Rapture | |
---|---|
BioShock location | |
First appearance | BioShock |
Created by | Irrational Games |
Genre | First-person shooter |
In-universe information | |
Type | Underwater city |
Location | Mid-Atlantic Ocean |
Rapture is a fictional city-state in the BioShock series published by 2K Games. It is an underwater city that is the main setting for the games BioShock and BioShock 2 . The city also briefly appears in BioShock Infinite , and is featured in its downloadable content, Burial at Sea . The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mid-late 1940s as a means to create a utopia for mankind's greatest artists and thinkers to prosper in a laissez-faire environment outside of increasing oppression by the world's governments and religion. However, the lack of government led to severe wealth disparity, a powerful black market, and unrestricted genetic modification, which turned the city into a dystopia [1] exacerbated by Ryan's tyrannical methods to maintain control. [2] The masses turned towards political activists like Atlas who advocated an uprising of the poor against Ryan and the elite of Rapture; [3] and on the eve of 1959, a civil war broke out, leaving much of Rapture's population dead. The remaining citizens either became psychotic "Splicers" due to the effects of ADAM, a substance that can alter genetic material, or have barricaded themselves from the Splicers to protect themselves, leaving the city to fail and fall apart around them.
The player first experiences Rapture in BioShock, in 1960, a year after the fateful riots, as a man named Jack that has come to Rapture after a plane accident over the mid-Atlantic Ocean where the city was located; during this, the player comes to learn more about Ryan's motives and those that he struggled against to keep the city's ideals until the very end. In BioShock 2, the player takes the role of a "Big Daddy", a heavily modified humanoid in an armored diving suit, designed to maintain the city, and would soon come to serve the purpose of protecting the Little Sisters as they collect ADAM from "Angels", which are dead bodies that harbor significant amounts of ADAM; this takes place eight years after the events of the first game, and while Ryan has been killed, there remain those that vie for the vacuum left in his position of power.
Rapture makes a brief appearance near the climax of BioShock Infinite , which is otherwise set in a different dystopian city, Columbia. Downloadable content for Infinite is set in Rapture on New Year's Eve 1959, a year before the events of the first BioShock and on the day of the civil war. [4]
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The concept of Rapture was the brainchild of Ken Levine, founding member and creative director of Irrational Games, (briefly renamed 2K Boston just prior to BioShock's release, but later returned to their former name). Ken Levine had studied the works of Ayn Rand, George Orwell, and Aldous Huxley and other works of utopian and dystopian societies as part of his liberal arts degree. [5] He had also had fascination with the story of Logan's Run . [5] Levine also considered the nature of the horror genre, noting works such as The Shining where there is the need for a feeling of loss for the horror to be effective. [6] Rapture's Art Deco architecture was heavily inspired by the locations and buildings of New York City, like the Rockefeller Center. [7] Gotham City from the Batman universe also served as inspiration. [8] Shawn Robertson stated that Art Deco fit really well into BioShock's budget, as the finished Art Deco models had large and simple solid shapes and were low poly. [9] Rapture features a vast number of various artwork, and advertisements for businesses within the city, of which many were inspired by real-world vintage advertisements. [10]
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." [11] While the concept remained the same of an AI character that protected the "gatherer" AI characters in the title, [12] [13] many ideas were considered for their mobility and execution, including a wheelchair mounted version. [14] 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. [11] 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. [12]
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. [15] 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". [11]
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 multiple smaller 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. These were replaced by hand mounted grinders attached to each arm and an added oxygen tank angled over the left shoulder. [16] The weaponry was changed in the finalized design to a heavy drill over the right hand, with an engine and exhaust for it positioned over the right shoulder. [11]
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' "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. [17] BioShock 2 formally introduced the opponent as the "Rumbler", its weaponry altered to include a rocket launcher and the ability to 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. [18] 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.
Rapture is an underwater city, located in the north Atlantic Ocean somewhere between Greenland and Iceland. It is only accessible by a system of bathyspheres. The city was designed to be self-sufficient, growing and raising its own crops as well as using the surrounding sea life for food, and taking advantage of submarine volcanoes to provide geothermal power to its population. [19] The city consists of many "skyscrapers", inter-linked by walkways and tunnels, with watertight doors between neighboring sections to isolate areas from the rest of the city should they ever become flooded. The buildings, both inside and out, feature a distinctive Art Deco design motif, reflecting the era during which they were built (the mid-late 1940s). In addition to living quarters, Rapture features shopping areas, entertainment venues, laboratories, manufacturing plants, medical facilities, and other common services provided by a functional city.
Though Rapture was built as a utopia for creative individuals to flourish, the city soon became a dystopia. Part of the downfall of Rapture was the discovery of ADAM, stem cells harvested from a previously unknown species of sea slug. Scientists in Rapture found that ADAM could be used to overwrite the human genome, allowing its users to literally "splice" super powers (such as telekinesis) into their DNA. The lead scientist, Dr. Brigid Tenenbaum, discovered that ADAM could be mass-produced by implanting the sea slug in the stomachs of young orphaned girls, who came to be known as "Little Sisters". The implantation process only worked on female children for an unknown reason. As Rapture began to fall into social chaos, in part due to the mental instability that came about from increased ADAM use, the Little Sisters were mentally reconditioned to extract ADAM from the dead and recycle it. In order to protect the girls from ADAM-hungry lunatics, Dr. Suchong generated genetically modified humans in armored diving suits, and assigned them to protect a specific Little Sister. These beings became known as "Big Daddies". [20] [21]
When the player experiences the city, roughly one/ten years after the collapse of its society (one year in BioShock, ten years in BioShock 2), the majority of Rapture's population is dead; the few that survive have either become psychotic "Splicers", or survivors that have barricaded themselves from the Splicers. While most of the city's automated systems still operate, large swaths of the city have become flooded, while others have been damaged beyond repair, either as a result of the bloody civil war that tore Rapture apart, or as a consequence of the Splicers' ADAM-induced psychotic episodes. ADAM harvesting Little Sisters, accompanied by their Big Daddy protectors, continue to wander Rapture during the player's experiences in the city.
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Rapture was formally founded on November 5, 1946.
As described in the games' backstory and through in-game audio recordings, the city of Rapture was envisioned by the Randian business magnate Andrew Ryan, who wanted to create a laissez-faire state with no ties to the rest of the world to escape what he saw as increasingly oppressive political, economic, and religious authority on land. The city was fully completed in 1951. Scientific progress flourished in Rapture, leading to rapid developments in engineering and biotechnology, such as the invention of ADAM, thanks in part to the brilliant scientists that Ryan brought to the city.
Though residents were hand-picked for their success on the surface, as time passed, the gap between rich and poor increased. This was exploited by Frank Fontaine, a businessman in charge of the plasmid industry who secretly established an illegal smuggling ring with the outside world while simultaneously creating charitable organizations to manipulate the underclass. A violent attempt to overthrow Ryan reportedly killed Fontaine, but the player's experience in BioShock reveals that Fontaine survived, disguising himself as the proletarian hero 'Atlas'. On New Year's Eve of 1959, Fontaine/Atlas and his ADAM-infused followers began a new revolt against Ryan, targeting a masquerade party hosted by the city-famous Kashmir Restaurant, [22] that spread throughout Rapture. [23] Ryan in turn began splicing his own forces, and his paranoia had reached such a level he was hanging dozens of people, mostly innocent, in Rapture's Apollo Square. As the war disrupted production and supply, every ADAM user in the city eventually went violently insane. By the end of the 1959 revolt, Ryan's utopia had become a dystopia, and only a handful of non-mutated humans survive in barricaded hideouts. [24]
In the events of BioShock, Jack, the player-controlled protagonist, ends up in Rapture after a plane crash in the middle of the ocean leaves him close to the city's bathysphere surface terminus. In the course of the game, it is learned that Jack is Ryan's illegitimate son, and was purposely brought to Rapture to be used as a cat's paw against the founder by Fontaine/Atlas. When Jack finally meets Ryan, the latter is well aware of Jack's identity and mental conditioning, and orders Jack to kill him, ending his life on his own terms and rejecting the control Fontaine has over his son. Fontaine leaves Jack to die, but he is rescued by Tenenbaum and her Little Sisters, and together they attack and kill Fontaine.
In the power void left by the deaths of Ryan's and Fontaine, a previously disgraced public figure named Sofia Lamb seizes power in the following decade. In contrast to Ryan's belief of empowering the individual, Lamb's ideals are favoring the collective, and she is able to build "The Family", a cult-like following of the remaining citizens of Rapture to achieve her goals. During the events of BioShock 2 (which takes place ten years after the events of the first game), the player takes the role of the first prototype Big Daddy, Subject Delta, as Lamb's plans progress to their final completion to extend The Family to the surface. The destinies of Delta, Lamb, and Eleanor, Lamb's daughter and Delta's original Little Sister, are determined by the player's action during the game, though the endings involve escaping a section of Rapture flooded by Lamb. The fate of Rapture is left open after the completion of the game.
More details about the origins of Rapture are provided in the novel BioShock: Rapture, a prequel novel by John Shirley, released in 2011. The novel tells the backstory of the creation of Rapture, the underwater city's deterioration, and the civil war following the coming of plasmids. The novel ends shortly before the story in the first BioShock game begins. The novel was originally called BioShock: the Rise and Fall of the Ryan Empire.[ citation needed ]
The Burial at Sea downloadable content expansion for Bioshock Infinite explores a series of events that lead to the Rapture civil war. The story follows Elizabeth as she approaches Booker DeWitt, who works as a private investigator in Rapture, to investigate the disappearance of a young girl named Sally. Elizabeth claims that Sally is alive, and that a local artist named Sander Cohen may have information regarding her whereabouts. Throughout the course of the DLC, many details surrounding Atlas' rebellion, the link between Rapture and the floating city of Columbia, and the origin of the bond between Big Daddies and Little Sisters are revealed.
In BioShock, which took place in 1960 (a mere year after the civil war began), extensive internal damage from the war and flooding is seen. In 1968, as seen in BioShock 2, the damage is far more widespread, and many buildings have been fully flooded and collapsed. Without Sofia Lamb following the events of BioShock 2, the lack of sane people left in the city indicates that the power vacuum left by her was never filled, and the remaining Splicers likely lived in a state of anarchy and chaos before dying. By the time of the investigative report in There's Something in the Sea[ clarification needed ] (the 1980s) it is unlikely anything was left of Rapture. Though it was never explicitly stated, the Splicers had likely all died and Rapture's buildings had fully collapsed by the 21st century, leaving nothing but a ruined heap of aluminum on the ocean floor where the once shining utopian city stood.
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In reviews for BioShock, many reviewers praised the representation of Rapture. Charles Herold of The New York Times wrote that the city was "a fascinating creation" and that there was something "both wonderful and disturbing" in exploring the ruins of Andrew Ryan's creation. [25]
Irrational Games was an American video game developer founded in 1997 by three former employees of Looking Glass Studios: Ken Levine, Jonathan Chey, and Robert Fermier. Take-Two Interactive acquired the studio in 2006. The studio was best known for two of the games in the BioShock series, as well as System Shock 2, Freedom Force, and SWAT 4. In 2014, following the release of BioShock Infinite, Levine opted to significantly restructure the studio from around 90 to 15 employees and focus more on narrative games. In February 2017, the studio announced that it had been rebranded as Ghost Story Games and considered a fresh start from the original Irrational name, though still operating at the same business subsidiary under Take-Two.
Kenneth M. Levine is an American video game developer. He is the creative director and co-founder of Ghost Story Games. He led the creation of the BioShock series and is also known for his work on Thief: The Dark Project and System Shock 2.
BioShock is a 2007 first-person shooter game developed by 2K Boston and 2K Australia, and published by 2K. The first game in the BioShock series, it was released for Microsoft Windows and Xbox 360 platforms in August 2007; a PlayStation 3 port by Irrational, 2K Marin, 2K Australia and Digital Extremes was released in October 2008. The game follows player character Jack, who discovers the underwater city of Rapture, built by business magnate Andrew Ryan to be an isolated utopia. The discovery of ADAM, a genetic material which grants superhuman powers, initiated the city's turbulent decline. Jack attempts to escape Rapture, fighting its mutated and mechanical denizens, while engaging with the few sane survivors left and learning of the city's past. The player can defeat foes in several ways by using weapons, utilizing plasmids that give unique powers, and by turning Rapture's defenses against them.
BioShock 2 is a first-person shooter video game developed by 2K Marin and published by 2K Games. It was released worldwide for PlayStation 3, Windows, and Xbox 360 on February 9, 2010; Feral Interactive released an OS X version on March 30, 2012. The game takes place in the dystopian underwater city of Rapture, eight years after the events of BioShock. In the single-player campaign, players control the armored protagonist Subject Delta as he fights through Splicers—the psychotic human population of the city—using weapons and an array of genetic modifications. The game includes a story-driven multiplayer mode that takes place before the events of BioShock, during Rapture's civil war.
2K Marin, Inc. was an American video game developer based in Novato, California. Founded in December 2007 as a spin-off from their parent, 2K, the company developed BioShock 2 (2010) and The Bureau: XCOM Declassified (2013) before laying off or relocating all staff in October 2013 and silently being closed.
Sander Cohen is a character in the BioShock video game series. He debuts in the first title of the series, developed by 2K Boston, as a celebrated polymath of the underwater city of Rapture who has a deranged and sadistic personality. The protagonist Jack is forced to help Cohen with the creation of a macabre sculpture, built around pictures of Cohen's former proteges whom he kills and photographs on his behalf, before he allows him to leave his domain Fort Frolic. Sander Cohen makes another appearance in BioShock Infinite: Burial at Sea, a downloadable content story expansion for BioShock Infinite which sets up the events of BioShock. He is voiced by T. Ryder Smith for all appearances.
Andrew Ryan is a fictional character in the BioShock video game series developed by Irrational Games. He appears as the secondary antagonist in BioShock, and also appears in its follow-ups BioShock 2 and BioShock Infinite: Burial at Sea. Ryan is portrayed as an idealistic business magnate in the 1940s and 1950s, aiming to create an underwater city called Rapture to avoid government oversight and scrutiny. As civil war erupts in Rapture, Ryan's utopian vision collapses into a dystopia, leading him to become reclusive and paranoid. After winning the war, he becomes increasingly ruthless in his control over the city's remaining inhabitants.
BioShock is a retrofuturistic video game series created by Ken Levine, published by 2K and developed by several studios, including Irrational Games and 2K Marin. The BioShock games combine first-person shooter and role-playing elements, giving the player freedom for how to approach combat and other situations, and are considered part of the immersive sim genre. Additionally, the series is notable for exploring philosophical and moral concepts with a strong in-game narrative influenced by concepts such as Objectivism, total utilitarianism, and American exceptionalism.
Brigid Tenenbaum is a fictional character in the BioShock video game series developed by Irrational Games. She is a German Jew who survived the Holocaust due to assisting in Nazi human experimentation, and was eventually invited to the underwater city of Rapture, where she continued human experimentation. She discovered a substance that altered DNA that was highly addictive, using little girls as hosts, before developing empathy for them and attempting to save them from their parasites.
The BioShock series is a collection of story-driven first-person shooters in which the player explores dystopian settings created by Ken Levine and his team at Irrational Games. The first two games, BioShock and its direct sequel, BioShock 2, take place in the underwater city of Rapture in 1960 and 1968, which was influenced heavily by Ayn Rand's Objectivism. The third installment, BioShock Infinite, is set aboard the floating air-city of Columbia in 1912, designed around the concept of American Exceptionalism. Though Infinite is not a direct sequel to the previous games, the game is thematically linked; a short scene within the core Infinite game returns to Rapture, while the downloadable content BioShock Infinite: Burial at Sea tie in many of the plot elements between BioShock and BioShock Infinite.
BioShock Infinite is a first-person shooter video game in the BioShock series, developed by Irrational Games and published by 2K. Infinite was released worldwide for the PlayStation 3, Windows, Xbox 360, and OS X platforms in 2013. The game is set in the year 1912 and follows its protagonist, Booker DeWitt, who is sent to the airborne city Columbia to retrieve Elizabeth, a young woman held captive there. Booker and Elizabeth become involved in a class war between the nativist Founders that rule Columbia and the rebel Vox Populi, representing the city's underclass. Elizabeth possesses the ability to manipulate "Tears" in the space-time continuum, and Booker and Elizabeth discover she is central to Columbia's dark secrets. The player controls Booker DeWitt throughout the game, fighting enemies and scavenging supplies, while the computer-controlled Elizabeth provides assistance.
Elizabeth is a fictional character in Irrational Games' BioShock Infinite, the third title in the BioShock series. The game is set in 1912 on a floating steampunk city named Columbia which was founded on the principles of American exceptionalism. Elizabeth has been groomed in a controlled environment to take over the reins of the city once its current leader, Father Zachary Hale Comstock, dies. Elizabeth has the power to open "tears" in the fabric of reality; she is able to view every event across all of the infinite timelines simultaneously and effortlessly open doorways to them, allowing her to access parallel universes.
BioShock 2: Minerva's Den is a single-player downloadable content (DLC) campaign for the 2010 first-person shooter game BioShock 2, developed by 2K Marin and published by 2K Games. The player assumes the role of Subject Sigma, an armored and genetically modified human, or "Big Daddy"; Sigma must travel through Minerva's Den, the technological hub of the underwater city of Rapture, to download a schematic of the city's supercomputer. Gameplay is similar to that of BioShock 2, with new enemies and weapons.
The development of BioShock Infinite began after BioShock's release in August 2007. The five-year development, led by studio Irrational Games, began under the moniker "Project Icarus". Irrational's creative lead, Ken Levine was inspired by events at the turn of the 20th century and the expansion of the concept of American Exceptionalism set by the 1893 World's Fair in Chicago. His story took these events to create a tale set in 1912 where the player, as former Pinkerton agent Booker DeWitt, is challenged to rescue a young woman, Elizabeth, who has been kept aboard the floating city of Columbia in the middle of a civil war between its founder Father Zachary Comstock and the Vox Populi, the underclass revolting against him.
BioShock Infinite: Burial at Sea is a two-part single-player expansion to the first-person shooter video game BioShock Infinite. It was developed by Irrational Games and published by 2K Games for PlayStation 3, OS X, Windows, Xbox 360, and Linux platforms. Episode One was released digitally on November 12, 2013, followed by Episode Two on March 25, 2014. A retail version was released as part of BioShock Infinite: The Complete Edition, and later included in BioShock: The Collection for PlayStation 4, Xbox One, and Nintendo Switch.
BioShock: Rapture is a 2011 science fiction novel written by John Shirley, published by Tor Books in the United States and by Titan Books in the United Kingdom. Rapture forms part of the BioShock retrofuturistic media franchise created by Ken Levine and published by 2K Games and developed by several studios, including Irrational Games and 2K Marin. A prequel to the first BioShock game the novel tells the story of how Andrew Ryan founded the underwater city of Rapture. The book follows multiple BioShock characters. The cover art was designed by Craig Mullins, who also produced the cover art for BioShock 2. It was released July 19, 2011.
BioShock: The Collection is a compilation of the BioShock video games, developed by Blind Squirrel Games and published by 2K Games. The Collection features upgraded versions of BioShock, BioShock 2, and BioShock Infinite, with new textures and support for higher resolution displays and framerates. The compilation was released in September 2016 for PlayStation 4, Xbox One, and Windows; versions for macOS and Nintendo Switch followed in August 2017 and May 2020, respectively.
Robert Lutece and Rosalind Lutece, collectively known as the Lutece twins, are a duo of characters from the BioShock video game series created by Ken Levine, published by 2K Games. They debut in the 2013 video game BioShock Infinite, where they serve as the drivers for the game's events and often materialize under mysterious circumstances to guide protagonist Booker DeWitt. By the game's end, both characters are eventually revealed to share no family relations, and are in fact parallel universe versions of the same individual. Robert and Rosalind are voiced by Oliver Vaquer and Jennifer Hale respectively. Concept artist Claire Hummel was responsible for the visual design of the Lutece twins.
Ghost Story Games, LLC is an American video game developer based in Westwood, Massachusetts, and led by Ken Levine. The studio is the rebranding of Irrational Games as announced in February 2017, and while still the same business subsidiary under Take-Two Interactive, the rebranding was considered a fresh start by the founders as they move into more emergent narrative-driven titles compared to the larger titles they had made under Irrational.
Atlas is a character in the BioShock video game series created by Ken Levine, published by 2K Games. He first appears in the first title of the series, where he sets himself up as a benefactor of Jack, the game's player character, upon his arrival in the underwater city of Rapture. During a pivotal scene later in the game's narrative, Atlas discloses that he is actually the crime lord Frank Fontaine in disguise, the main antagonist of the game, and that he had been manipulating Jack to act against the city's founder Andrew Ryan. It is also revealed that he is responsible for orchestrating Jack's mental conditioning during his infancy and later a chain of events that led to his subsequent arrival in Rapture. Atlas/Fontaine also appears in the sequel BioShock 2 through audio diaries, and more prominently in BioShock Infinite: Burial at Sea, a prequel which sets up the events of BioShock.
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: CS1 maint: numeric names: authors list (link)Diane McClintock: "Diane: Another New Year's, another night alone. I'm out, and you're stuck in Hephaestus, working. Imagine my surprise. I just guess I'll have another drink… here's a toast to Diane McClintock, silliest girl in Rapture. Silly enough to fall in love with Andrew Ryan, silly enough to --
(Sounds of explosions and screaming)
Splicer 1: Long live Atlas!
Splicer 2: Death to Ryan!
Diane: What… what happened… I'm bleeding… oh, God… what's happening…"