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08-28-2007, 04:04 PM
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#41 (permalink)
| | PGL Tactical Editor
Join Date: Nov 2006 Location: Austin, TX Age: 25 | Quote:
Originally Posted by Wondermonkey Also, thinking about it today, there's a diary from Tennebaum that you find right in the area where they were training the little sisters (all the cells with the stuffed animals and what not) where she was asking herself the question: "Why are they only using little girls, and not boys?"
Was this answered in a diary that I missed? | Not that I recall.
As an engineer, if I were approached to build a city underwater I'd build everything in watertight floating sections that could be pushed by barges out in to the sea. Once in the desired location, ballast would be added and the section would sink. At this point, submarine submersibles would be necessary to guide the section to it's proper resting place (I think the Titantic drifted 12 miles after it sank before it reached the bottom). At the bottom. A system of cranes and bulldozers could assemble the sections as desired.
Of course, this doesn't appear to be how Rapture was built. Rapture looks more like it was built whole and then just sunk. I say this because all of the buildings look like normal buildings, not compartmentalized ones. The engineers working on Rapture were undoubtedly very talented, so they could have hid the seams.
The big question for me is how deep is Rapture located? Looking through skylights you can see just that, light from the sky. I would have thought Ryan would chose a deeper location. Quote: From Sunlight to Darkness
The pelagic region (open sea) is divided into three zones. The top zone is the euphotic or sunlit zone. This is the ocean zone that sunlight penetrates. Because this zone gets sunlight, photosynthesis can occur and plants can grow here. The sunlit zone goes down to about 660 feet. The next zone is the dysphotic or twilight zone. Some sunlight reaches this zone, but not enough for photosynthesis to occur. The dysphotic zone goes down to about 3,300 feet. The last zone is the aphotic or midnight zone. No sunlight reaches this zone and it can reach depths of close to 20,000 feet. Sometimes people divide the midnight zone into two zones: the aphotic zone and the abyss.
| source
And as for art-deco thing. Two options. A city would take at least a decade to build and probably just as long to plan and design, so maybe Ryan started the art-deco movement, but it had faded while he was still building. Either that, or maybe he just really liked art-deco. He was an egotistical madman. You don't build yourself a city with an art design you dislike.
Last edited by Epyon MX : 08-28-2007 at 04:07 PM.
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08-28-2007, 04:14 PM
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#42 (permalink)
| | Hard Core Lobbyist
Join Date: Aug 2007 Location: Kalamazoo Michigan Age: 19 | As for being able to see light... I don't think that Lighting was one of the big design factors on the developers minds the main evidence of this being the character has no shadow. which could easily cause for an oversight of weather or not you can see light from the bottom of the ocean either that or the city isn't that deep.
I think that if something like this were to be built realistically it would be impossible to be kept secret. Unless of coarse they used magic. | |
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08-30-2007, 03:57 PM
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#43 (permalink)
| | PGL Z-Day Survivor
Join Date: Sep 2006 Location: Lambertville, NJ Age: 32 | I don't know if it was really light from the sky though Ep. Rapture had huge lights on every building, I think the ambient light was Rapture's own being reflected off the water for ambiance, nothing else. Dramatic effect, they still need to light the game out the windows.
Rapture wasn't necessarily a secret either, Ryan was sure that the KGB and CIA had his number, that's why he was expecting them. He was probably correct, even if he was paranoid.
Playing through again on Easy now I'm spotting more things I missed during my first play through. The "Atlas Men" that make up a majority of statues (used to represent the ideal man - usually seen with huge broad shoulders like the original Titan was usually depicted) in Rapture look extremely close to the "hepped-up-on-Adam" Fontaine that we fight at the end. Nice foreshadowing.
Also, I like how the characters chains are used as foreshadowing you life of slave-like labor to Fontaine, as well as your own "great chain" that keeps on being pulled in different directions, by Tennebaum, Fontaine & Ryan.
Good stuff. | |
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08-30-2007, 06:30 PM
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#44 (permalink)
| | Booze n' Bagpipes
Join Date: Sep 2006 Location: Milwaukistan, WI Age: 31 | It would almost seem to me that some of you spent more time analyzing the game and over thinking instead of enjoying the masterpiece that it is. | |
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08-30-2007, 07:31 PM
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#46 (permalink)
| | PGL Tactical Editor
Join Date: Nov 2006 Location: Austin, TX Age: 25 | Quote:
Originally Posted by MadBryan maybe you ran thru it to quick Brew or your just not much of a deep thinker.  I'm going slow and checking out every room and reading every sign and I think its genius. I love it so much I think its ruined me for other games. Does anybody know of a art book available for BioShock. Beautiful imagery I wouldn't mind seeing again. GOW did it I think | blam! | |
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08-30-2007, 08:45 PM
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#48 (permalink)
| | Hard Core Lobbyist
Join Date: Aug 2007 Location: Kalamazoo Michigan Age: 19 | I wouldn't give it a perfect ten because some of the lighting was still a bit off and just didn't seem right so I'd probably give it like a 9.5 though, main reason being that the character didn't even have a shadow I mean come on. | |
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08-30-2007, 09:05 PM
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#50 (permalink)
| | Hard Core Lobbyist
Join Date: Aug 2007 Location: Kalamazoo Michigan Age: 19 | Thats my only problem with the game.
It hurts the immersion. | |
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08-30-2007, 09:24 PM
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#51 (permalink)
| | PGL Tactical Editor
Join Date: Nov 2006 Location: Austin, TX Age: 25 | Really? And you didn't have a problem with your character not having feet or a lower body? All you ever see of yourself is your hands. Real man or merely dismembered floating hands? | |
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08-30-2007, 09:33 PM
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#52 (permalink)
| | PGL Z-Day Survivor
Join Date: Sep 2006 Location: Lambertville, NJ Age: 32 | Quote:
Originally Posted by MadBryan Here we go with the shadows again  | Limited topics of discussion man.
He also didn't have a reflection, kittens, a family, farmhouse, or cow. | |
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08-31-2007, 05:50 AM
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#54 (permalink)
| | Booze n' Bagpipes
Join Date: Sep 2006 Location: Milwaukistan, WI Age: 31 | Quote:
Originally Posted by Wondermonkey Limited topics of discussion man.
He also didn't have a reflection, kittens, a family, farmhouse, or cow. | He has a few dead ones to pick from along the way. | |
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08-31-2007, 05:55 AM
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#55 (permalink)
| | Booze n' Bagpipes
Join Date: Sep 2006 Location: Milwaukistan, WI Age: 31 | Quote:
Originally Posted by MadBryan maybe you ran thru it to quick Brew or your just not much of a deep thinker.  I'm \ | No, I do everything my first time 'round. I appreciate the game for what it is. You are right in one point, though, this game may have ruined me for others. Kinda like the hot girlfriend that dances like a stipper, looks like a pornstar, is perfectly sane and normal, and has to move to another country without you.
Rapture filled up with water eventually and the good/bad Dr. dies along with all the splicers and unicorns. The Big Daddies live though, and thats where Dead Rising 2 picks up. | |
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09-05-2007, 10:00 PM
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#56 (permalink)
| | In the Lobby
Join Date: Jun 2007 Location: Kelowna, BC, Canada, Age: 16 | i'm not quite sure about what you guys thought, but i was personally dissapointed by the last boss battle, it was too easy and repetitive, ii mean, no matter what he's using, just side step, and hit him with a bolt, or shotgun, and when he's fiery, use the heat seek, that's all there is too it.
also worth mentioning, i did the good path on medium, is the battle different when you go bag (eg. the sisters not ganging up on him?)
the end cinematic added the much needed closure, which definantly topped off the cherry pie (that is bioshock) with godly whipping cream!
~Clubinator~
PS: PIE OWNS ALL CAKES, EXCEPT, THEY ARENT USUALLY WALNUT FILLED! | |
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