10 Things You Didn't Know About Bioshock

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Greetings everyone, my name is Syy, and I’m willing to bet there are a few things you don’t know about the original Bioshock. Let’s play a game with this video. If you learn one new thing, I want you to give this video a like. But if you already know all 10 facts, I want you to leave a dislike, guilt free. Because if you already knew, that means everything I didn’t do my job properly. Also, this video will be spoiling the entire game, so you have been warned. So without further ado, here are 10 things you didn’t know about Bioshock. Number 10 While fooling you into helping him, Atlas / Fontaine uses a lot of tricks to deceive you. Sure the Would You Kindly phrase is the main kicker, but he seems to try and keep you on his side so you don’t notice the mind control plasmid in the first place. One of the things he tells you is that he has a son and wife, named Patrick and Moira. But if you're paying attention in Fort Frolic, you’ll notice posters for the Sander Cohen production of a play, coincidentally titled Patrick and Moira. You know, for someone supposedly as brilliant as Fontaine, stealing names from a movie that you're brainwashed drone could see ads for at any point seems like a bit of an oversight. Number 9 Have you ever wanted to visit Rapture? I’m not sure why you’d ever want to visit this underwater hell, but if for some demented reason you still think vacationing there is a good idea, then Google’s got your travel plans covered. Just hop onto Google Earth, enter these coordinates, and bam! There’s the Rapture lighthouse. Number 8 I’ve never liked the ghost seeing mechanic in the Shock games. They’re basically just a flashback cutscene where you still can walk and look around. I don’t know, It just strikes me as a lazy way to give exposition. But Bioshock did improve on this plot point slightly from when it was used in System Shock. The reason you can see the ghosts of residents around Rapture is that ADAM is continually moving from person to person as they get killed, and the ghosts you're seeing is just the result of the ADAM inside you "sampling" the memories of its old hosts and passing them on. So it fits a bit better thematically than, “Your robot eyes can just see ghosts. Deal with it”, which was the explanation in System Shock 2. Number 7 In Bioshock, there are only two models of Big Daddys, the Bouncer and the Rosie, with spinoff Elite versions of both later in the game . But during the games development, a third Big Daddy model was planned, but scrapped prior to release. Called the SLOPRO, this Big Daddy was intended as a slow, ranged type that would fire a heavy projectile at enemies with it’s large arm-mounted cannon. In an interview with GameTrailers, designers revealed that it was cut from the game late in development due to deadline constraints, and that it was the one feature they would have liked to have kept most, out of all the cut content. But not all was lost, because BioShock 2 introduced an updated version of the Slow Pro, renamed to the Rumbler, that functioned in basically the same way. Number 6 So in the Arcadia Farmers Market, if you should happen to go into Worley Winery, it’s possible that you might run across a nice little easter egg 2K threw in. Proceeding into the right corner of the main lobby, reveals a Pacman reference, with Pacman being made with cheese, and bullet holes being employed to simulate pellets. So presumably some Splicer had gotten hold of a future seeing plasmid, because Bioshock is set in 1960, 20 years before Pacman would be invented. That said, the mental image of a Splicer sitting down and whittling a piece of cheese and shooting holes in the floor is kind of funny. plasmids and tonics that got the axe prior to the games release. But with the magic of Number 5 Speaking of cut features, there were some PC gaming, we can use a pseudo-developer command console. These include Organic Pockets, a physical tonic doubles your capacity for holding recovery items and ammo, and Shutdown Expert, an engineering tonic that hints the security systems in Rapture were originally planned to work like the ones found in the System Shock series. You can also use the command console to find cut upgraded versions of Telekinesis and Clever Inventor. Number 4 The Irrational Games logo is hidden in the game itself. In the games opening, Jack has a Irrational Games business card in his wallet. It’s upside down and hard to make out, but if we look at that wallets base texture in the game files, then we can flip it around, and you can just make out the Irrat in Irrational. You can also see the Irrational “I” logo on the projector wheel in Sander Cohen's office inside Fort Frolic. Number 3 BioShock underwent many, many, many design changes from the time it was pitched to the final product. For example, the original concept for the game was set in a 50’s style futuristic city that took place on land, and in interconnected controlled environment chambers. Think Singularity crossed with Portal. These laboratories would be full dead human bodies, and be filled with various insectoid life forms. One of these life forms, called Gatherers, collected genetic material, another, the Protectors for the Gatherers, and lastly the predatory Aggressors. These eventually developed into the Little Sisters, Big Daddies and Splicers, respectively, when the developers decided they wanted a more "human" angle. Also, you can actually see some of the original designs in the art book for BioShock, which you should really check out because most of the imagery on display is appealingly screwed up.. Among other things promised in this first idea was the ability to alter the controlled environment, such as raising the temperature in an area while using a plasmid that protected you from heat exhaustion. Also, further on into the games development, the creators wanted Jack mutate more and more with plasmid use, which would make players decide if they wanted to become a hideous freak like the splicers to survive, or refuse, keeping their humanity at the cost of less safety. And I must say, I’m quite disappointed something like that didn’t end up making it into the game, because it would have presented actual choices that would have far more over reach and impact then the asinine Renegade Kill or Paragon Save Little Sister thing that barely made a difference outside of which cutscene played after defeating Fontaine. Number 2 Remember the Circus Of Values? Those vending machines that would endlessly spout the same 2 lines of dialogue at you every time you used them not matter how many of the machines own explosives you attached to it? Well guess what. The voice acting for that machine was done by none other, than Ken Levine himself. Yep, the man behind every Shock game, actually thought to himself, “You know, If I want the player to gouge out their ear drums with rusty nails each time they need to restock on Health kits, then the voice acting required is a job I need to do myself”. Oh, and trivia bit number 2.5, that picture of a clown on top of the machine is actually an edited image from a fruit crate label for Jo Jo Brand melons Number 1 Okay, you all have your tinfoil hats on right? Good, let’s talk conspiracy theories. There’s a underlying conspiracy that goes across not only all Shock games, but several games that aren’t even in the same franchise or made by the same studio. The only linking theme is that each of the games is that someone on the development team was a previous employee of Looking Glass Studios. That is, that the first lock code of each game is a reference to the book, Fahrenheit 451. In System Shock 1, the first locked door could be opened with the code 451. In its sequel System Shock 2 the Cryo area door could be opened with the code 45100. In Bioshock, 0451 is used to open the first locked door in the funeral parlor. In BioShock 2 the code 1540 (which is 0451 reversed for the slow of memory) opens the first locked door of the game. In BioShock Infinite, it’s the first code in the game used to open a locked door. In Deus Ex, 0451 was used as a code to open a locked armory, and then twice afterward, to both unlock a van and a door later in the game. In its sequel Deus Ex: Invisible War, the number isn’t the code, but rather the room number of the first unlockable door of the game. In Deus Ex: Human Revolution, 0451 is used to access an elevator, and then used again as the first code of the game's DLC The Missing Link. In Dishonored the first safe combination in the game is 451. In Gone Home, 0451, which unlocks the top drawer of a file cabinet. In The Novelist, the location of the house is 451 Torrington Road. You have to wonder if 451 isn’t some kind of code with a higher purpose. Like maybe that computer in The Hitchhikers guide got it wrong, and the actual answer to everything isn’t 42, but 451. Or maybe it’s the code to activate the Stargate. Or maybe these developers are all just massive nerds. All equally likely. So everyone, that was 10 things you didn’t know about Bioshock, and I hope you enjoyed it. Remember to leave a thumbs up if you learned something new, and of course thumbs down if you knew everything already, because if that’s the case, then I didn’t do my job properly. Also. I’ve got more 10TYDK videos coming down the pipeline, and I want you all to see them! So would you kindly subscribe to Syyborg Gaming? I know that now you don’t have a choice, but I’d really appreciate it either way. Thank you all very much for watching, and I’ll see you guys next time. Later.
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Channel: Syy
Views: 1,047,246
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Keywords: Video Game (Industry), Syyborg Gaming, PC, 60 FPS, BioShock (Video Game), 10 Things You Didn't Know About Bioshock, WTF Is Bioshock, Zero Punctuation Bioshock, Rapture, Andrew Ryan, Triva, Did You Know Gaming?
Id: eYKNvaWdSt8
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Length: 10min 23sec (623 seconds)
Published: Tue Jan 13 2015
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