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Fridge / BioShock 2

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    Fridge Brilliance 
  • 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.
  • 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 Killed Off for Real in the span of 10 years thanks to being unfit for the changes. Ducky, or at least his original Grumpy Old Man 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.
  • 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 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, 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 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 the straps on straightjackets, and in the little sister training facility there are restraining straps on the beds.
  • Giving the player bad karma for what looks like a clear act of 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 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 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!
  • In the first BioShock, the Little Sisters were pretty creepy-looking, and pretty ugly, falling under the Uncanny Valley. 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 BioShock 2, 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.
  • 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.
  • Between the two games, the way enemies are handled is different. In Bioshock 1, 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 Bioshock 2, 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.
  • 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 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.
  • 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 Dirty Coward who is easily deceived. You then spend the rest of the level dealing with Stanley Poole, an unrepentant mass murderer who quickly lapses into spineless begging the moment you go to confront him.
    • 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 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.

    Fridge Horror 
  • 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 Heel–Face Turn.
  • 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.
  • Sure, the idea of unknowingly killing Mark Meltzer at some point in the game is depressing. What about all of those other Big Daddies, in either game? They are all 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. 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 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 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 A Fate Worse Than Death. 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 Mercy Kill every time Jack or Subject Delta takes down a Big Daddy?
    • One has to wonder what it's like for Gil Alexander, having 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 Woobie level. Then, for extra Fridge Horror, try imagining what he'd do 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?

    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.

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