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* During the loading screen for Dionysus Park, instead of a generic music piece you usually get, you hear the song "Here Comes the Bogeyman" by Henry Hall -- which serves as subtle {{foreshadowing}} for the level you're about to enter. The song that describes a demonic entity that preys on those weaker than itself but is also a DirtyCoward who is easily deceived. You then spend the rest of the level dealing with [[CompleteMonster Stanley Poole]], an unrepentant mass murderer who quickly lapses into spineless begging the moment you go to confront him.

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* During the loading screen for Dionysus Park, instead of a generic music piece you usually get, you hear the song "Here Comes the Bogeyman" by Henry Hall -- which serves as subtle {{foreshadowing}} for the level you're about to enter. The song that describes a demonic entity that preys on those weaker than itself but is also a DirtyCoward who is who’s easily deceived. You then spend the rest of the level dealing with [[CompleteMonster Stanley Poole]], an unrepentant mass murderer who quickly lapses into spineless begging the moment you go to confront him.
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* The area of Rapture that was forcibly sunken into the oceans depths at the end of ''[=BioShock=] 2'' doesn't stand out too much, until one realizes that area was called: '''''Persephone''''', in theme with the other mythological motifs in Rapture, this one referencing the Queen of the Underworld. Moreso that it is sunk into a trench. Ocean trenches are essentially the closest we can get to the literal "underworld" of the earth.

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* The area of Rapture that was forcibly sunken into the oceans depths at the end of ''[=BioShock=] 2'' doesn't stand out too much, until one realizes that area was called: '''''Persephone''''', in theme with the other mythological motifs in Rapture, this one referencing the Queen of the Underworld. Moreso More so that it is it’s sunk into a trench. Ocean trenches are essentially the closest we can get to the literal "underworld" of the earth.

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Removing spoilers from this page, as per Spoilers Off policy. Added a courtesy spoiler warning.


'''As a Fridge subpage, all spoilers are unmarked [[Administrivia/SpoilersOff as per policy.]] Administrivia/YouHaveBeenWarned.'''
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* Got peeved off by the difficulty change in [=BioShock=] 2? Consider this: the only living non-spliced people were in hiding (Tenenbaum, Grace Holloway, Stanley Poole) and the rest were immediately killed by splicers. Splicers are constantly battling each other to harvest ADAM from their corpses. So between Jack's departure and Delta's resurrection, splicers have been fighting each other with the better spliced one prevailing, and the ones Delta fought were the strongest of the strong. In other words, ''natural selection'' is the reason you can only have a Big Daddy as the protagonist of [=BioShock=] 2.
** In addition to the natural selection bit, it seems like a few of the Splicers from Bioshock 1 have been KilledOffForReal in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original GrumpyOldMan incarnation from Bioshock 1, would have been too old to do well in the free for all that Rapture became, and it's doubtful his lifespan might come up to the events of the sequel. Pigskin is a reluctant, teenaged and very confused Splicer who despite being an athlete would have struggled to withstand the horrors of Rapture. Rosebud has the mania and ferocity to match up well with and against the other Splicers, but seeing how she likely despises the entire concept of a Little Sister thanks to her own daughter becoming victim to the procedure, she'd have no place in Sofia Lamb's cult.
* In ''Bioshock 2'', some of the good/evil choices seem odd, especially since at least two of the "good" choices could be argued as being more evil than the respective "evil" choice. The explanation for that is simple; it's not YOUR morality making it so. It's Subject Delta's. Delta was conditioned to be a Big Daddy, which also reestablished his moral compass as a Big Daddy. To him, the "right' thing to do was to disengage once a person was no longer a threat to himself or to the Little Sister in his charge. The "wrong" thing to do would be to kill someone for any other reason than to protect himself or said Little Sister.

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* Got peeved off by the difficulty change in [=BioShock=] 2? ''[=BioShock=] 2''? Consider this: the only living non-spliced people were in hiding (Tenenbaum, Grace Holloway, Stanley Poole) and the rest were immediately killed by splicers. Splicers are constantly battling each other to harvest ADAM from their corpses. So between Jack's departure and Delta's resurrection, splicers have been fighting each other with the better spliced one prevailing, and the ones Delta fought were are the strongest of the strong. In other words, ''natural selection'' is the reason you can only have a Big Daddy as the protagonist of [=BioShock=] 2.
''[=BioShock=] 2''.
** In addition to the natural selection bit, it seems like a few of the Splicers from Bioshock 1 ''Bioshock 1'' have been KilledOffForReal in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original GrumpyOldMan incarnation from Bioshock 1, ''Bioshock 1'', would have been too old to do well in the free for all that Rapture became, and it's doubtful his lifespan might come up to the events of the sequel. Pigskin is a reluctant, teenaged and very confused Splicer who despite being an athlete would have struggled to withstand the horrors of Rapture. Rosebud has the mania and ferocity to match up well with and against the other Splicers, but seeing how she likely despises the entire concept of a Little Sister thanks to her own daughter becoming victim to the procedure, she'd have no place in Sofia Lamb's cult.
* In ''Bioshock 2'', some of the good/evil choices seem odd, especially since at least two of the "good" choices could be argued as being more evil than the respective "evil" choice. The explanation for that is simple; it's not YOUR morality making it so. It's Subject Delta's. Delta was is conditioned to be a Big Daddy, which also reestablished his moral compass as a Big Daddy. To him, the "right' thing to do was to disengage is ''to disengage'' once a person was is no longer a threat to himself or to the Little Sister in his charge. The "wrong" thing to do would be to kill someone for any other reason than to protect himself or said Little Sister.



* The area of Rapture that was forcibly sunken into the oceans depths at the end of [=BioShock=] 2 doesn't stand out too much, until one realizes that area was called: '''''Persephone''''', in theme with the other mythological motifs in Rapture, this one referencing the Queen of the Underworld. Moreso that it is sunk into a trench. Trenches are essentially the closest we can get to the literal "underworld" of the earth.

to:

* The area of Rapture that was forcibly sunken into the oceans depths at the end of [=BioShock=] 2 ''[=BioShock=] 2'' doesn't stand out too much, until one realizes that area was called: '''''Persephone''''', in theme with the other mythological motifs in Rapture, this one referencing the Queen of the Underworld. Moreso that it is sunk into a trench. Trenches Ocean trenches are essentially the closest we can get to the literal "underworld" of the earth.



* Delta uses the trains, not the Bathyspheres. Why? Because to use the Bathyspheres you need the DNA from Ryan and Delta doesn't have that. Eleanor mentions that she and Tenenbaum managed to get the vita chambers to sync to Delta's DNA, but they are under a tight schedule and Delta needs to hurry. Between that, the fact Bathyspheres are probably more difficult to reprogram (and fit a Big Daddy inside), and just plain difficulties for Eleanor and Tenenbaum to communicate, they probably decided to just make sure Delta is up and running if the train works just as well.

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* Delta uses the trains, not the Bathyspheres. Why? Because to use the Bathyspheres you need the DNA from Ryan and Delta doesn't have that. Eleanor mentions that she and Tenenbaum managed to get the vita chambers Vita Chambers to sync to Delta's DNA, but they are under a tight schedule and Delta needs to hurry. Between that, the fact Bathyspheres are probably more difficult to reprogram (and fit a Big Daddy inside), and just plain difficulties for Eleanor and Tenenbaum to communicate, they probably decided to just make sure Delta is up and running if the train works just as well.



* The "Ducky" splicer - the Rapture Constable/Security Guard - model and vocals significantly differ between Bioshock I and II; to the point where the uniform is different and the second game's character voice is the same as that of the "Waders" splicer - the religious fanatic. This seems odd until you realise that all the old security guards must be long dead - these guys were technically the last remnants of Rapture's original authority; how long would they last once Ryan died? - and Sofia Lamb must have built up a new force of guards using fanatics of her regime; hence the new look, uniform, and voice.

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* The "Ducky" splicer - the Rapture Constable/Security Guard - model and vocals significantly differ between Bioshock I ''Bioshock I'' and II; ''II''; to the point where the uniform is different and the second game's character voice is the same as that of the "Waders" splicer - the religious fanatic. This seems odd until you realise that all the old security guards must be long dead - these guys were technically the last remnants of Rapture's original authority; how long would they last once Ryan died? - and Sofia Lamb must have built up a new force of guards using fanatics of her regime; hence the new look, uniform, and voice.



* Giving the player bad karma for what looks like [[spoiler:a clear act of [[MercyKill mercy]]]]. Makes a lot more sense when you remember that [[spoiler:''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.

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* Giving the player bad karma for what looks like [[spoiler:a a clear act of [[MercyKill mercy]]]]. Makes mercy]] by fulfilling Gilbert's last request of killing him appears backwards. It makes a lot more sense when you remember that [[spoiler:''Gilbert the man ''Gilbert Alexander'' is effectively is already dead. dead and has been for years. The being '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] also. The player has no right to decide that his quality of life is unworthy for him.him, and granting Gilbert's request will result in Alpha murdering Alex in cold blood.



* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much cuter and adorable. It could be chalked up that designers got better with models... or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.

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* In the first ''VideoGame/BioShock1'', the Little Sisters were are pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked look much cuter and adorable. It could be chalked up that the designers got better with models... or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.



* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. They also can be found fighting each other to the death if they encounter another Splicer. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer depending on how much ADAM each Splicer could amass. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but those Splicers were unable to get enough ADAM for themselves to make them comparable to Ryan's Splicers, since hoarding ADAM would be against their collectivist ideals.

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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers or one-on-one and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. They also can be found fighting each other to the death if they encounter another Splicer. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were are able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer depending on how much ADAM each Splicer could can amass. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but those Splicers were are unable to get enough ADAM for themselves to make them comparable to Ryan's Splicers, since hoarding ADAM and using it all for oneself would be against their collectivist ideals.



** The soundtrack for the game includes the song "The Boogeyman" by Chick Bullock, which describes a much more intimidating version of the character than Henry Hall's song. This one makes sense when you realize that depending on your choices it can apply to several people. Sofia Lamb literally begins the game by abducting a child, and in later levels she condemns Stanley Poole to be murdered, mutates Gil Alexander into a barely recognizable form, and [[spoiler: abducts Sinclair before transforming him into a Big Daddy]]. She can certainly seem like a Boogeyman for the citizens of Rapture. But in the darkest possible version of the story, ''Subject Delta himself'' becomes a Boogeyman-like figure, who kidnaps and murders Little Sisters while terrorizing the people of Rapture.
* In the first game, should Jack choose to save the Little Sisters instead of harvesting them, they initially try to resist until the process is completed, yet Subject Delta is able to do it easily. Why? Because Jack was a complete stranger (one the Little Sisters come to trust, but they had no idea who he was before he arrived). Being picked up by someone they've never seen who is about to do something they probably don't understand would obviously be unsettling. The outcome may be a positive one but that doesn't mean they realize that right away. Subject Delta on the other hand is a Big Daddy, someone the Little Sisters instinctively trust. He already has experience with the Little Sisters and knows how to properly approach them, so saving them is much easier.

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** The soundtrack for the game includes the song "The Boogeyman" by Chick Bullock, which describes a much more intimidating version of the character than Henry Hall's song. This one makes sense when you realize that depending on your choices it can apply to several people. Sofia Lamb literally begins the game by abducting a child, and in later levels she condemns Stanley Poole to be murdered, mutates Gil Alexander into a barely recognizable form, and [[spoiler: abducts Sinclair before transforming him into a Big Daddy]].Daddy. She can certainly seem like a Boogeyman for the citizens of Rapture. But in the darkest possible version of the story, ''Subject Delta himself'' becomes a Boogeyman-like figure, who kidnaps and murders Little Sisters while terrorizing the people of Rapture.
* In the first game, should Jack choose to save the Little Sisters instead of harvesting them, they initially try to resist until the process is completed, yet Subject Delta is able to do it easily. Why? Because Jack was is a complete stranger (one the Little Sisters come to trust, but they had have no idea who he was is before he arrived). arrives). Being picked up by someone they've never seen who is about to do something they probably don't understand would obviously be unsettling.unsettling; it's usually a death sentence for the girl if a stranger manages to physically grab one of the Sisters ''in Rapture''. The outcome may be a positive one but that doesn't mean they realize that right away. Subject Delta on the other hand is a Big Daddy, someone the Little Sisters instinctively trust. He already has experience with the Little Sisters and knows how to properly approach them, so saving them is much easier.



* Sure, the idea of unknowingly killing [[spoiler: Mark Meltzer at some point in the game is depressing. What about all of those other Big Daddies, in either game? They are all [[FacelessGoons Faceless Goons]] until you realize that every single one of them were, at one point in the past, normal humans, and many were likely coerced or outright forced to become mindless monsters.]]
** Same with Subject Delta. [[spoiler:Somewhat chilling when you find out you were made an example to Rapture by being turned into a Big Daddy...]]
** It does leave one to wonder about a particular aspect of the Big Daddies- part of the conversion process involves altering the subject's vocal chords and making them unable to speak for reasons not made clear. This is of course with the exception of [[spoiler: Sinclair, who is kidnapped by Sofia Lamb who subsequently converts him but leaves his vocal chords intact]]. The whole game seems to lean in the direction that being transformed into a Big Daddy is an excruciating experience, but after being converted [[spoiler: Sinclair]] voices his complete lack of control over himself and the fact that it hurts just to express himself at all, using what little control he does have to plead for Subject Delta to kill him to end the pain. This whole passage suggests that being turned into a Big Daddy might just be AFateWorseThanDeath. It also suggests a reason for the vocal surgery- distorting the subject's voice into whale-like moans (in addition to sealing them inside a suit) makes it impossible for them to express themselves. They are truly alone, unable to communicate with others or get help. It suddenly makes you wonder if those bellowing noises are actually cries of pain or pleas for help. Is it a MercyKill every time Jack or Subject Delta takes down a Big Daddy?
** One has to wonder what it's like for Gil Alexander, having [[spoiler:been drafted in for experiments which have made him into a monstrous, immensely disturbing foetus-like creature through feeding him gigantic amounts of mutagenic gloop and now not even being recognisably human, let alone having friends, conversation, a love life or anything he (may have) had as a human. All after having his body contort into something vomit-inducing disturbing, which is probably not the most enjoyable process.]] That fucking sucks, damn near putting him on a [[TheWoobie Woobie]] level. Then, for extra Fridge Horror, try imagining what he'd do [[spoiler:should he be released free into the ocean as part of him begs to be allowed]]. How, precisely, do you think it would end up having THAT floating around?

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* Sure, the idea of unknowingly killing [[spoiler: Mark Meltzer at some point in the game is depressing. What about all of those other Big Daddies, in either game? They are all [[FacelessGoons Faceless Goons]] until you realize that every single one of them were, at one point in the past, normal humans, and many were likely coerced or outright forced to become mindless monsters.]]
monsters.
** Same with Subject Delta. [[spoiler:Somewhat Somewhat chilling when you find out you were made an example to Rapture by being turned into a Big Daddy...]]
Daddy...
** It does leave one to wonder about a particular aspect of the Big Daddies- part of the conversion process involves altering the subject's vocal chords and making them unable to speak for reasons not made clear. This is of course with the exception of [[spoiler: Sinclair, who is kidnapped by Sofia Lamb who subsequently converts him but leaves his vocal chords intact]]. intact. The whole game seems to lean in the direction that being transformed into a Big Daddy is an excruciating experience, but after being converted [[spoiler: Sinclair]] Sinclair voices his complete lack of control over himself and the fact that it hurts just to express himself at all, using what little control he does have to plead for Subject Delta to kill him to end the pain. This whole passage suggests that being turned into a Big Daddy might just be AFateWorseThanDeath. It also suggests a reason for the vocal surgery- distorting the subject's voice into whale-like moans (in addition to sealing them inside a suit) makes it impossible for them to express themselves. They are truly alone, unable to communicate with others or get help. It suddenly makes you wonder if those bellowing noises are actually cries of pain or pleas for help. Is it a MercyKill every time Jack or Subject Delta takes down a Big Daddy?
** One has to wonder what it's like for Gil Alexander, having [[spoiler:been been drafted in for experiments which have made him into a monstrous, immensely disturbing foetus-like creature through feeding him gigantic amounts of mutagenic gloop and now not even being recognisably human, let alone having friends, conversation, a love life or anything he (may have) had as a human. All after having his body contort into something vomit-inducing disturbing, which is probably not the most enjoyable process.]] That fucking sucks, damn near putting him on a [[TheWoobie Woobie]] level. Then, for extra Fridge Horror, try imagining what he'd do [[spoiler:should should he be released free into the ocean as part of him begs to be allowed]].allowed. How, precisely, do you think it would end up having THAT floating around?
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* Should Delta spare Stanley Poole, then considering Sofia Lamb has opened the door leading to his booth, he may not last long against the Splicers still running around Rapture. That is assuming that, like Grace, he doesn't become a victim of Sofia.
** [[AssholeVictim Then again,]] [[DoWithHimAsYouWill that could be your plan.]]

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* Should Delta spare [[AssholeVictim Stanley Poole, Poole]], then considering Sofia Lamb has opened the door leading to his booth, he may not last long against the Splicers still running around Rapture. That is assuming that, like Grace, he doesn't become a victim of Sofia.
** [[AssholeVictim [[CruelMercy Then again,]] [[DoWithHimAsYouWill that could be your plan.]]
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* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much more cuter and adorable. It could be chalked up that designers got better with models... or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.

to:

* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much more cuter and adorable. It could be chalked up that designers got better with models... or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.Daddy.
** Alternatively, since the new Little Sisters were all kidnapped from the surface, they were less affected by the toll of crawling all over Rapture gathering ADAM than the old ones.
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* Given that Little Sisters see burning barrels and the like as fire places, them reacting to splicers getting lit on fire with "Marshmallows!" makes a lot of sense. From their view, it might look like they just conjured up a campfire or something.
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* Why do the Portholes of the Big Sisters grow red? Because the little sisters in the first game had [[http://images.wikia.com/bioshock/images/9/92/Little_Sisters_render1.png red eyes.]]

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* Why do the Portholes of the Big Sisters grow glow red? Because the little sisters in the first game had [[http://images.wikia.com/bioshock/images/9/92/Little_Sisters_render1.png red eyes.]]



* Giving the player bad karma for what looks like [[spoiler:a clear act of [[MercyKill mercy]]]]. Makes a lot more sense when you remember that [[spoiler ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.

to:

* Giving the player bad karma for what looks like [[spoiler:a clear act of [[MercyKill mercy]]]]. Makes a lot more sense when you remember that [[spoiler ''Gilbert [[spoiler:''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.

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Removed: 1576

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* I have seen at least one person express his dislike of Gil Alexander/Alex the Great on the premise that the developers tried to make him too much like Sander Cohen and created what was essentially a bad knock-off. When I reached that part of the game and found out what had been done to Gil, I started to think that maybe the reason he acted so much like Cohen was because he probably had some of Cohen's ADAM spliced into him, giving him his thoughts and memories, and possibly even some aspects of his personality which took over. The great Sander Cohen isn't one to share the spotlight, after all...
** Love this theory, though it could conflict with the timeline. According to the ''[=BioShock=]'' Wiki, Sofia Lamb met Gil and began experimenting on him around 1960; which is also, of course, the year that Jack lands in Rapture. Given that we see Sander Cohen fine and well (relatively speaking...) during the events of ''[[VideoGame/BioShock1 BioShock 1]]'', he likely wasn't involved in the experiment. If you consider the numerous achievements you can get by killing him canonical, then that also eliminates any chance of his participation after Jack leaves Rapture. This is even assuming he'd be willing to take part in a scientific experiment at all, given how he was so devoted to his quadtych masterpieces and other, um...artistic endeavours.
* I didn't think much about the area of Rapture that was forcibly sunken into the oceans depths at the end of [=BioShock=] 2.... until I realized what that area was called: '''''Persephone'''''. It became even more brilliant when I realized that it sunk into a ''trench''. Trenches are essentially the closest we can get to the literal "underworld" of the earth.
* On the surface, ''[=BioShock=] 2'' seems like it just exchanged a Libertarian Objectivist villain for an Authoritarian Collectivist. Bit shallow, right? Especially given Levine's statement that the game's real message wasn't specifically anti-Objectivist, but that mankind's ideas of what makes a perfect society fail because we're still only human. Now think back to Sophia Lamb's philosophy and goals: "Utopia cannot precede the utopian." Her plan was to genetically reengineer everyone into "utopians", who lacked the inherent flaws of human nature. ''She took Levine's message, and applied it!'' And, guess what, that failed too. She's as much a rebuttal to the ''real'' message of the first game as the superficial one.

to:

* I have seen at least one person express his dislike of Gil Alexander/Alex the Great garners some dislike on the premise basis that the developers tried to make him too much like Sander Cohen and created what was essentially a bad knock-off. When I reached that part of the game and found out what had been done Gil's similarities to Gil, I started to think that maybe the reason he acted so much like Cohen was may have been because he probably had some of Cohen's ADAM spliced into him, giving him his thoughts and memories, and possibly even some aspects of his personality which took over. The great Sander Cohen isn't one to share the spotlight, after all...
** Love this theory, though it could conflict with the timeline. According to the ''[=BioShock=]'' Wiki, Sofia Lamb met Gil and began experimenting on him around 1960; which is also, of course, the year that Jack lands in Rapture. Given that we see Sander Cohen fine and well (relatively speaking...) during the events of ''[[VideoGame/BioShock1 BioShock 1]]'', he likely wasn't involved in the experiment. If you consider the numerous achievements you can get by killing him canonical, then that also eliminates any chance of his participation after Jack leaves Rapture. This is even assuming he'd be willing to take part in a scientific experiment at all, given how he was so devoted to his quadtych masterpieces and other, um...artistic endeavours.
* I didn't think much about the The area of Rapture that was forcibly sunken into the oceans depths at the end of [=BioShock=] 2.... 2 doesn't stand out too much, until I realized what one realizes that area was called: '''''Persephone'''''. It became even more brilliant when I realized '''''Persephone''''', in theme with the other mythological motifs in Rapture, this one referencing the Queen of the Underworld. Moreso that it is sunk into a ''trench''.trench. Trenches are essentially the closest we can get to the literal "underworld" of the earth.
* On the surface, ''[=BioShock=] 2'' seems like it just exchanged a Libertarian Objectivist villain for an Authoritarian Collectivist. Bit shallow, right? Especially This is a seemingly shallow premise, especially given Levine's statement that the game's real message wasn't specifically anti-Objectivist, but that mankind's ideas of what makes a perfect society fail because we're still only human. Now think back to Sophia Lamb's philosophy and goals: "Utopia cannot precede the utopian." Her plan was to genetically reengineer re-engineer everyone into "utopians", who lacked the inherent flaws of human nature. ''She took Levine's message, and applied it!'' And, guess what, that failed too. She's as much a rebuttal to the ''real'' message of the first game as the superficial one.



* [[spoiler:Giving the player bad karma for what looks like a clear act of [[MercyKill mercy]]. Makes a lot more sense when you remember that ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.
*** It doesn't help that the method is hardly humane given it's essentially electrocution to the point of flesh being burst open, if the blood spatter is any indication, with ghastly screams of agony all the while.
*** The game also seems to imply that [[spoiler:it's possible to restore his mentality to the way it was since the statue that shows if you spare him is Delta pulling a man out of a serpent instead of merely battling the serpent. He saw the man inside the monster.]]
*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter how horrible and monstrous someone may be, they're still worth saving, which is exactly what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]

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* [[spoiler:Giving Giving the player bad karma for what looks like a [[spoiler:a clear act of [[MercyKill mercy]]. mercy]]]]. Makes a lot more sense when you remember that [[spoiler ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.
*** It doesn't help that the method is hardly humane given it's essentially electrocution to the point of flesh being burst open, if the blood spatter is any indication, with ghastly screams of agony all the while.
*** The game also seems to imply that [[spoiler:it's possible to restore his mentality to the way it was since the statue that shows if you spare him is Delta pulling a man out of a serpent instead of merely battling the serpent. He saw the man inside the monster.]]
*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter how horrible and monstrous someone may be, they're still worth saving, which is exactly what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]
him.
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** In addition to the natural selection bit, it seems like a few of the Splicers from Bioshock 1 have been KilledOffForReal in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original GrumpyOldMan incarnation from Bioshock 1, would have been too old to do well in the free for all that Rapture became, and it's doubtful his lifespan might come up to the events of the sequel. Pigskin is a reluctant, teenaged and very confused Splicer who despite being an athlete would have struggled to withstand the horrors of Rapture. Rosebud has the mania and ferocity to match up well with and against the other Splicers, but seeing how she likely despises the entire concept of a Little Sister thanks to her own daughter becoming victim to the procedure, she'd have no place in Sofia Lambs cult.
* In ''Bioshock 2'', some of the good/evil choices seem odd, especially since at least two of the "good" choices could be argued as being more evil than the respective "evil" choice. The explanation for that is simple: it's not YOUR morality making it so. It's Subject Delta's. Delta was conditioned to be a Big Daddy, which also established his moral compass as a Big Daddy. To him, the "right' thing to do was to disengage once a person was no longer a threat to himself or to the Little Sister in his charge. The "wrong" thing to do would be to kill someone for any other reason than to protect himself or said Little Sister.

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** In addition to the natural selection bit, it seems like a few of the Splicers from Bioshock 1 have been KilledOffForReal in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original GrumpyOldMan incarnation from Bioshock 1, would have been too old to do well in the free for all that Rapture became, and it's doubtful his lifespan might come up to the events of the sequel. Pigskin is a reluctant, teenaged and very confused Splicer who despite being an athlete would have struggled to withstand the horrors of Rapture. Rosebud has the mania and ferocity to match up well with and against the other Splicers, but seeing how she likely despises the entire concept of a Little Sister thanks to her own daughter becoming victim to the procedure, she'd have no place in Sofia Lambs Lamb's cult.
* In ''Bioshock 2'', some of the good/evil choices seem odd, especially since at least two of the "good" choices could be argued as being more evil than the respective "evil" choice. The explanation for that is simple: simple; it's not YOUR morality making it so. It's Subject Delta's. Delta was conditioned to be a Big Daddy, which also established reestablished his moral compass as a Big Daddy. To him, the "right' thing to do was to disengage once a person was no longer a threat to himself or to the Little Sister in his charge. The "wrong" thing to do would be to kill someone for any other reason than to protect himself or said Little Sister.



*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter, how horrible and monstrous someone may be, they're still worth saving, which is exactly what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]

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*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter, matter how horrible and monstrous someone may be, they're still worth saving, which is exactly what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]



* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much more cuter and adorable. It could be chalked up that designers got better with models...or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.

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* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much more cuter and adorable. It could be chalked up that designers got better with models... or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.
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** [[AssholeVictim Then again,]] [[CruelMercy that could be your plan.]]

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** [[AssholeVictim Then again,]] [[CruelMercy [[DoWithHimAsYouWill that could be your plan.]]
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** [[AssholeVictim Then again,]][[CruelMercy that could be your plan.]]

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** [[AssholeVictim Then again,]][[CruelMercy again,]] [[CruelMercy that could be your plan.]]
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** [[AssholeVictim Then again,]][[CruelMercy that could be your plan.]]

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1: Lamb forces Delta to remove his helmet before shooting himself, so that's a moot point. 2: Self-explanatory. 3: Sinclair is unambiguously helping Delta out for his own self-interest (he wants to sell Rapture's secrets to the highest bidder on the surface) and was a corrupt businessman who sold his prisoners in Persephone out for plasmid testing. It's only after he's doomed to die that he feels any regret over anything. He's no Utopian.


* During the opening cinematic, Sofia Lamb takes you down with a Hypnotize plasmid....and a headshot. The game tells you right from the beginning the weakness of the Alpha Series for when you fight them later (with 2 hits from the Spear gun taking them down).
* Grace Holloway tells Delta that he broke her jaw when she approached Eleanor. No wonder Grace's so angry about that--she's a singer!
** That, and getting your jaw broken hurts like hell.



* Sophia Lamb's goal was to use Adam to create what she called a Utopian; A person who would only work for the benefit of his (or her) fellow man (or woman). However, in her obsession with her goal, she was blind to the fact that such a person already existed. A man by the name of Augustus Sinclair. His business, Sinclair Solutions, was entirely dedicated to helping other people with whatever problem they might have had. Throughout the game, Sinclair is always thinking of how to help Delta, even going so far as promising to try and find him a way to be human again. In the end, when he is captured and turned into an Alpha Series, he would rather have Delta escape with Eleanor than try and rescue him. This is a man who was entirely selfless, a true Utopian, and Sophia failed to see it.
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** The soundtrack for the game includes the song "The Boogeyman" by Chick Bullock, which describes a much more intimidating version of the character than Henry Hall's song. This one makes sense when you realize that depending on your choices it can apply to several people. Sofia Lamb literally begins the game by abducting a child, and in later levels she condemns Stanley Poole to be murdered, mutates Gil Alexander into a barely recognizable form, and [[spoiler: abducts Sinclair before transforming him into a Big Daddy]]. She can certainly seem like a Boogeyman for the citizens of Rapture. But in the darkest possible version of the story, ''Subject Delta himself'' becomes a Boogeyman-like figure, who kidnaps and murders Little Sisters while terrorizing the people of Rapture.
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* In the first game, should Jack choose to save the Little Sisters instead of harvesting them, they initially try to resist until the process is completed, yet Subject Delta is able to do it easily. Why? Because Jack was a complete stranger (one the Little Sisters come to trust, but they had no idea who he was before he arrived). Being picked up by someone they've never seen who is about to do something they probably don't understand would obviously be unsettling. The outcome may be a positive one but that doesn't mean they realize that right away. Subject Delta on the other hand is a Big Daddy, someone the Little Sisters instinctively trust. He already has experience with the Little Sisters and knows how to properly approach them, so saving them is much easier.
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** It does leave one to wonder about a particular aspect of the Big Daddies- while we aren't given all the details of the conversion process it is established that it involves surgery on the subject's vocal cords that prevents them from talking. It is indicated that the process is excruciatingly painful, an assumption that is also reinforced when we see [[spoiler: Sinclair transformed into a Big Daddy, but with his vocal chords remaining intact. At this point he repeatedly voices how painful it is just to express himself, pleading for the player to kill him, suggesting that to become a Big Daddy is in fact a FateWorseThanDeath.]] It leaves one to wonder, is the reason for the vocal surgery to prevent the Big Daddies from expressing their true feelings? Based on [[spoiler: Sinclair's]] dialogue, could those loud whale-like moans we're used to hearing have actually been cries of pain or pleas for help? Is it actually a MercyKill every time you take down a Big Daddy in either game?

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** It does leave one to wonder about a particular aspect of the Big Daddies- while we aren't given all the details part of the conversion process it is established that it involves surgery on altering the subject's vocal cords that prevents chords and making them from talking. It unable to speak for reasons not made clear. This is indicated that of course with the process is excruciatingly painful, an assumption that is also reinforced when we see exception of [[spoiler: Sinclair Sinclair, who is kidnapped by Sofia Lamb who subsequently converts him but leaves his vocal chords intact]]. The whole game seems to lean in the direction that being transformed into a Big Daddy, Daddy is an excruciating experience, but with his vocal chords remaining intact. At this point he repeatedly after being converted [[spoiler: Sinclair]] voices how painful his complete lack of control over himself and the fact that it is hurts just to express himself, pleading himself at all, using what little control he does have to plead for the player Subject Delta to kill him, suggesting him to end the pain. This whole passage suggests that to become being turned into a Big Daddy is in fact a FateWorseThanDeath.]] might just be AFateWorseThanDeath. It leaves one to wonder, is the also suggests a reason for the vocal surgery to prevent surgery- distorting the Big Daddies from expressing their true feelings? Based on [[spoiler: Sinclair's]] dialogue, could those loud subject's voice into whale-like moans we're used (in addition to hearing have sealing them inside a suit) makes it impossible for them to express themselves. They are truly alone, unable to communicate with others or get help. It suddenly makes you wonder if those bellowing noises are actually been cries of pain or pleas for help? help. Is it actually a MercyKill every time you take Jack or Subject Delta takes down a Big Daddy in either game?Daddy?
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** It does leave one to wonder about a particular aspect of the Big Daddies- while we aren't given all the details of the conversion process it is established that it involves surgery on the subject's vocal cords that prevents them from talking. It is indicated that the process is excruciatingly painful, an assumption that is also reinforced when we see [[spoiler: Sinclair transformed into a Big Daddy, but with his vocal chords remaining intact. At this point he repeatedly voices how painful it is just to express himself, pleading for the player to kill him, suggesting that to become a Big Daddy is in fact a FateWorseThanDeath.]] It leaves one to wonder, is the reason for the vocal surgery to prevent the Big Daddies from expressing their true feelings? Based on [[spoiler: Sinclair's]] dialogue, could those loud whale-like moans we're used to hearing have actually been cries of pain or pleas for help? Is it actually a MercyKill every time you take down a Big Daddy in either game?
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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer depending on how much ADAM each Splicer could amass. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but those Splicers were unable to get enough ADAM for themselves to make them comparable to Ryan's Splicers, since hoarding ADAM would be against their collectivist ideals.

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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. They also can be found fighting each other to the death if they encounter another Splicer. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer depending on how much ADAM each Splicer could amass. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but those Splicers were unable to get enough ADAM for themselves to make them comparable to Ryan's Splicers, since hoarding ADAM would be against their collectivist ideals.
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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but they're unable to get enough ADAM to make them comparable to Ryan's Splicers.

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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between each Splicer. Splicer depending on how much ADAM each Splicer could amass. Under the collectivist Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good, but they're those Splicers were unable to get enough ADAM for themselves to make them comparable to Ryan's Splicers.Splicers, since hoarding ADAM would be against their collectivist ideals.
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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before, but they attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andres Ryans leadership some Splicers were able to rise above their peers through competition (combat) and create a difference in power between them, while through the collectivist Sofa Lambs leadership they unite as a single force to fight for their common good.

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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous foes to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before, before but they also now attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andres Ryans leadership Andrew Ryan's leadership, some Splicers were able to rise above their peers through competition (combat) and create a tangible difference in power between them, while through each Splicer. Under the collectivist Sofa Lambs leadership they Sofia Lamb's leadership, the Splicers unite as a single force to fight for their common good.good, but they're unable to get enough ADAM to make them comparable to Ryan's Splicers.



** Same with Subject Delta. [[spoiler:Somewhat chilling when you find out you were made an example of by being turned into a Big Daddy...]]
** One has to wonder what it's like for Gil Alexander, having [[spoiler:been drafted in for experiments which have made him into a monstrous, immensely disturbing foetus-like creature through feeding him gigantic amounts of mutagenic gloop and now not even being recognisably human, let alone having friends, conversation, a love life or anything he (may have) had as a human. All after having his body contort into something vomit-makingly disturbing, which is probably not the most enjoyable process.]] That fucking sucks, damn near putting him on a [[TheWoobie Woobie]] level. Then, for extra Fridge Horror, try imagining what he'd do [[spoiler:should he be released free into the ocean as part of him begs to be allowed]]. How, precisely, do you think it would end up having THAT floating around?

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** Same with Subject Delta. [[spoiler:Somewhat chilling when you find out you were made an example of to Rapture by being turned into a Big Daddy...]]
** One has to wonder what it's like for Gil Alexander, having [[spoiler:been drafted in for experiments which have made him into a monstrous, immensely disturbing foetus-like creature through feeding him gigantic amounts of mutagenic gloop and now not even being recognisably human, let alone having friends, conversation, a love life or anything he (may have) had as a human. All after having his body contort into something vomit-makingly vomit-inducing disturbing, which is probably not the most enjoyable process.]] That fucking sucks, damn near putting him on a [[TheWoobie Woobie]] level. Then, for extra Fridge Horror, try imagining what he'd do [[spoiler:should he be released free into the ocean as part of him begs to be allowed]]. How, precisely, do you think it would end up having THAT floating around?
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* During the loading screen for Dionysus Park, instead of a generic music piece you usually get, you hear the song "Here Comes the Bogeyman" by Henry Hall -- which serves as subtle {{foreshadowing}} for the level you're about to enter. The song that describes a demonic entity that preys on those weaker than itself but is also a DirtyCoward who is easily deceived. You then spend the rest of the level dealing with [[CompleteMonster Stanley Poole]], an unrepentant mass murderer who quickly lapses into spineless begging the moment you go to confront him.

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** [[spoiler:Giving the player bad karma for what looks like a clear act of [[MercyKill mercy]]. Makes a lot more sense when you remember that ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.

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** * [[spoiler:Giving the player bad karma for what looks like a clear act of [[MercyKill mercy]]. Makes a lot more sense when you remember that ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.



*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter, how horrible and monstrous someone may be, they're still worth saving, which is exactly, what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]
** In ''[=BioShock=] 2'', it turns out the ADAM-producing slugs eat a type of polyp that has the effects of an Enrage plasmid when thrown at Splicers. So ''that's'' why splicing up induces a mental breakdown! Not to mention why Little Sisters become homicidal Big Sisters as their conditioning wears off... and why doing too much harvesting grants you a bad ending!

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*** Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter, how horrible and monstrous someone may be, they're still worth saving, which is exactly, exactly what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]
** * In ''[=BioShock=] 2'', it turns out the ADAM-producing slugs eat a type of polyp that has the effects of an Enrage plasmid when thrown at Splicers. So ''that's'' why splicing up induces a mental breakdown! Not to mention why Little Sisters become homicidal Big Sisters as their conditioning wears off... and why doing too much harvesting grants you a bad ending!


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* Between the two games, the way enemies are handled is different. In ''VideoGame/Bioshock1'', you mostly fight the Splicers in small numbers and in isolated situations, and their overall toughness varies between pushovers to inexplicably sturdy and dangerous to face. In ''VideoGame/Bioshock2'', the Splicers are even less bulletproof than before, but they attack in large numbers, sometimes even charging at you in groups of dozens. In other words, under individualist Andres Ryans leadership some Splicers were able to rise above their peers through competition (combat) and create a difference in power between them, while through the collectivist Sofa Lambs leadership they unite as a single force to fight for their common good.
* Splicers in ''2'' will often dramatically scream at the top of their lungs when killed by even the more mundane of attacks, like a quick melee strike. But this change is fitting when you realize that you're no longer playing as Jack, a human using conventional weapons like a revolver or a wrench. You're a Big Daddy smashing skulls open with the strength of a metal giant and [[TheresNoKillLikeOverkill shooting at people with .50 caliber bullets, whaling harpoons, and a shotgun with barrels the size of a persons face, with a high-powered drill added in for good measure.]]
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** In addition to the natural selection bit, it seems like a few of the Splicers from Bioshock 1 have been KilledOffForReal in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original GrumpyOldMan incarnation from Bioshock 1, would have been too old to do well in the free for all that Rapture became, and it's doubtful his lifespan might come up to the events of the sequel. Pigskin is a reluctant, teenaged and very confused Splicer who despite being an athlete would have struggled to withstand the horrors of Rapture. Rosebud has the mania and ferocity to match up well with and against the other Splicers, but seeing how she likely despises the entire concept of a Little Sister thanks to her own daughter becoming victim to the procedure, she'd have no place in Sofia Lambs cult.
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Moved from Bioshock 1 to Bioshock 2; content pertains solely to Bioshock 2.

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* During the opening cinematic, Sofia Lamb takes you down with a Hypnotize plasmid....and a headshot. The game tells you right from the beginning the weakness of the Alpha Series for when you fight them later (with 2 hits from the Spear gun taking them down).
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* In the second game you don't actually see any of the genetic memory "ghosts" like in the first game. That's because Sophia already had them extracted from the plasmids so she could put them in Eleanor before Delta used them.
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***Perhaps it isn't even about the choice being morally right or wrong. It's simply about [[spoiler:what your choice teaches Eleanor. Let Gilbert live, and you're teaching her, that no matter, how horrible and monstrous someone may be, they're still worth saving, which is exactly, what Eleanor does in the good ending, even if Sofia's monstrosity is more metaphorical.]]
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* I have seen at least one person express his dislike of Gil Alexander/Alex the Great on the premise that the developers tried to make him too much like Sander Cohen and created what was essentially a bad knock-off. When I reached that part of the game and found out what had been done to Gil, I started to think that maybe the reason he acted so much like Cohen was because he probably had some of Cohen's ADAM spliced into him, giving him his thoughts and memories, and possibly even some aspects of his personality which took over. The great Sander Cohen isn't one to share the spotlight, after all...
** Love this theory, though it could conflict with the timeline. According to the ''[=BioShock=]'' Wiki, Sofia Lamb met Gil and began experimenting on him around 1960; which is also, of course, the year that Jack lands in Rapture. Given that we see Sander Cohen fine and well (relatively speaking...) during the events of ''[[VideoGame/BioShock1 BioShock 1]]'', he likely wasn't involved in the experiment. If you consider the numerous achievements you can get by killing him canonical, then that also eliminates any chance of his participation after Jack leaves Rapture. This is even assuming he'd be willing to take part in a scientific experiment at all, given how he was so devoted to his quadtych masterpieces and other, um...artistic endeavours.
* I didn't think much about the area of Rapture that was forcibly sunken into the oceans depths at the end of [=BioShock=] 2.... until I realized what that area was called: '''''Persephone'''''. It became even more brilliant when I realized that it sunk into a ''trench''. Trenches are essentially the closest we can get to the literal "underworld" of the earth.
*On the surface, ''[=BioShock=] 2'' seems like it just exchanged a Libertarian Objectivist villain for an Authoritarian Collectivist. Bit shallow, right? Especially given Levine's statement that the game's real message wasn't specifically anti-Objectivist, but that mankind's ideas of what makes a perfect society fail because we're still only human. Now think back to Sophia Lamb's philosophy and goals: "Utopia cannot precede the utopian." Her plan was to genetically reengineer everyone into "utopians", who lacked the inherent flaws of human nature. ''She took Levine's message, and applied it!'' And, guess what, that failed too. She's as much a rebuttal to the ''real'' message of the first game as the superficial one.
* Ryan Amusements is actually a very sorry excuse for a theme park with very little attractions to offer. There is only one ride (Journey to the Surface), one museum exhibit (Rapture Memorial Museum), one Plasmid store (Hall of the Future), one restaurant (El Dorado Lounge), and one gift shop. It might be interesting when you visit it for the first time, but afterward why would anyone want to pay to go there again? And considering that there isn't any outside tourism in Rapture, it should have gone out of business a long time ago. The answer of why it manages to remain open is simple: Do ''you'' see any other theme parks in Rapture?
*Delta uses the trains, not the Bathyspheres. Why? Because to use the Bathyspheres you need the DNA from Ryan and Delta doesn't have that. Eleanor mentions that she and Tenenbaum managed to get the vita chambers to sync to Delta's DNA, but they are under a tight schedule and Delta needs to hurry. Between that, the fact Bathyspheres are probably more difficult to reprogram (and fit a Big Daddy inside), and just plain difficulties for Eleanor and Tenenbaum to communicate, they probably decided to just make sure Delta is up and running if the train works just as well.
* Sophia Lamb's goal was to use Adam to create what she called a Utopian; A person who would only work for the benefit of his (or her) fellow man (or woman). However, in her obsession with her goal, she was blind to the fact that such a person already existed. A man by the name of Augustus Sinclair. His business, Sinclair Solutions, was entirely dedicated to helping other people with whatever problem they might have had. Throughout the game, Sinclair is always thinking of how to help Delta, even going so far as promising to try and find him a way to be human again. In the end, when he is captured and turned into an Alpha Series, he would rather have Delta escape with Eleanor than try and rescue him. This is a man who was entirely selfless, a true Utopian, and Sophia failed to see it.
* Notice how every time you see an Alpha Series Big Daddy underwater, he's dead. In fact, if there are any Alphas still alive when you flood the docking bay in Persephone, they will die almost immediately. Well, look closer at their diving suits. Their suits have gaping rips in them, and tumors have broken through in various places. A few models even have whole sections of their suits torn away. The porthole in the helmet is broken, such that it barely even lights up anymore. Age, violence, and ADAM mutations have rendered the Alpha Series' diving suits useless for deep-sea diving. So any time you see an Alpha Series Big Daddy out in the ocean water, [[http://youtu.be/LEY3fN4N3D8 this is what is happening inside that suit.]]
* Why do the Portholes of the Big Sisters grow red? Because the little sisters in the first game had [[http://images.wikia.com/bioshock/images/9/92/Little_Sisters_render1.png red eyes.]]
* The "Ducky" splicer - the Rapture Constable/Security Guard - model and vocals significantly differ between Bioshock I and II; to the point where the uniform is different and the second game's character voice is the same as that of the "Waders" splicer - the religious fanatic. This seems odd until you realise that all the old security guards must be long dead - these guys were technically the last remnants of Rapture's original authority; how long would they last once Ryan died? - and Sofia Lamb must have built up a new force of guards using fanatics of her regime; hence the new look, uniform, and voice.
* The buckles on the Big Sisters' suits make a lot more sense when you realise they resemble [[AxCrazy the straps on straightjackets]], and in the little sister training facility there are restraining straps on the beds.
** [[spoiler:Giving the player bad karma for what looks like a clear act of [[MercyKill mercy]]. Makes a lot more sense when you remember that ''Gilbert Alexander'' effectively is already dead. '''Alex the Great''' clearly wants to live and won't be able to hurt anyone that the player wouldn't have killed also.]] The player has no right to decide that his quality of life is unworthy for him.
*** It doesn't help that the method is hardly humane given it's essentially electrocution to the point of flesh being burst open, if the blood spatter is any indication, with ghastly screams of agony all the while.
*** The game also seems to imply that [[spoiler:it's possible to restore his mentality to the way it was since the statue that shows if you spare him is Delta pulling a man out of a serpent instead of merely battling the serpent. He saw the man inside the monster.]]
** In ''[=BioShock=] 2'', it turns out the ADAM-producing slugs eat a type of polyp that has the effects of an Enrage plasmid when thrown at Splicers. So ''that's'' why splicing up induces a mental breakdown! Not to mention why Little Sisters become homicidal Big Sisters as their conditioning wears off... and why doing too much harvesting grants you a bad ending!
* In the first ''VideoGame/BioShock1'', the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the UncannyValley. In the sequel, they looked much more cuter and adorable. It could be chalked up that designers got better with models...or the fact that in ''VideoGame/BioShock2'', you're playing as a Big Daddy. Big Daddies see their Little Sisters as something they must protect. You're seeing them through the eyes of the Big Daddy.

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[[AC:FridgeHorror]]

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[[AC:FridgeHorror]][[foldercontrol]]

[[folder:Fridge Brilliance]]
* Grace Holloway tells Delta that he broke her jaw when she approached Eleanor. No wonder Grace's so angry about that--she's a singer!
** That, and getting your jaw broken hurts like hell.
* Got peeved off by the difficulty change in [=BioShock=] 2? Consider this: the only living non-spliced people were in hiding (Tenenbaum, Grace Holloway, Stanley Poole) and the rest were immediately killed by splicers. Splicers are constantly battling each other to harvest ADAM from their corpses. So between Jack's departure and Delta's resurrection, splicers have been fighting each other with the better spliced one prevailing, and the ones Delta fought were the strongest of the strong. In other words, ''natural selection'' is the reason you can only have a Big Daddy as the protagonist of [=BioShock=] 2.
* In ''Bioshock 2'', some of the good/evil choices seem odd, especially since at least two of the "good" choices could be argued as being more evil than the respective "evil" choice. The explanation for that is simple: it's not YOUR morality making it so. It's Subject Delta's. Delta was conditioned to be a Big Daddy, which also established his moral compass as a Big Daddy. To him, the "right' thing to do was to disengage once a person was no longer a threat to himself or to the Little Sister in his charge. The "wrong" thing to do would be to kill someone for any other reason than to protect himself or said Little Sister.
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[[folder:Fridge Horror]]



* Should Delta spare Stanley Poole, then considering Sofia Lamb has opened the door leading to his booth, he may not last long against the Splicers still running around Rapture. That is assuming that, like Grace, he doesn't become a victim of Sofia.

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* Should Delta spare Stanley Poole, then considering Sofia Lamb has opened the door leading to his booth, he may not last long against the Splicers still running around Rapture. That is assuming that, like Grace, he doesn't become a victim of Sofia.Sofia.
* Sure, the idea of unknowingly killing [[spoiler: Mark Meltzer at some point in the game is depressing. What about all of those other Big Daddies, in either game? They are all [[FacelessGoons Faceless Goons]] until you realize that every single one of them were, at one point in the past, normal humans, and many were likely coerced or outright forced to become mindless monsters.]]
** Same with Subject Delta. [[spoiler:Somewhat chilling when you find out you were made an example of by being turned into a Big Daddy...]]
** One has to wonder what it's like for Gil Alexander, having [[spoiler:been drafted in for experiments which have made him into a monstrous, immensely disturbing foetus-like creature through feeding him gigantic amounts of mutagenic gloop and now not even being recognisably human, let alone having friends, conversation, a love life or anything he (may have) had as a human. All after having his body contort into something vomit-makingly disturbing, which is probably not the most enjoyable process.]] That fucking sucks, damn near putting him on a [[TheWoobie Woobie]] level. Then, for extra Fridge Horror, try imagining what he'd do [[spoiler:should he be released free into the ocean as part of him begs to be allowed]]. How, precisely, do you think it would end up having THAT floating around?
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[[folder:Fridge Logic]]
* Why did Eleanor have the [=BioShock=] 2 style Little Sister dress when she was a little sister in the flashback, despite all the sisters issued with the same dress as seen in the treatment facility in [=BioShock=]? She was the first Sister successfully bonded to an Alpha, so she got a pretty dress and hair bow. Factory line Little Sisters weren't as valuable, so they had cheaper dresses. Later, when Lamb brought in new little sisters, she must have had the new little sister design based on Eleanor.
** Maybe it was mostly since you play Subject Delta: A BIG DADDY. Just as Little Sisters, your view is not "real". It is perfectly possible that all little sisters look the same to him - like the one little sister that he was programmed to protect, Eleanor.
[[/folder]]
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* If Delta chooses to spare Grace Holloway near the end of Pauper's Drop, Grace Holloway will only be heard from again early in Siren Alley. Seeing as how Sofia Lamb mentions not being able to be swayed as easily as Grace to Delta as he exits Pauper's Drop, it's likely that Grace became a victim of Sofia's wrath for her HeelFaceTurn.

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* If Delta chooses to spare Grace Holloway near the end of Pauper's Drop, Grace Holloway will only be heard from again early in Siren Alley. Seeing as how Sofia Lamb mentions not being able to be swayed as easily as Grace to Delta as he exits Pauper's Drop, it's likely that Grace became a victim of Sofia's wrath for her HeelFaceTurn.HeelFaceTurn.
* Should Delta spare Stanley Poole, then considering Sofia Lamb has opened the door leading to his booth, he may not last long against the Splicers still running around Rapture. That is assuming that, like Grace, he doesn't become a victim of Sofia.
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[[AC:FridgeHorror]]
* If Delta chooses to spare Grace Holloway near the end of Pauper's Drop, Grace Holloway will only be heard from again early in Siren Alley. Seeing as how Sofia Lamb mentions not being able to be swayed as easily as Grace to Delta as he exits Pauper's Drop, it's likely that Grace became a victim of Sofia's wrath for her HeelFaceTurn.

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