History Headscratchers / BioShock

20th May '16 7:04:49 PM nombretomado
Is there an issue? Send a Message


*** The sequel has already been announced, the [[http://www.youtube.com/watch?v=nj2hewPBQh0 teaser]] (featuring what looks like a pre-teen Little Sister) was even included on the PS3 port of [=BioShock=].

to:

*** The sequel has already been announced, the [[http://www.youtube.com/watch?v=nj2hewPBQh0 teaser]] (featuring what looks like a pre-teen Little Sister) was even included on the PS3 [=PS3=] port of [=BioShock=].



* The downloadable Challenge Rooms in the PS3 version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''[=BioShock=]'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock1'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.

to:

* The downloadable Challenge Rooms in the PS3 [=PS3=] version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''[=BioShock=]'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock1'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.
1st Dec '15 11:04:52 PM Nohbody
Is there an issue? Send a Message


* The downloadable Challenge Rooms in the PS3 version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''Franchise/BioShock'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock1'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.

to:

* The downloadable Challenge Rooms in the PS3 version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''Franchise/BioShock'' ''[=BioShock=]'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock1'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.
28th Aug '15 2:04:31 AM ACommonHero
Is there an issue? Send a Message

Added DiffLines:

**The game provides another explanation as well. "Harvesting" a Little Sister kills them. It's stated in one of the diaries you can find that this is because the sea slugs in their bodies form a symbiotic relationship with their hosts that, while making the host more or less "invincible," does also make the host dependent on the presence of the slug for survival. Even without the explicit explanation it isn't hard to imagine the removal being bad for them, and if you Harvest one you more or less see it die (AND the tutorial explicitly tells you it will kill them in order to make you understand the morality at play). The Big Daddies are not there to protect the Little Sisters from bullets. They're there to prevent crazy splicers from Harvesting them for ADAM.
22nd Jul '15 10:57:37 AM littlebeeper
Is there an issue? Send a Message


// Also, Fontaine outright states as he drops the Atlas persona that he was trying to gain Jack's trust. By keeping his orders sounding like reasonable suggestions and playing the part of a helpful MissionControl, he ensured that Jack would trust him and he could minimize how much direct commanding he needed to do. Which, again, ties into the "Be subtle" aspect.

to:

// ** Also, Fontaine outright states as he drops the Atlas persona that he was trying to gain Jack's trust. By keeping his orders sounding like reasonable suggestions and playing the part of a helpful MissionControl, he ensured that Jack would trust him and he could minimize how much direct commanding he needed to do. Which, again, ties into the "Be subtle" aspect.
1st Apr '15 3:27:50 PM belarin
Is there an issue? Send a Message


* Big ''Daddy''. Little ''Sister''. Maybe it's explained why it's not "Big ''Brother''" or "Little ''Daughter''" (Or, for that matter, "Big Uncle" and "Little Niece"), but if so, I haven't seen that far in.

to:

* Big ''Daddy''. Little ''Sister''. Maybe it's explained why it's not "Big ''Brother''" or "Little ''Daughter''" (Or, for that matter, "Big Uncle" and "Little Niece"), but if so, I haven't seen that far in.in.
** According to the second game, 'Big Daddy' and 'Little Sister' are nicknames from the lab techs for the Protector and Gatherer programs respectively. The terms come from slang in that era: 'Big Daddy' describes a patriarch/a big cheese, and 'Sister' describes a woman.
3rd Mar '15 7:13:44 PM Jgorgon
Is there an issue? Send a Message

Added DiffLines:

**For the Extended Reel, Delta discovers weak spots in the enemy by studying his research films (I presume), so maybe Extended Reel is a way of representing in-game that the tonic has made Delta better at studying those films (so effectively, another form of intelligence-boosting tonic, as you say)? Mind you, a better in-game abstraction for that would be requiring less time filming for the same results. As for Shorten Alarm, I'm stumped.
14th Oct '14 8:20:28 AM DoctorNemesis
Is there an issue? Send a Message

Added DiffLines:

** The smugglers might not have had the luxury of picking and choosing; if .50 ammunition and the weapons that used it were the only things available, then it was either use them despite the risk or not have the guns. The smugglers presumably cared more about having the guns than the potential risk.
8th Aug '14 10:12:08 AM erforce
Is there an issue? Send a Message


** Nothing, presumably. That's part of the point. ''VideoGame/BioShock'''s relation to Objectivism is that it deconstructs Atlas Shrugged by taking a contradiction (the situation at the end of the novel and how we know societies, innovation, markets, etc. actually work) and resolving it (the objectivist society is destroyed by externalities, our society keeps on ticking).

to:

** Nothing, presumably. That's part of the point. ''VideoGame/BioShock'''s ''VideoGame/BioShock1'''s relation to Objectivism is that it deconstructs Atlas Shrugged by taking a contradiction (the situation at the end of the novel and how we know societies, innovation, markets, etc. actually work) and resolving it (the objectivist society is destroyed by externalities, our society keeps on ticking).



* The downloadable Challenge Rooms in the PS3 version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''Franchise/BioShock'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.

to:

* The downloadable Challenge Rooms in the PS3 version bug me - they're fun and I can understand the developers' decision not to mess with the original story, but I wish there was some sort of story justification for the Challenge Rooms. The loading screen implies that they're all fictional comic stories within the ''Franchise/BioShock'' universe, written by Sander Cohen, but are the locations canon? Who are you meant to be playing as? When are these stories occurring? For a game with such a rich storyline and universe as ''VideoGame/BioShock'', ''VideoGame/BioShock1'', I'd have expected there to be at least a BIT of a storyline, rather than totally disconnected missions in never-before-seen, never-explained locations.
7th Aug '14 4:27:43 PM undead2814
Is there an issue? Send a Message

Added DiffLines:

**** Burial at Sea says so, apparently. I think Atlas' actual last line in the game is "All we have to do is get him on a plane and Rapture is ours!" And that must have been a heck of a chore, considering that was during the 1959 New Year's Riots.
27th Jul '14 1:03:27 PM Tightwire
Is there an issue? Send a Message


** Ryan was indeed surprised - because he believed it would work. But the prequel book goes on to explain that in a world where the brilliant are supposed to rise to the top, there ends up being no incentive for blue-collar workers who would be needed to actually make the city work. There's no trash removal, no gardeners, and a distinct lack of the army of plumbers that should be there. There was also no minimum wage laws at all, no unions, and Ryan even banned charity work. In Rapture, if you couldn't rise to the top, you fell to the bottom - way to the bottom; the slums were packed and the poor ate out of trash cans.



***** It's paper-mache, apparently.
****** I believe he covered them with some kind of wax
This list shows the last 10 events of 24. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Headscratchers.BioShock