Bioshock RPG
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Choose too be a human, little sister, Big daddy, Big sister, or.... a Splicer
 
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 Whats Bioshock

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LillinetteJanson
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Join date : 2011-06-23

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PostSubject: Whats Bioshock   Whats Bioshock Icon_minitimeFri Jun 24, 2011 9:46 pm

BioShock is a first-person shooter with role-playing game customization and stealth elements, and is similar to System Shock 2. The player takes the role of Jack, who aims to fight his way through Rapture, using weapons and plasmids (genetic alterations), in order to complete objectives. At times, the player may opt to use stealth tactics to avoid detection by security cameras and automated turrets.[26] While exploring Rapture, the player collects money, which can be used at various vending machines to gain ammunition, health, and additional equipment.[27] The player also comes across spare parts that can be used at "U-Invent" machines to create new weapons or usable items. Cameras, turrets, safes, door locks, and vending machines can all be hacked to the player's advantage, providing benefits such as turning on the player's foes, revealing their contents to the player, allowing entry to locked areas, or allowing the player to purchase items at a discount.[28] Hacking requires the player to complete a mini-game similar to Pipe Mania in a limited amount of time.[29] The player is given a "research camera" early in the game, allowing Jack to take photographs of enemies to help analyze them, with better quality photographs providing more beneficial analysis. After performing enough analysis of an enemy, the player is granted increased damage, gene tonics, and other bonuses when facing that type of enemy in future battles.[30] Glass-walled "Vita-Chambers" can also be found throughout the game, which the player does not use directly. Instead, should Jack die, his body is reconstituted at the nearest one, retaining all of his possessions, but only a portion of his full health.[31] In a patch for the game, the player has the option to disable the use of these Vita-Chambers, such that if Jack dies, the player will need to restart from a saved game.
The player can collect and assign a number of plasmids and gene tonics which grant Jack the ability to unleash special attacks or confer passive benefits such as improved health or hacking skills. "Active" plasmids—those that are triggered by the player such as most offensive plasmids— require an amount of the EVE serum to be used in a manner similar to magic points; EVE can be replenished via syringes.[32] These plasmids also alter the player's appearance to reflect "sacrificing one's humanity".[33] "Tonics" are passive plasmids and require no EVE to gain their benefit; the player can only equip a limited number of plasmids and tonics at any time.[34] Tonics can increase Jack's strength and resistance to damage or make hacking machines easier. The game encourages the use of creative combination of plasmids, weapons, and the use of the environment.[35]


A Big Daddy defends a Little Sister from two Splicers, while the player watches.
Plasmids can be collected at certain specific points around the city throughout the storyline, but most often are purchased by the player at "Gatherer's Gardens" using the ADAM mutagen they have collected from Little Sisters. In order to collect the ADAM, the player must first defeat the "Big Daddy"—genetically enhanced humans grafted to an armored diving suit—that accompanies and guards each Little Sister. After this, the player has a moral choice: either to kill the Little Sister to harvest a great deal of ADAM, or to save the Little Sister and gain a smaller amount, though for every three sisters spared a gift of a large amount of ADAM is given to the player. While both choices have their advantages, this element of conflicting morals has an impact on the storyline, and, among other things, on the difficulty of the game itself.[36]


Big daddies-
Conceived of early on as a man encased in a diving suit, the Big Daddy was designed to have "that hulking metal feel of an underwater protector, so solid not even a shotgun blast could knock him off his feet."[2] While the concept remained the same of an AI character that protected the "gatherer" AI characters in the title,[3][4] many ideas were considered for their mobility and execution, including a wheelchair mounted version.[5] As the designs for the individual types evolved, intricate details of the actual diving suit were worked out piece by piece, using the concept that the suits would be constructed from salvaged parts of the city.[2] Developer Ken Levine noted that with the concept of the gatherers as little girls, it allowed the team to explore the protector role of the character and demonstrate it in a way to appeal to a real-world relationship for the player.[3]
Two versions of the Big Daddy are present in BioShock: the 'Rosie' and the 'Bouncer'. Initial drafts of the Rosie model featured it encased in a light atmospheric diving suit with a singular hole for viewing through the helmet, as well as missing its left forearm and hand, replaced with a hook and pulley supported by cables attached to the stump.[6] Later designs restored the arm, adding a rivet gun, heavy oxygen tanks mounted on both shoulders and a squid-like tentacle extending from each shoulder. The completed design remained similar, removing the tentacles and reducing the oxygen tanks to a singular one positioned on its back, angled towards its right shoulder. The Rosie's rivet gun itself went through progressive design improvements, with the intent of making it "more fleshed out and threatening".[2]
The Bouncer model of Big Daddy featured it encased in a heavier diving suit than the Rosie, with the helmet more heavily armored and having smaller but multiple holes for viewing. Several ideas were considered for weaponry, originally consisting of a wrist mounted fan-blade on the right arm and a hand-held double hook in the left hand. They were replaced by hand mounted grinders attached to each arm and an added oxygen tank angled over the left shoulder.[7] The weaponry was changed in the finalized design changed to a heavy drill over the right hand, with an engine and exhaust for it positioned over the right shoulder.[2]
A third model, dubbed "Slow Pro FUM" by the development team, was excluded from the game. Standing for "slow-moving, projectile-shooting, f'ed-up-melee", this Big Daddy was intended as a slow, ranged type that would center itself and fire a heavy projectile at enemies via a large arm-mounted cannon. Despite being designed for range, the developers noted its melee attacks were intended to be just as powerful. In an interview with GameTrailers's "Bonus Round", BioShock designers Bill Gardner and Hogarth De La Plante highlighted it as an aspect cut from the game late in development, and one they would have most liked to have kept out of all the cut content for the title.[8] BioShock 2 formally introduced the opponent with a different name ('the Rumbler') and alterations (the ability to fire rockets and deploy mini-turrets around an area).
In BioShock 2, players are given control of Subject Delta, the first Big Daddy to be successfully paired with a Little Sister. The designs wanted it to have a rough-draft appearance and look like a "work in progress", while incorporating elements of the later models. As a result, several concepts were considered, combining the parts of the Rosie and Bouncer models, before the developers settled on an appearance more akin to the former, but retaining the heavy drill of the latter.[9] In the Protector Trials DLC, the player plays as an unknown Alpha Series Big Daddy and in the Minerva's Den DLC the player plays as Subject Sigma.
In the Minerva's Den DLC for BioShock 2, a new Big Daddy called the "Lancer" is introduced. It is the only Big Daddy type featured in Minerva's Den. It is equipped with a new weapon, the Ion Laser, and can also send out a flash that blinds the player.

Little Sisters-
"Mr. Bubbles, Mr. Bubbles, are you there? Are you there? Come and give me lollies, come and bring me toffees. Teddy bears... teddy bears."
―A Little Sister, singing to the tune of "Are You Sleeping" while harvesting ADAM at the Footlight Theater.
"Good girls gather, gather..."
―A Little Sister singing in BioShock 2 Multiplayer
Little Sisters (originally named as Gatherers) are young girls who have been genetically altered and mentally conditioned to reclaim ADAM from the corpses around Rapture. Little Sisters are almost always accompanied by a Big Daddy. They are almost completely immune to damage and have no offensive abilities. Attacking them, however, will incur the wrath of their protectors.

ADAM is excreted by a Sea Slug found near Rapture. However, the sea slug did not naturally produce ADAM in large enough quantities for serious research and exploitation. Brigid Tenenbaum developed a procedure whereby a sea slug was implanted in a host's stomach. After the host fed, inducing regurgitation yielded up to thirty times the amount of usable ADAM. Female children, known as Little Sisters after implantation, were found to be the only viable hosts on a technical and biological level. Although Tenenbaum hoped to keep the children in a vegetative state, they had to be fully functional in order to produce ADAM. They still maintained many of the ordinary characteristics of children: laughing, playing, smiling, and singing.
Frank Fontaine used his Little Sister's Orphanage in Apollo Square as a front to obtain a supply of hosts for Tenenbaum. When that failed, Andrew Ryan's men began to take the little girls from their parents directly, promising they would become the salvation of Rapture. Naturally, Ryan told them nothing about the process through which that would occur.

Dr. Suchong, realizing that the need for ADAM was greater than the amount produced by the Little Sisters themselves, pioneered a way for them to recycle ADAM from the blood of dead Splicers, greatly increasing their ADAM yield.[1] Naturally, the children were unwilling to co-operate. Dr. Suchong was able to mentally condition the children to have a neurological impulse to feed and made them associate the bodies of dead Splicers as "Angels" to make the process more appealing for the girls.[2] With a physical and neurological drive in place, the Little Sisters eagerly pursued harvesting ADAM in Rapture. Like many of the tools in Rapture, the Little Sisters' syringes were cobbled together out of whatever the makers could salvage: large needles, hose nozzles, and baby bottles.
To make them more effective in their operation, the Little Sisters were conditioned to see the world of Rapture very differently than the other inhabitants do. Instead of seeing the dark, deteriorated state of the city, they saw an idealized world, with rosy marble floors, pink drapings, and flowering vines growing everywhere. Little Sisters saw their Big Daddies as noble golden knights, and they saw Big Sisters as brides or princesses with elegant ballroom apparel. Statues appeared to them as Big Daddies, pools of blood as rose petals, random fires on the floor as fireplaces and the dead bodies of Splicers as "Angels"; sleeping men and women lying on the ground with the outline of a halo and angel wings surrounding them. Splicers themselves appeared as beautiful, elegantly dressed men and women in masquerade masks, conversing civilly, when in reality they were violently fighting. However, the little girls' world view would be brought abruptly back to the grim, twisted reality of Rapture's decay whenever they were frightened or in the process of gathering from a corpse.

The ADAM coursing through their bodies made the Little Sisters virtually indestructible, immediately repairing any damaged tissue. However, they still had the stature and strength of small girls and would be a constant target for abduction and exploitation. Dr. Suchong, in light of the rising mortality rate of Little Sisters, initiated the Protector Program. The idea was to create a series of protectors that would defend the Little Sisters from Splicer attacks so they could harvest ADAM without interference. The results of the program had each Little Sister paired with a Big Daddy, a heavily spliced human grafted into an enormous armored diving suit. A pheromone produced by the Big Daddy attracted the Little Sisters, and its counterpart produced by the Little Sisters drove the Big Daddies to defend them with their lives. The first successfully bonded Little Sister was Eleanor Lamb, who paired with the Alpha Series Big Daddy, Subject Delta. Once Big Daddies came into full production, the Little Sisters were also put through a course of pavlovian psychological exercises,[3] designed to force them into rejecting all positive feelings towards any mother-type figure and instead place all of their affection on a generic Big Daddy archetype. As a result, the little girls see every Big Daddy protecting them as the same person, and consider the mere mention of the word "Mommy" to be taboo.
Because of the pheromone and Suchong's mental conditioning, the Little Sisters are strongly attached to the Big Daddies, affectionately calling them a number of pet names such as "Mister Bubbles" or "Mister B". When a Big Daddy is killed, its Little Sister will stop whatever she is doing and mourn its death. However, the strong bond between the pairs made the Big Daddies highly aggressive, prompting Ryan to issue public warnings against approaching any Little Sisters to prevent any accidents involving inhabitants.

At one point, McClendon Robotics was tasked with creating a line of Robotic Little Sisters to supplement the human Little Sisters. However, tests revealed that the Big Daddies simply ignored the robotic gatherers, leaving them vulnerable to attacks by Splicers. This forced the team to abandon the project, and left an entire production line of Robotic Little Sisters discarded in the offices of McClendon Robotics.

Removal of the sea slug from the host under normal circumstances is fatal. Although the host does not die immediately (their heartbeat can still be heard), it was likened to taking a patient off life support: their demise was inevitable. In a forced removal, a large amount of ADAM could still be obtained from the sea slug. However, Tenenbaum's constant contact with the Little Sisters and their unsuppressed childlike behavior eventually caused her to seek a way to safely remove the sea slug. In time, she was able to design a Plasmid to accomplish just that. However, the Plasmid could not reverse the mental conditioning: only time could accomplish that. Tenenbaum established a safe house for restored Little Sisters in the tunnels beneath Olympus Heights for that purpose.

After the events of BioShock, Tenenbaum left for the surface, taking many of the saved Little Sisters with her. However, Sofia Lamb soon came into power in Rapture and restarted the Little Sister program to supply The Rapture Family with much needed ADAM and to further her own plans. There were not enough young girls left in Rapture to supply the ADAM cycle, and many of those who remained had matured to the point that they were only useful as Big Sisters.
Thus, Lamb began a program of kidnapping young girls from the surface to convert them into Little Sisters. These new Little Sisters were kept in the Pediatric Wing of the Persephone prison colony under the watchful eye of Edward Grimes and his staff of physicians. The new girls developed a unique psychological bond with Eleanor Lamb, who could see through their eyes and control them to a certain extent.
Eventually, Tenenbaum discovered where the girls from the surface were taken, and what purpose they served. She acquired a submersible and descended to Rapture expecting the worse. She then found the missing girls turned into Little Sisters and continued her rescuing days. Eventually, Eleanor contacted Tenenbaum through the Little Sisters and configured a plan to save the Little Sisters and to help Eleanor escape to the surface by resurrecting their only hope, Subject Delta. After Delta was resurrected, the Little Sisters began to work for him, helping him to reach Eleanor.

Each Little Sister is a young girl between five and eight years of age.[5] In BioShock the Little Sisters had varying hair colors, but in BioShock 2 they are all brunette, including Cindy ingame due to time constraints preventing the developers from making her blonde. The girls are clothed in dirty dresses of various colors that reach just below their knees. All of the Little Sisters are barefoot while they explore the halls of Rapture, but before the Riots they wore shoes, as evidenced in the opening cutscene of BioShock 2. Due to their fast regeneration they can walk on any harsh surface without problem.

Evidence of the Little Sisters' healing factor.
Added by MegaScience
The Little Sisters are nearly invulnerable to damage while they have the sea slugs within them. When one is struck her flesh will glow an unnatural golden color, showing the effects of fast regeneration due to ADAM. However, even with the fast regeneration of ADAM the girls are still vulnerable. The Little Sisters could be killed by Splicers who wanted to extract the ADAM they contained by forced removal of the sea slug (i.e harvesting).[6] Although Little Sisters are "invincible" and able to regenerate any damage, this invincibility is not perfect. An example of this is if the Little Sister were to break her legs, forcing them at odd angles, they would heal so quickly the bones would fuse at these angles. To be set right, they would have to be broken repeatedly due to the almost instant healing process. Furthermore, Little Sisters are not immune to the pain caused.[7]
The only attack that can affect Little Sisters is the splash damage of a grenade. When a Little Sister is in the vicinity of a thrown grenade she will become ragdollish and move with the splash impulse as she is briefly knocked unconscious, then stand back up. Little Sisters can even survive being underwater. In BioShock 2, there are two instances where the player can see Little Sisters underwater. In Pauper's Drop, a Big Sister can be seen swimming underwater with a Little Sister in her back cage outside of the large window next to The Limbo Room. Also, if the player rescued all of the Little Sisters in BioShock 2, then they are used by Eleanor to help boil away the water in the compressor of Augustus Sinclair's lifeboat. In that scene, the Sisters stay underwater for a prolonged period as they boil the water.

Splicer-
Thuggish Splicer
The Thuggish Splicer attacks with melee weapons. They can be found throughout the game and are fairly weak, but make up for it by running fast and attacking in groups whenever they can. Later on in the game this Splicer type upgrades, becoming immune to all electrical damage such as Electro Bolt and the Static Discharge Gene Tonic.
Leadhead Splicer
The Leadhead Splicer attacks with either a Pistol or a Machine Gun. They can also be found throughout the game, but are more dangerous than the Thuggish Splicer since they can attack from a distance. Leadheads will always keep their distance from the player whenever possible, but at very close range they will attempt to pistol-whip them. It is worth knowing that they have to reload their guns, just like Jack, and are defenseless when doing so. They also have more health than a Thuggish Splicer, making them harder to take down, especially if there are more than one.
Spider Splicer
The Spider Splicer is the first Splicer the player sees when they arrive in Rapture, although the player only starts fighting them in Neptune's Bounty. These Splicers can crawl on the ceiling and throw hooks at the player from afar, which can be caught and tossed back with Telekinesis. When on the ground, the Spider Splicer will get near enough to physically attack the player, then immediately jump onto the ceiling or backflip away and come at them from another angle. Their agility and ability to crawl on walls make them difficult to hit, and their modus operandi, which involves ambushing the player by crawling on the ceiling, can easily surprise anyone who is unprepared, although one can easily hear them moving on the ceiling.
Houdini Splicer
The Houdini Splicer is first encountered when the player enters Arcadia. These Splicers have the ability to teleport in the middle of combat, disappearing at a location and reappearing at another. They can be tracked through a cloud of smoke that appears around them whenever they do so, which becomes much more visible upon researching this Splicer to the fourth research level. The Houdini Splicer will most often attack by shooting balls of fire (and, in some cases, ice), but like the Leadhead Splicer, will attack physically when at close range. An easy way to track them is with Insect Swarm, which will follow the targeted Splicer even if (in the case of the Houdini) it is invisible. In combat, the Houdini Splicer uses a hit-and-run strategy by appearing, firing an elemental attack, and then vanishing to repeat the cycle.
Nitro Splicer
Nitro Splicers are rarely found throughout the game, mostly in Neptune's Bounty. The first one the player will encounter is in the Medical Pavilion. They will attack by throwing Grenades (and, later, Molotov cocktails) at the player from a distance. At melee range, they will either throw a smoke bomb to the ground, temporarily blinding the player, or they will attempt to flee, tossing an explosive over their shoulder or attempt to kick the player, doing moderate damage . Upon dying, they will drop a live Grenade, with the intent of damaging the player if they were at close range. A common way of killing this Splicer type is by using Telekinesis to catch its grenades and throw them back at it. Researching this Splicer type will increase the chance that their explosives turn out to be duds.
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