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BioShock (series): Difference between revisions

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* [[Watering Down]]: This is Pierre Gobbi's main complaint with Rapture; watered down wine to rip off customers (who obviously have no other choice to get wine). Judging by the nature of ADAM and the fact homemade Plasmids became increasingly common, it would not be surprising if more illicit sources of ADAM were cut with other stuff or watered down.
* [[Wham! Episode]]: Rapture Central Control in the original, or the sequel's Persephone Penal Colony.
* [[What Could Have Been]]: The original ''[[Bioshock]]'' game underwent many, many changes from the time it was pitched to the final product. The original pitch still had the [[Zeerust]] idea; they wanted it to take place on land, however, in a series of interconnected controlled environment chambers created by 1940's Germany. The laboratories would be full of mysteriously dead human bodies, being overrun by strange, insectoid life forms called Gatherers, who collected genetic material and body parts, the Protectors for the Gatherers, and predatory Aggressors. These eventually developed into the Little Sisters, Big Daddies and Splicers, respectively, when the developers decided they wanted a more "human" angle. The concept art book for ''[[Bioshock]]'' shows off some of these life-forms; particularly striking is one insectoid being half-fused into a human body using its arms and legs to walk and fire a pistol. Among other things promised was the ability to alter the controlled environment, such as raising the temperature in an area and giving yourself a plasmid that protected you from heat exhaustion.
** According to the original pitch of the game, you would have played as Carlos Cuello, a "deprogrammer" asssigned to infiltrate a mysterious cult based on a remote island and "rescue" a wealthy heiress being held there. The game would have also included a much more in-depth weapon creation system, based on the superpower creation system in ''[[Freedom Force]]''. Some of the weapons you could make included a triple-barelled automatic shotgun, a silenced railgun, magnetic grenades, a sniper rifle that shoots acid-coated bullets, ''and a chain lightning taser pistol''.
** One of the insectoids nearly made it to ''[[Bio Shock 2]]'' - the concept art shows Splicers turning into things that made [[Resident Evil|G-Virus mutants]] look cute.
** The original game had Jack mutate more and more with plasmid use, and would make players decide if they wanted to become a hideous freak like the splicers to survive, or refuse, keeping their humanity at the cost of less safety. The final product ''encourages'' you to use more ADAM and EVE.
*** The weapon mods originally looked like they were cobbled together with random household junk [[MacGyver]] style, as a means to emphasize how Repture was supposed to be a mostly weapons free society. Levine decided that the weapons ended up looking "dorky" and thus changed the mods as to still look hand modified but "by someone who knows what they're doing".
** The sequel went through several ''huge'' shifts in storyline and themes during development; originally the Big Sister was intended as a single [[Big Bad]] or [[The Dragon]], a former Little Sister incapable of adapting to life on the surface who had returned to Rapture to try and rebuild the city of her childhood, kidnapping girls to do so, with Tenenbaum returning to try and clean up her mess. This entire plot was more or less scrapped in exchange for a [[Perspective Flip]] with a religious collectivist villain in contrast to the first game's atheist Objectivist [[Big Bad]].
** At one point, the sequel was to have [[Dirty Communists|Soviet Russia invade Rapture]], with the Soviet troops fighting splicers. They were meant to be much more intelligent than the batshit insane splicers, and would use efficient tactics (taking cover, hiding, flanking, et cetera). (It was even in some demos shown to reviewers.)
** There were to be more survivors that had barricades themselves during the Splicer outbreak and were to assist the player, but this was during the "Big Sister is the primary villain" phase.
** Also during said phase, Mark Meltzer was apparently supposed to play a bigger role in the story, even being the one who hired the main player (either a detective or a parent whose daughter had also gone missing) in the first place.
** Subject Delta's armor used to be based off of old WWII-era Bombers and would have been a lot more top-heavy and bulkier.
** Sander Cohen was planned at one point to return in ''[[Bio Shock 2]]'' as a "20-foot-tall Freudian monster bunny".
** Some of the elements above (man infiltrating hidden area, singular [[Big Bad]]/[[The Dragon]] harassing you at every turn) are being recycled into ''[[Bioshock]] Infinite'', while the Russian soldier AI was utilized for the Splicers in ''[[Bio Shock 2]]''.
** During the early stages of ''[[Bio Shock 2]]'', there was a giant squid boss that Delta was supposed to fight outside of Rapture.
* [[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.
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