| abstract
| - --- --- --- --- Break the Players out of the fossilized concept of a static unitized Quest (where they expect to get the +3 Hat of Stultification, or somesuch - the same as 100000 players ahead of them, and can look up the solution online or out of a guide book). Goals to be broader, opportunities more varied/randomized (and possibly differentiating by Players own goals AND tuned somewhat to their abilities). Let THE PLAYER select from several possible goals (choice of paths to the Quest's goal) - their discovering a strategy should be part of the richness of this game mechanism. (I remember Far Cry and how the player in many situations had many options in how they could approach achieving the goals they were give). Breaking the overall 'Quest' into seperate parts which can be achieved in sequence (break points if their alotted playing time is of limited duration). Quests with escalating difficulties of results, where THE PLAYER may decide when they want to "break off from it". Is it a bad thing if the Player gets distracted by something interesting along the way to a Quest ?? --- --- --- BaSx was a bit excessive with that -- Making references in text/recording costs virtually nothing compared to work creating terrain/major characters, etc. Watch : Audio Diary, Joe Blow : " Hey I was down at Neptunes Bounty the other day trying to buy fish for the Bistro, and you wont believe the crowd of cops around that place now. They're poking into every corner and prying up floorboards with crowbars. Ryans security honcho Sullivan marches in and out of Fontaine Fisheries pretending he's Dick Tracy while there's almost nothing to be had at the Fish Market any more. I wish they would get this shit all done so's I could just go to Lotz & Sons and actually get the tuna we need for our customers in Olympus Heights. That Fontaine bastard had it coming, but why do the rest of us now have to suffer ?". It is SO easy to attach new content that way to the previous games, but alot harder to NOT to attach in the wrong way and pollute the game's Canon (or just plain overdo it). An important part of the Creation Community's process is to keep that kind of thing under control, as every-other fanboi will want THEIR story to be linked into the 'big names' and events from the original Solo games. Indirect references and information that fills in more of the culture/society/interconnections/events of Rapture hopefully would be done by large numbers of these both as paper documents/letters, newspapers/media, and the Audio Diaries. I could see a whole hypernet diagram of interrelations and references to existing Assets to help prevent duplications and worse conflicting infomation. Such a tool would help spot gaps in the sub-stories and be used to post raw data waiting for fleshing out and conversion to in-game Assets. Submissions would be subject to the usual vetting and comments process. 'Form letter' creation wizards with many style Templates would then assist in making the actual Assets (heh, and then various 'grungifications' which can be applied). Voice acting requires much added effort, so it may be allowable for Text type Audio Diaries to exist (Voice Synthesis is still rather cruse/primitive as yet for this kind of thing - so far). --- --- --- She probably would be importing technologies and research material from the Surface world, to assist in the specialized genetics the ADAM project required (Fontaine would have arranged this fro his own reasons). She may have done this for her 'Save the Little Sister' project before her 'disappearance', even while she still worked for Fontaine - setting up for her new mission to save ALL the Little Sisters from the fate which SHE largely made possible. How much she was able to do this after Fontaine became Atlas? Possibly there were other smugglers, but what resources did she have to pay for it (Smugglers dont do it for free) and she had the rest of her mission to dedicate what resources she had. --- --- " Their brainz is the tastiest part of them, Sport. Add some Cajun Pepper and that makes for some fine eatin... " Sinclair's philosophy maintains that he should see to his own survival over that of others, and I get the impression that they (game writers) try to present that as 'bad' to the Player. Yet in the game you (as Delta) kill hundreds of people (Splicers are still people if you dont want to split hairs) supposedly to get to what YOU seek (Eleanor). Are you given a choice? You could make an excuse that YOU are compelled to do this, so bear little guilt. The game doesnt go very far if you refuse to kill again and again, and YOU are NOT given many tools to get very far without being required to kill, which if they (game developers) wished, they very well could have supplied -- to HAVE that choice available for the Player. Hypocrisy ? Alot of hype about 'choice', but little to be had? Denounce 'evil' characters, yet force the Player into the very same evils ? To proviode players that versatility is hard and costs alot of effort, but remember this is SUPPOSED to be a game with 'moral choice' ..... --- --- --- --- But why does it bite - the Slug likely has a Venom meant to poison/disable prey/enemy. But just like the way real venoms and natural toxins are being used for specialized use in medicine today, many Venom properties can prove very useful for various therapies and drug treatments. The dose the man got on the Neptune Bounty dock, who Tenenbaum noticed, was a small dose, which lead to the lucky occurance of his healing, instead of being maimed/killed (which a smaller 'prey' organism likely would have gotten). Note - when fish/other organisms are captured at great depth, and are brought into a Surface level atmosphere, they almost always die (explode actually) because of the pressure of the gas within the fluids of their bodies suddenly having the pressure relieved (like a shaken soda can being opened, or a boiler explosion). So how did a living Sea Slug get into the dock area at Neptunes Bounty in the first place ???Another tale for the MMORPG. --- --- --- The Editing tools would be integrated to allow assembling/viewing the Asset immediately, instead of having to 'bake' a level (or whatever) to see the results. Often creation includes 'tweaking' things to get them to look right, with lots of small adjustments (in repeated cycles). By shortening the modification cycle (from seperate tools doing edit-change/bake/view, to better integration actually showing the object in its game form virtually immediately) that process can be greatly sped up. Sometimes a simplified 'placeholder' for objects is used to speed up the editing display and the users modification manipulations (example is - to have shorter recompilation by not rendering unneccessary viewing details when placement is the crucial detail). This MMORPGs design changes the way the Game World is processed, with it all being composed of Building Block Objects. This allows faster streamed terrain as 'directives' (data) thru the Network to the Client, and a local disk 'dictionary being maintained containing the bulk of the data. Identities and attributes are pulled from the Server to dynamically compose the scenery - 'On-the-fly', instead of the typical largely static 'levels' being pre-downloaded, in most games. This allows massive world changeability and persistant manipulations of the scenery/terrain to be affected by the Players, aloowing the presentation of a more dynamic world environment. These 'Building Blocks' are designed with common elements, which means most objects do NOT have to be edited/created/built from scratch, and instead are modifications (mods), with much of the total work already existing, pre-done. Systematic Templates with inherited Attributes greatly decrease what the Player has to edit (and leaves more of their effort free for creativity). For composing groupings of Objects for a scene , Smart 'Snap In' attributes of those Objects help the user make them fit when editing - Auto-fitting - allowing quick selective cycling of obvious/common positioning options, and Auto-detection of Invalid/Conflicting positionings. Again leaving more time to the user to employ their creativity, with less tedious details trying their patience. Sounds like magic? Look at the way tools like Photoshop, Document Editors, the better Game level editors have gone to see what improvements are possible with Game Creation Tools. Simply a much larger integrated set of Tools and applications that such improvements could be applied to, across the board. --- --- --- Coffee Pills 'for those On-the-Go' (Laxative pills for those who 'Want-to-Go' ??) Sinclair Pharmaceuticals sold them all. --- --- --- "Place it Against your Head" - ears full of yellow goop .. : Delta with his helmet off, and the yellow pressurizing fluid leaking down his suit and onto the floor , hears a garbled "Place it against zzz... head" BANG... (Delta does exactly what he THOUGHT he heard commanded of him, quickly moves and presses the Lugar against her head and shoots Sofia - who's face would be priceless in her suprise) And Sofia Lamb's crazy murderous delusions cease to afflict Rapture from that point on. --- --- --- Different people would have had different tolerances to the ADAM's side-effects. They might have used them differently - in combinations/frequency/amounts/quality level(bootlegged stuff could be real bad...). Before the Civil War, fewer people likely used ADAM products, and less wrecklessly. Consider - if ADAM caused problems almost immediately, the public would have called it Poison and Ryan would have had a major way to attack Fontaine as the purveyor of that 'Poison', and shut down his whole business in the name of Public Health. The more that negative effects were visible, that many fewer people then would ever have tried it - remember it was being marketed/sold as if it was hairspray or any other common consumer item. Evidence that ADAM usage wasnt as widespread/endemic (allegedly used for serveral years before the Civil War period started). --- --- --- Plasmid 'Slots' - Justifying the Quick Change Plasmid System ? : Since we have the Plasmid switching/changing for our Super-Splicers (Jack, Delta, Sigma), which IS done on the same appendage -- IS it a structural variability (Incinerate! one minute, ElectroBolt the next -- but both structures in the body being present simultaneously)? -OR- Actual changes being made to shift all the tissue involved around for each Plasmid? (in seconds... rather unlikely, and this is supposed to be Sci-Fi not magic... But for the sake of gameplay they allowed the player to switch nearly instantly...) The Gene Bank machines might do something of the second change type (sucking the genetic pattern out of your Plasmid/Tonic "slots", or you body, or setting triggers to disable the different Plasmids' function) -OR- Alternately, removing/reverting the tissue structure a Plasmid uses (the first change type above). That Gene Bank (despite it seeming to take moments to us) could be a complex machine, with injectible chemicals/blood filtering, etc, etc... (external stuff and no mind-control 'will' involved) which took a bit of time to accomplish the 'Gene' modifications. In Real Rapture, there would be a Coin Slot for performing this service. But for a game mechanism where they didnt want to limit the Player, if they had no money, a coin slot is missing. I suppose adding a second tier to 'Plasmid' (and Tonic) operations - for the whole Plasmid/Tonic technology system --- there could be a SUPER (duper/deluxe/advanced) feature of the ADAM-type genetic modifications, which facilitates YOU (the ADAM user) changing them when desired (essentially a lesser Gene Bank mechanism being built into your body ...). It would manipulating/activating/deactivating the Plasmid 'slots', which itself would require some additional component integrated with the 'Plasmids' and 'Tonics'. Activation via 'will' or just some physical trigger to make the changes happen when YOU decide.... Via some physiological mechanism, which implements some new muscle/nerve path (added somewhere in your body), which you usually would not trigger by you existing reflexes/bodily actions - just like firing. (You dont want "Flame On!!!" when you hiccup...) This kind of thing is a Fancier, more complex systems of genetic modifications -- more expensive and requires more ADAM. Likley it was not commonly used by the population (in the game there are few multi-plasmid Splicers/Bosses), and it may have been found to have great risk. Later with ADAM shortages not that many Splicers could have too many Plasmids/Tonics. --- --- --- Was the SeaSlug venom (the bite on that guy whose hand was fixed) something (some active component of the venom) that changed some of The Guy's tissue INTO stem-cells so that his body could self-repair itself (using the Guys own DNA) ? The bite with raw ADAM-chemicals venom probably was less efficient (and slower), AND it had used The Guy's own DNA as the pattern for the repairs. Of course, that would be the starting point of the technology, where 'humanizing' the additional elements were added to the mix to speed up the 'fixing' or changes. Medical uses were probably what Tenenbaum had though of on first discovering its affect. Advances then allowed applying new genetic patterns to create whole new DNA/RNA patterned structures in the User (the whole system of Plasmids and Tonics and later interchaneable 'Slots'). Of course such changes eventually deteriorate, with the new patterns fighting the persons original DNA and the subsequent bodily disruptions/cancers/mental unhingings, etc... Its possible that in New Rapture, ADAM will be mandated to only be used for restorationa and healing - where the pure DNA of an individual is used, so no conflicts (and their disasterous side-effects) will result. Of course there will be those who break this mandate (we can't have a BIOSHOCK game without at least some possibility of genetic super-powers, can we ????) --- --- --- The Vita-Chambers could have been primarily a general therapy (revitalization) treatment for everyone (using some alternate technology than ADAM), and a For-Profit-Service system. That would explain them being all over. Perhaps the Vita-Chamber 'treatments' also alleviated many of the ADAM-use side-effects, a hope that Ryan may have had to eliminate them all and reverse what ADAM had done to his City's popluation. No coin slot maybe meant it used a Membership System (perhaps with some central computer data system to coordinate it 'per patient' - making used of previously acquired medical data for the 'patient'). The genetic Security system might also be centralized. That might have allowed one change at that central point to set them all to repair Delta/Sigma, as Eleanor and Tenenbaum allegedly did (and as we used them in the game). The Vita-Chambers were still experimental for some features -- maybe with lesser abilities/therapies already working (the machines WERE deployed...), but the 'Resurrection' feature may have been too new, and that was the one that Ryan restricted (and maybe activated for himself, for a crap-shoot's chance to cheat death at least once). If they weren't "general use" (were for Ryan Only), then why have them out in the open subject to tampering/destruction? Why have the fancy sign/styling? Hide em in a secure closet, if they were exclusive to Ryan's "select" few. Many of the Seedy places you can find them in the games were places Ryan wouldn't be found dead near. --- --- --- Creating the Creation Community : It would take a significant amount of organization to get the process in place (the process mentioned in detail above in the wall-of-text) -- I never said it would be easy. It would take some good organized people in the Creation Community (both Players and company people who know what they are doing) to keep it all on track and useable/working for the large numbers of Players needed to create the mass of content a MMORPG requires. I actually saw this kind of thing work in a small way years ago for the game "Neverwinter Nights" with very little company support and quite feeble tools. This new paradigm is needed to get the current state of Online Games past the 'Company-Only' bottleneck that is giving us lamer and lamer product, as production costs increase (much of the MMORPG gaming has moved backwards from what we had 15 years ago). The whole Creation process is designed to 'vet' the submitted content, and bounce it back to the submitter at the earliest moment, so as NOT to waste other people's time. All the criteria for rejection would be well-spelled-out to minimize effort on explanations - which would always be given, and would be required of anyone who declared an Asset unfit). There will be differences of opinion, but solid definitions/policies can eliminate alot of arguments. 'Bugs' or 'issues' should be caught as SOON AS POSSIBLE before alot of time and effort is invested, eliminating waste when whatever-is-created has to be significantly redone. The Creation mechanism allows spreading the creation task out across a wide range of available skills, and allows Players weak in one area to use what is produced by others with their-particular-expertise. This is via the 'open source' style collaboration built into the system. The Tools will have to be good/easy to use, which is a whole costly achievement all by itself. The system would allow for many partially completed Assets to be accessed for 'finishing' by other Players. An example of this specialization is 'Arrangements' of existing Objects/Types of Objects into cohesive groups (a Scene Asset), which would take more imagination than technical skill to create, but which are endlessly used in the Game World. --- --- Sirens Alley's "Illegal" Plasmid Production Operation (Atlas's ???):Atlas was doing such operations to power up his 'army', but why (for this one) so far away from his positions in BS1, and he probably had better resources than shown to do it. It is also in BS2, 7+ years after Fontaine/Atlas was dead, so very possibly the 'Lab' had nothing to do with Fontaine/Atlas -- certainly at that later time. Given the ways those Accu-Vox things were strewn about, one found there could have 'walked' from anywhere in Rapture by then (maybe Splicers traded them around as a form of entertainment...). So the location was 'leftover', and only restarted when the new batch of Little Sisters came. The vats of slime (and those weve seen elsewhere) may have been making EVE ? Potentially, someone was tapping into the Little Sisters, who were still operating (probably something to do with that Orphanage nearby...) to get their ADAM (and Sofia Lamb would have wanted to maintain a monopoly on ADAM for herself, probably murder anyone she found collecting it). It really wasnt explained how many others legit and 'illegal' (bootleggers) were also in the ADAM business even before Fontaines/Atlas's 'death'. How could it be illegal in Rapture, if Fontaine could 'legally' sell that poison ?? Counterfeiters of 'legal' brands, Fake or substandard(poisonous) ADAM productS ?? There are limits to "Let the Buyer Beware" with an outraged group of 'customers' taking potentially violent action, from which the swindlers might try to maintain a covert operation. --- --- - Amputee Dogs in wheelchair... (awwww, Ims so full of empathy)- Giant Frog with tube up its butt... (stuff from the early 'funny smoke filled room' meetings???)- Weird mutants with tentacles or crab claws... (animators nightmare)- Audio Diaries as "squishy, organic things, with lips and ears" instead of tape recorders...- Carrot-Top... (Nooooooooooo)- Little creepy living things inside the machines you have to Hack (bribe with ADAM to make it your friend)- A flying Big-Daddy-like pigeon thing, controlled by Zamfir's panflute...- The idea of Sophia Lamb in nothing but a Pope hat...- SeaSlug like things wandering around instead of Little Sisters (Oooh arent they CUTE!! Yes - Im going to 'Save' that..)- Suchong playing hopscotch with 2 Little Sisters and a Bouncer...- Fake Quantum Physics being used to sell A Sinclair-brand Laxative...- Sander Cohen in a bunny suit being chased by Elmer Fudd with a gun.- 7 Samurai sitting around a table playing Poker (makes perfect sense them being there Now..):) --- --- - Not a bad thing as long as the Player isn't struck dead instantly by it. - More things/items/effects/animations Players have never seen previously (new ones/variations being added all the time is the intention of the 'Player Asset Creation Community"). - More odd things happening - something new constantly happening singly or interactions of entire scenes, players learn to expect the unexpected and to 'handle' such. - This NOT counting all kinds of realistic obscuration of various things (things looming out of the dark...) - Bad - If for lotsa neat effects (which creators put sweat into making) the Player was looking the other way - may need some kind of cueing system to 'help' the Player not miss significant things (Choreographed Quests obviously, but how to do it for Sandbox situations ?) --- --- Tobacco Juice all over the place, as if the slime and puddles of toxic waste weren't bad enuf ... Sounds more like something they would have in Columbia - back when they still had cocaine in it. --- --- Psychology of a Little Sister : Everything is Magic ... (they is around the age when reason with things like 'Causality' start developing in most children. Add to that, whatever delusional conditionings used to make them not care so much about drinking rancid blood from a corpse.) It might not have been quite so endearing if the only viable ADAM 'Hosts' had been 75+ year old men or women. Are Little Sisters addicted to ADAM - do they get an ADAM 'rush' from their vampire-like harvesting (are they conditioned into this ?? OR it is a reinforcement feedback within their conditioning ?) Seeing them with a grin on their faces after slurping down an "Angel's" blood is a bit creepy. Do they hear a constant tiny voice in their heads "Slinky Twinkey wants Drinky Drinky" Psycho-babble .. etc,etc, etc... Rote learned little sayings/recitations ("All good girls gather") --- --- --- Tricky part will be you (the Player) may no longer be alone (your NPC 'Team' can be there with you). It doesnt work if they ruin the 'scare' effect most of the time. You can always have the pop-out-of-hole right-in-front-of-Player tactic (add the atmospheric effects for 'jump out of fog' and the 'blind corners'). True Dark conditions (no cheating turning the brightness up...) for things to loom suddenly out of darkness. They dont even have to be things that attack, just a sudden "thing there" - Cute little vignettes -- "Oh look, Ive never seen someones head twisted around like that !!" Theres various other 'effects' - Sudden bright flash of light (and other lighting tricks), Clouds of smoke, reflections, Strange noises in distance or from behind things... Things suddenly crashing to the ground (with good kinetic debris effects), etc... --- --- --- --- Seized BY THE CITY like Fontaine's business assets?? ? Seized and sold off to Rapture Citizens to be run (or shut down if they were only a front for one of Fontaine's criminal activities) ? Thats often done to recoup a City's incurred expenses. Likely the procedes would have also gone to Fontaine's victims (or the businesses given back to those he strong-armed/extorted them from - if he left them alive). For Sofia Lamb, perhaps she only owned part of the establishments we saw (rich people funded much of it - museums and public art galleries don't really make money, so just maintaining the Buildings would have meant alot of expenses). We never did see her 'Clinic' or wherever she practiced her 'psychiatry'/brainwashing. One wonders how many of those 'rich' people would have funded Sofia if they had known the extent of her plans. --- --- --- --- It became one of those cases of the game writers having too many things being shoe-horned into too little time (much like Booker/Comstock's rediculously short 3 year rise to Prophethood and to create Columbia). In Infinite BS's case its with some quite unfortunate selections of real 'history book' events to tie the stories fiction in between, and significant ignorance of how finance, politics, and government funding worked in that era. In BaSx (DLC) there is a whole flotilla of Rapture events stuffed into the already packed short timespan defined by the previous games around the time of the Kashmir Incident. If the "Fontaine Department Store" building complex was seized some short time after Fontaine's "death", it was likely to be searched (like Neptunes Bounty was), evidence impounded, criminal minions apprehended, closed up while the Council decided what to do -- locked up tight -- IF it was actually 'shutdown'. So in all cases no customers should be there - maybe the dead customers were leftover from a gunfight with Fontaine's minions still resisting the seizure, but this isnt Civil War Rapture yet, so bodies would not remain - particularly not those of customers). If this ' prison'preparation wasnt done, then why the long delay of putting the crimos into their 'prison' ? Having Elizabeth 'wake up two weeks later' after a shot of 'Truth Serum' is an obvious patch to adjust the event times to the various pieces of this hacked plot sequence. Two weeks equals dying of dehydration, unless you think Atlas maintained an Intensive Care Ward in Fontaine's ???? Anything that Knocks you out for Two weeks will do major damage one way or another. Burning with cigarettes (more typical thug method) just isnt PC I guess. Fink takes technology from Rapture, and Suchong sees this and tries to acquire knowledge back to solve his 'bonding' project. All in a few weeks, and then he is soon offed by a pissed off Big Daddy. I dont know what game writers know about developing working technology, but if they assume things happen that fast, then they dont know much. This is besides the point that "Protectors" arent needed yet in Rapture. Simple equation:No Civil War, Then no piles of bodies or ADAM shortage. No piles of bodys unclaimed in the streets, Then no Gatherers. No Gatherers, Then No Protectors needed.No Protectors needed, Then no projects to develop them (yet). The whole Pair Bonding/Protection Bonding issue just infused a bigger mess than the canon conflicts between BS1 and BS2. Twisting around the existing timeframe constraints was just strange, when it was allegedly inserted to 'fix' the original problem? Using Fontaine's as a prison - not the best structure for that purpose (and prisons are usually manned and rigorously controlled). Again, it would absolutely get a thorough searching IF it was going to become a prison. All the weapon stuff in plain sight (particularly ADAM related) - no excuse whatsoever to be there. Additional prisoners brought in - all searched/restrained - letting them have free run of the place is pretty weak - stupidity forced by the plot. Whenever food had stopped being brought in (so Atlas can dole it out to get 'support'), it must've been very recent - it doesnt take too long to starve to death (if the supply was still in progress, then why no guards? Why hungry splicers? )... The illogic goes on and on. Sunk to 'dispose' of Fontaine's thugs ?? Real sinking ??? ... the Utilities get severed - it becomes a cold dark watery tomb - no power/light, no air, no heat, no transport (so the whole "sinking" thing really makes no sense with what is shown - just "sounded good" to the writers...). UIf Ryan wanted to get rid of these criminals, why not just flood the place and be done with it? Sink it into the Abyss 'never to be seen again' ... Though that is a waste of a perfectly good building. Obviously he isnt doing that. Hints that the 'Atlas' stuff was happening before Fontaines 'death' ?? It might makes sense with Fontaine preparing his Atlas position, though McDonagh comments 'nobody heard of Atlas before Kashmir', but thats non-conclusive (as just about ALL the Audio Diaries are - many just vague statements and opinions). For how long could Fontaine (with a new face) go to proselytize to poor people in his Poor Houses and avoid being Fontaine 'the boss' to his criminal minions before the Shootout Event ? He cant chance the truth about his faked death getting out. Why should any of the thugs in Fontaines follow him ? They dont know he's Fontaine, and even if they did he doesnt have the upper hand any more. Half-crazed Splicers - within a few days someone would say "Who the hell Are YOU to tell me what to do ?", and then they would kill him (Thugs will be Thugs, and Too many Rats in Too small a cage kill each other).. The Little Sister and Big Daddy aspect doesnt fit overly well, since this "sinking" happened (however long) before Kashmir. I dont recall Eleanor/Delta factually being declared the 'first' pairing. In any case, the whole Protector (to protect menaced Gatherers) existance also is far too early since the Civil War had not started yet (thats the BS2 conflict). There were no piles of bodies left abandoned in the streets at that point to have their ADAM 'gathered' by specially trained Little Sisters. "Riots" before Kashmir we (pre DLC) see/hear no sign of anything significant - the "Rapture's Troubles Are Over Party" conflicts with that strongly. Newspapers would be screaming stories about any massacres - they werent. Cohen knowing where Sally is (??) THATS a whole 'nuther set of weirdness being involved (why should Cohen know the details of an operational "Gatherer" Little Sister (and which one is which - that particular one being at that particular place - AND WHY EVEN INSIDE 'SUNK' FONTAINES ???????). If he had some nefarious business dealing with kidnapping children, thats one thing, but then him tracking what happened to them after they were processed to be Gatherers ?? Why should he know that ? and Where they were currently assigned ? So its all rather CONTRIVED for some "neat" scenes/plot sequence they thought up and strung together. Atlas supposedly was rabble rousing in the interim and was caught and THEN was put into the prison? For Causing Riots, destruction, murders? Wouldn't his own secure jail cell in Persephone make alot of sense?No lets let him loose in an unsupervised prison full of weapons and Plasmids - thats MUCH better... Suchong the Universal Genius. Besides being scatalogical, is likewise all compressed into too short a time even to do one project, let alone many. Suddenly he is a quantum physicist and experimental scientist and builds his own Lutece device in a matter of weeks (along with everything else - BD bonding, Drinkable Plasmids, Tears, Messing with Fink, etc...) His working on brilliant advanced genetic manipulation wasnt enough. Thugs threatening and doing 'Lobotomies' (to tie in to Infinite BS Elizabeth's past) -- GIMME A BREAK. Fontaine waiting years to have the 'Ace in the Hole' (WYK) in his own hands ??? Makes him stupider than they tried to portray Ryan previously. The whole Fink looking into Rapture, developing stuff (by sight alone it seems) which he neither has the tools/materials/working knowledge for - and for dozens of things he THEN procedes to turn into consumer-grade products. Suchong then does the reverse. And that SONGBIRD IS A CLONED BIG DADDY !!!! Gad. We might as well have seen Ryan discover the Lutece Particle in Fontaine's, and use that technology to take Rapture into Orbit. Ive said the DLC story seems to have been thrown together on the back of a Denny's Napkin. It seriously seems more and more to have been the case. Just a messy knot of tied together story aspects of the previous games. DLC usually ARE secondary priorities with limited time/budget (they had to 'make good' for those 'Season Passes' they sold), but still no excuse - creating things with just a little more thought could have made BaSx less rediculous and match the existing Canon better. --- --- --- . . .
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