Daddies look like under their helmets; as if taunting us with this trope, ''[[BioShock 2]]'' begins from the POV of a Big Daddy prototype who is commanded at one point to remove his helmet, and he complies, {{spoiler|right before ''shooting himself in the head''}}.
* [[Uncanny Valley]]:
** Intentionally invoked in the original, where everything from the Splicers to the Little Sisters just looked ''wrong'' even if they weren't horribly mutated. The sequel discards it, making the Little Sisters more adorable (since, after all, you're conditioned to protect them) and the Splicers less inhuman... which only makes them ''more'' horrifying by accentuating their mutations and deformities.
** There's an in-universe example in the sequel's Journey to the Surface ride at Ryan Amusements; in an audio diary, Andrew Ryan himself notes the uncanny valley quality of the animatronics used to dissuade children from wanting to leave Rapture.
{{quote|'''Andrew Ryan''': I know this facility is vital to the preservation of secrecy in Rapture. But seeing myself transformed into that... ''lurching, waxen nightmare''... Do children truly respond to this? Still, I spoke to a young man exiting the park after the grand opening, asking him what, if anything, he had learned here. He said his chores didn't seem so bad anymore - as long as mother wouldn't send him to the surface.}}
* [[Under the Sea]]: The first game somehow avoided a [[Down the Drain|water level]]. The sequel lets you tromp around in your big old diving suit, but mostly to see some scenery and as a [[Breather Level|breather]] between action sequences.
* [[Underwater City]]: Rapture, though by the sequel, the ocean is making a comeback.
* [[The Unintelligible]]: Big Daddies, having vocal modulators surgically implanted directly into the larynx, can't really talk all that well, nor do they have the brainpower for speech. As such, they primarily communicate in very deep (and very creepy) moans, grunts
* [[Unusual Euphemism]]: The ways the Little Sisters refer to their Big Daddies' violence against enemies:
** ''Unzip him Mr B! UNZIP HIM!''
Line 347 ⟶ 351:
** [[Wingding Eyes|X his eyes!]]
** Daddy's giving you [[Circling Birdies|stars and birdies!]]
* [[Unusable Enemy Equipment]]:
** {{spoiler|Towards the end of ''[[BioShock (series)|BioShock]] 1'', the player has to dress up like a Big Daddy. Jack has to walk around the level collecting scattered parts of their outfit. He cannot take more than one intact part of the suit from the dead Big Daddy he starts the level near, and for good reason: Big Daddy parts are permanently fused to the body}}.
** In the sequel, Alpha Series' use upgraded weapons. You can only loot them for ammo, not trade your vanilla grenade launcher for one with the shield or a two-shot shotgun for a six-shot one.
* [[Utopia Justifies the Means]]: Ironically, Ryan turns Rapture into a police state in order to protect his Objectivist Libertarian dream city. Meanwhile, Sofia Lamb of the sequel is an even greater believer in this trope, being an collectivist taken [[Up to Eleven]], desiring to do "good" for a people she views mainly as tools.
* [[Video Game Caring Potential]]/[[Video Game Cruelty Potential]]:
*
** The Little Sisters are the only completely harmless enemies in the game. You can rescue them and turn them back into little girls... or kill them for ADAM. The potential for both is ramped up in the sequel while you play as a Big Daddy
** In the last level of ''[[BioShock 2]]'', there are many splicers that are so far gone they just rock side to side. You can still kill them. [[Mercy Kill|Why wouldn't you?]]
* [[Wall Crawl]]: Spider Splicers just skip the walls and go straight to crab-walking on the ceiling, which is just as freaky as it sounds.
* [[Watering Down]]: This is Pierre Gobbi's main complaint with Rapture
* [[Wham! Episode]]: Rapture Central Control in the original, or the sequel's Persephone Penal Colony.
* [[What the Hell, Hero?]]:
** The bad ending of the original has Tenenbaum chew you out for being such an amoral monster, which shouldn't bother you if you made the decisions to earn it.
** Sofia Lamb attempts to invoke this tirelessly throughout the course of the sequel, but for the most part her accusations are ineffectual. Although, if Delta's been a particularly abusive father, it can hit pretty hard.
* [[White Mask of Doom]]: One of [[Mad Artist|Sander Cohen's]] [[Motif|motifs]]. Additionally, the New Year's Eve 1959 party was a masquerade, and some Splicers still wear creepy animal masks.
Line 365 ⟶ 369:
* [[Why Isn't It Attacking?]]: You, potentially.
* [[With Us or Against Us]]: Ryan's take on the civil war. "Innocents? If they haven't chosen to defend Rapture, they've chosen to side with Atlas and his bandits. So there are no innocents. There are heroes, and there are criminals."
* [[World of Ham]]: But justified in-universe because: 1) almost anyone who would want to live in Rapture would already be something of [[Magnificent Bastard]] even before going down there
* [[Wreaking Havok]]: No obnoxious stacking puzzles are present, though this may be the only reason [[Awesome but Impractical|moderately-useful]] plasmids like Cyclone Trap or Sonic Boom were included. On the other hand, it's a nice touch to allow you to use Telekinesis to break a shop's windows and steal some stuff, even if it summons the security bots.
* [[Wrench Whack]]: The first weapon you acquire is a wrench. With the right gene tonics, it's a viable weapon against any enemy at any point in the game.
* [[You All Look Familiar]]:
** Only two characters in the original had unique character models, and even some major cast members had to make do with un-deformed versions of Splicer models. Happily averted in the sequel, where even minor named characters with only a few seconds of screentime have unique and detailed models.
** They avoid making it too obvious in the first game by making sure you see every named NPC from behind (Johnny, Julie), from very far away (Atlas at Smuggler's Hideout, Tenenbaum in the Medical Pavillion), or obscured by a mask or scenery (Steinman, Wilkins, Tenenbaum at Mercury Suites), saving the unique character models for the two characters you actually converse with up close.
* [[You Have Outlived Your Usefulness]]:
** An audio diary titled as such in ''[[BioShock 2]]'' explains that {{spoiler|not only did the rest of the Alpha series meet this fate, but Gil Alexander himself has also been abandoned by Sofia}}.
** Ryan to Professor Langford after she decides to help Jack restore Arcadia with the Lazarus Vector. The specific reason is that her contract made all her intellectual discoveries Ryan's property. Considering Ryan's [[Author Tract]] about "owning the sweat of one's brow", and how she's one of the few sane, helpful and (if a bit amoral) nice people in Rapture, her death is a big [[Player Punch]] moment.
** {{spoiler|After Jack has killed Ryan and shut down the auto-destruct, ending Ryan's control of Rapture, Atlas/Fontaine sends security bots after him, and when that doesn't work, activates Code Yellow
* [[Zeerust]]: Invoked intentionally with Rapture's art design.
* [[Zombie Apocalypse]]:
** Replace "walking undead" with "insane psycho psychic pseudo-zombies", and you get the idea.
** They're a lot less decayed and mutated in the sequel, however, but still deformed.
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