![]() ![]() And a sort of vaguely malevolent magic sea slug, but I don't think anyone's entirely comfortable talking about that any more.īut as with Columbia, the problem is the attempt to have the monsters co-exist with the men and women of a supposedly functioning city. No gods, no kings, no prophets, no birds allegorical or otherwise, no robot George Washingtons 1. Rapture! Jazz and Rockwell, cigarettes and masques, hedonism and art. Rapture! Home of Big Daddies, Little Sisters, Andrew Ryan and Sander Cohen. Rapture! A place we admire even despite its inevitable fall to civil war, genetic perversion and violent self-interest. Rapture! An Other Place this generation of game-players will likely remember forever. Game logic, eh?īack beneath the waves, BioShock can offer me its greatest triumph and its greatest failing. And when it comes to foes, its are drug and gene mod-raddled madmen rather than murderous policemen or indiscriminate guerillas less life-like perhaps, but any inhuman action or unthinking aggression they might perform is that much easier to shrug off as the result of the monstrosity resulting from their unchecked Adam addiction. I've always maintained that Rapture is a more compelling, more convincing place than its airborne alternate, Columbia - equally as absurd, but its self-contained, bubble-like nature, its secrecy and its intelligentsia arrogance somehow make more sense than a flying battlestation filled with religious zealots. Better still, we can experience it before it turned to ruin and decay. We return to a Rapture now more striking than ever, thanks to its being apparently rebuilt rather than recycled in BioShock Infinite's fancier variant of the Unreal engine. This first of a two-part DLC storyline expansion shifts Infinite's two lead characters, without immediately stating whether they are the same pair or dimensional alternates, from the skies of 1912 to the seas of 1958, and thus we can return to Andrew Ryan's intended paradise/refuge for the world's brightest minds. It is wonderful to be back beyond the sea, but things are different now. ![]() "The problem with utopia is it's still full of people." A fair sentiment indeed, but is it truly spoken by a dispossessed citizen of the fast-failing undersea brains trust that is Rapture, or is it a BioShock Infinite developer lamenting that they need to somehow insert humanity into their singularly lavish shooty-bang game? The 1912 version of the nerd girl, you know? She’s interested in lock picking and painting and cryptography and things like that because she was locked in this tower.Please note that while this piece contains no overt plot spoilers for any BioShock game, it does feature some allusions to their major events and does presume at least some familiarity with them. When you first meet her, you kind of see her environment that she lives in, and she’s a bit of a nerdy girl. And then in the world itself, she has use. You feel that she’s not just along for the ride. And I think that also makes a bond between the player and Elizabeth. And she’s sort of scrounging, and oftentimes in clutch moments she’ll hook you up with just what you need. For money and ammo and health and Salts that power your Vigors. So in combat, she’s constantly scrounging for resources for you. So we really wanted to make sure all the things she did for you are quite different from things you do. “Why even have that AI there? Why don’t I just do that, you know? I’m already doing a pretty good job with it, I think. “I never wanted to do that because that’s just what the player does, and I don’t want someone kill stealing from me,” he elaborated. People would say ‘oh, give her a gun,’ and I never wanted to do that.” But in combat, we really wanted to expand her role and we thought that there’s a bunch of things. Always present and always observing things and paying attention to things and commenting on things, looking at things, interacting with things. You know, from the narrative stuff and from the environmental stuff that she does, she’s always aware in the world. According to creative director Ken Levine, "when we saw the reaction to Elizabeth at E3 last year, 2011, it was so strong that we really wanted to give her even more of a role as your partner, not just Tears and narrative, but really to spin her into every aspect of that journey. ![]()
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