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BioShock Wiki
(Undo revision 217452 by Shacob (talk) I'm sorry, but where is it in Breaking the Mold? I just checked there and while I may have missed it somehow, I didn't see that anywhere.)
 
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{{For|the removed content from ''BioShock 2'', ''BioShock Infinite'' and ''Burial at Sea''|Removed Content}}
 
 
Before its final version, ''[[BioShock]]'' was submitted with numerous ideas from its developers, [[2K Games]]. This article's purpose is to reveal all recorded content that did not make it to the game, or that was modified beforehand. However, since the following elements were removed or unused on purpose from the final version of the game, they should not be freely considered canon to the game's history nor as an actual part of its universe.
 
Before its final version, ''[[BioShock]]'' was submitted with numerous ideas from its developers, [[2K Games]]. This article's purpose is to reveal all recorded content that did not make it to the game, or that was modified beforehand. However, since the following elements were removed or unused on purpose from the final version of the game, they should not be freely considered canon to the game's history nor as an actual part of its universe.
== Mechanics and Gameplay Elements ==
 
===Unused Fog Mechanic===
 
In Bioshock, a feature originally existed that would change the fog levels depending on the elevation of the player, this was eventually scrapped and used in the tree-killing scene in [[Arcadia]].
 
   
  +
==The Original ''BioShock'' Pitch==
== [[BioShock Locations|Levels]] ==
 
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{{Main|BioShock Original Pitch}}
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Very early in the development of ''BioShock'' a "pitch" was created to gain financial support from development of the game. This pitch gives a unique look at the concepts, setting and game mechanics first envisioned for ''BioShock''.
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==Mechanics and Gameplay Elements==
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===A Single Ending===
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''BioShock'' was originally a game with only one, ambiguous ending. Levine remarked, "There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that's something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning." The multiple endings were added late in development, when the game publisher requested it.<ref>[https://www.rockpapershotgun.com/2007/10/05/levine-opposed-to-multiple-endings/ "Levine: '…opposed to multiple endings'"] on Rock Paper Shotgun</ref><ref>2007 interview with Ken Levine on Gamespot [http://web.archive.org/web/20071031045124/http://uk.gamespot.com/news/6179423.html archived at web.archive.org] </ref><ref>2014 interview with Ken Levine by THE WAYFARING DREAMER [http://thewayfaringdreamer.com/ken-levine-interview/]</ref><ref>''[[BioShock: The Collection]]'' - [[Golden Film Reels|Director's Commentary]] - [[The Creative Process]]</ref>
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Levine later clarified in the 2016 developer's commentary that if it weren't for time and economic restraints, the one ending would have been more vague with a subtle story about "dissolute living" with "a life that is sort of separate from a moral structure" and would focus on "the moral ambiguity of the world".<ref>''[[BioShock: The Collection]]'' - [[Golden Film Reels|Director's Commentary]] - [[Questions Of Morality]]</ref>
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===Atmospheric Pressure System===
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In ''BioShock'', a feature originally existed that would change the local air pressure levels from low, normal, and high parameters.<ref>[https://irrationalgames.ghoststorygames.com/insider/five-cut-features/ Five Cut Features] Irrational Games blog</ref> It entailed altering the dynamic lighting and fog effects for each change and adjusting enemy AI animations, vocalizations, appearance, speed, and vulnerabilities. For example, flames would shoot farther under low pressure and bullets were more likely to blow things apart under high pressure.
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This was eventually scrapped because it was difficult to visually convey to the player the changes in air pressure and its effects. Notably, the mechanic was reused in the tree-killing scene in [[Arcadia]] in conjunction with "a special plant shader that used a masking effect" similar to [[Julie Langford|Julie Langford’s]] window writing death scene.<ref>[http://vectorpoem.com/arcadia/notes.html Arcadia Demade Notes] by developer [[Jean-Paul LeBreton]]</ref> In addition, the system was used in the Andrew Ryan encounter in [[Rapture Central Control]] to orchestrate the theatrical lighting changes since the Unreal engine at the time did not have the tools by default.<ref>''[[BioShock: The Collection]]'' - [[Golden Film Reels|Director's Commentary]] - [[A World Of Themes]]</ref>
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====Associated Physical Gene Tonics (Ecology Type Plasmids)====
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*Mutant Synergy (AggressorBuff)- Junkers who are near to you will take less damage.<ref><code>Plasmids.ini</code> - <code>Ecology Plasmids -- TRACK CUT!</code> section from <code>ConfigINI.IBF</code></ref>
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*Drone Neural Dampening Field (DelayGathererAlarm) - Drones take longer to sound their alarms when near you.
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*Pressure Manipulation (EnvironmentResetting) - You can use a Pressure Station even if its timer is currently running.
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*Drone Attractant (GathererAttractant) - Makes Drones want to follow you.
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*Drone Synergy (GathererBuff) - Drones who are near to you will take less damage.
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*High-Pressure Armor - When local pressure is high, you take less damage.
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*High-Pressure Conservation - When local pressure is high, your Active Plasmids consume less EVE.
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*High Pressure Entropic Dampening - When local pressure is high, your weapons will not degrade.
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*High-Pressure Plasmid Synergy - When local pressure is high, all your other Plasmids are treated as if they had an extra slot.
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*High-Pressure Security Crate Access - You can automatically open security crates in high pressure.
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*Localized High Pressure - Your Weapons and Plasmids are always treated as if they were in high pressure.
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*Localized Low Pressure - Your Weapons and Plasmids are always treated as if they were in low pressure.
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*Low Pressure Armor - When local pressure is low, you take less damage.
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*Low Pressure Conservation - When local pressure is low, your Active Plasmids consume less EVE.
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*Low Pressure Entropic Dampening - When local pressure is low, your weapons will not degrade.
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*Low Pressure Plasmid Synergy - When local pressure is low, all your other Plasmids are treated as if they had an extra slot.
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*Low Pressure Security Crate Access - You can automatically open security crates in low pressure.
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*Guardian Synergy (ProtectorBuff) - Guardians near to you will take less damage.
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<gallery>
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Environment Machine Concept.jpeg|''Environment Machine concept art.''
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Environment Machine Inspiration.jpg|''Showcasing objects used as inspiration for the machine.''
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Environment Machine PS3.jpeg|''Alternate version used to promote the PS3 release.''
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Icon atmosphericpressure unused.png|''An unused UI icon for the atmospheric pressure system found in the game files.''
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EarlyEnvironmentalStud.jpg|''Concept art for "Green Lights" variant of an environment setting.''
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Atmospheric pressure system concept art variants.jpeg|''Blue, Orange, and Green Light variants of the same room. Additional annotations are given in the "A World of Themes" developer's commentary video.''
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</gallery>
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===[[Research Camera|Research Machine]]===
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[[File:Research machine-Mauricio Tejerina.jpg|thumb|250px|''The Research Machine.'']]
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This appears to be a device used to obtain [[Research Rewards]]. Similar to other
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[[Vending Machines (Rapture)|vending machines]], an item is exchanged for a service; in this case, [[Film|film pictures]] are developed to gain valuable research information. In the final game, the machine is absent and the process is streamlined. [[Jack]] need only take a picture with the Research Camera to earn Research Rewards.
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Strings from the game files indicate that developing photos would require money and the machine could even be hacked to reduce the cost.<ref>From the file Machines.ini: ''"HackingSuccessFeedbackText="Successfully hacking this station will cause photo upload costs to be lowered."''</ref><!---Does not appear in Steamworks version of ConfigINI.IBF, possibly retail version?--->
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The Research Machine was designed by [[Mauricio Tejerina]].
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===Dual Wield===
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Dual wielding, meaning that the player could use both their weapon and their Plasmid at the same time, was intended for ''BioShock'', but was cut last minute for unknown reasons. This feature was later implemented in ''BioShock 2''.<ref>[https://twitter.com/levine/status/89512327510102016 Ken Levine] on Twitter</ref>
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In a 2015 question and answer session, developer [[Jordan Thomas]] slightly elaborated on the issue in response to a question about last minute revisions. "Well, I advocated loudly and annoyingly for true Dual Wield in Bioshock 1 - but for lots of very grown up responsible reasons, it couldn’t be done. I then promptly made it a central feature in 2. I’m proud of that..." <ref>[https://kotaku.com/1703129046 Kotaku Asks: A Game Designer Who's Worked On BioShock And South Park]</ref>
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===Leaning===
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In the ''Hunting the Big Daddy ''trailer, it appeared that the player originally had the ability to lean behind cover.
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===User Interface===
  +
The user interface, both in-game and in the menu, changed a lot according to the Developer's Edition of ''Breaking the Mold''. For example, in the tech demo, the HUD looked a lot different than in the final game.<ref>[https://youtu.be/iHzoVzKRRBg BioShock Tech Demo *HD*] on YouTube</ref>
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===[[ADAM]] as Currency===
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Before the [[Dollar|money]] feature was implemented, the original idea for currency was to be ADAM, as seen in the tech demo, where it was used to deactivate alarms.
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===Songs===
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At least two [[BioShock Licensed Soundtrack|songs]] were planned to be included in the game, but the developers were not able to get the licence for them. The songs were Édith Piaf's "[[Wikipedia:La Vie en rose|La Vie en Rose]]"<ref>[http://web.archive.org/web/20071220220533/http://www.gametap.com/home/read/article/8a2509011482d3d50114852a8e410c5a Brush Up for BioShock] originally at Gametap.com; archived at archive.org</ref> and the original French version of Charles Trenet's "[[Wikipedia:La Mer (song)|La Mer]]".<ref>[http://www.ign.com/articles/2007/08/30/ken-levine-talks-bioshock?page=1 Ken Levine Talks BioShock] at IGN.com</ref>
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==[[BioShock Locations|Levels]]==
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Before the Art-Deco style of Rapture was finalized, the different areas of the city were called Decks. For example, Fort Frolic was the Recreational Deck, and Arcadia was the Hydroponics Deck, which both were names for levels in ''[[w:c:shodan:System Shock 2|System Shock 2]]''.
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[[File:BioShock-The-Collection 2016 06-29-16 001.jpg|thumb|250px|''The promotional image.'']]
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===[[The Lighthouse]]===
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====''[[BioShock: The Collection]]''====
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A promotional image for ''BioShock: The Collection'' featuring the remastered version of ''BioShock'' shows a different design for the [[Andrew Ryan]] statue in the Lighthouse lobby than what is seen in the final version.
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===[[Welcome Center]]===
 
===[[Welcome Center]]===
'''[[Kashmir Restaurant]] '''
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====[[Kashmir Restaurant]]====
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[[File:EarlyAtlasKashmir.png|thumb|250px|''The early model, by [[Scott Sinclair]].'']]
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The Restaurant has a blocked door leading to the [[Footlight Theater]] that was supposed to have a lot more bodies than the two seen in the game in front of the door, resembling everyone trying to get out at the same time and trampling each other during the attack on [[1958 New Year's Eve Riots|New Year's Eve of 1959]].<ref name="lebre">[http://blog.idlethumbs.net/post/27396207969/bioshock-commentary-with-jp-lebreton BioShock commentary with Jean-Paul LeBreton]</ref>
   
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The Atlas statue in the restaurant had a slightly different model than what can be seen in-game.
The Restaurant has a Blocked''' door '''leading to the [[Footlight Theater]] that was supposed to have a lot more bodies than the two we see in the game in front of the door, resembling everyone trying to get out at the same time and trampling each other during the attack on [[1958 New Year's Eve Riots|new year's eve of 1959]].
 
   
  +
The restaurant's interior was originally slightly different from what is seen in-game, visible in the gallery below.
'''[[Footlight Theater]] '''
 
   
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<gallery position="center">
This was the place where the player would originally get the Revolver, from the Thuggish Splicer attacked by the Big Daddy, but was moved to the Kashmir Restaurants entrance so the player would get a gun earlier.
 
  +
EarlyKash5.jpg
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EarlyKash4.jpg
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EarlyKash3.jpg
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EarlyKash2.jpg
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EarlyKash1.jpg
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</gallery>
   
=== [[Rapture Zoo]] ===
+
====[[Footlight Theater]]====
  +
The Footlight Theater was not originally a theater at all, but merely the burnt out shell of a building. Since the game developers had so many assets from the Fort Frolic level, it was decided to change the room into a small theater space to give the Big Daddy and Little Sister a literal theatrical introduction.<ref>[https://www.youtube.com/watch?v=l6aDrIJJvxg&feature=youtu.be&t=11m23s Ex-BioShock Dev Shares 'Welcome to Rapture' Secrets] - IGN First on YouTube</ref>
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  +
This was the place where the player would originally get the Revolver from the Thuggish Splicer killed by the Big Daddy, but was moved to the Kashmir Restaurant's entrance so the player would get a gun earlier.<ref name="lebre" />
  +
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===[[Medical Pavilion]]===
  +
Early promotional images of the Medical Pavilion show it being full of makeshift barricades and barbed wire, making it appear much more like a literal war zone. The Pavilion's Metro Station was also originally located in a separate building and connected to the medical center via glass tunnel.
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A "Tenenbaum, B. PhD." plaque is found in the game files for the level, which was not used in the final version of the game.<ref>[https://imgur.com/sWFfuhQ Medical Pavilion Plagues] on Imgur</ref> This indicates that [[Brigid Tenenbaum]] did have an office in the Medical Pavilion at one point during development. The same file also features laboratory and autopsy plaques which were also not used.
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===[[Arcadia]]===
  +
Players may notice a collapsed passageway at the end of [[Arcadia Glens]]. This was originally another way to the [[Langford Research Laboratories]], but it was changed for unknown reasons. The park would have had two entrances to the Farmer's Market, the one at [[Tree Farm]], which remained in-game, and another in the [[Rolling Hills]] which would have led directly into the wine cellar of [[Worley Winery]].<ref name="Jean-Arcadia">[http://vectorpoem.com/arcadia/notes.html "Arcadia Demade"], designer commentary by [[BioShock Credits|''BioShock'' developer]] [[Jean-Paul LeBreton]] on his blog, [http://vectorpoem.com/news/ vectorpoem.com]</ref>
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  +
Also, earlier versions of this level had Ryan killing the flora in Arcadia in stages as the player progressed to each new area.<ref name="Jean-Arcadia" />
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===[[Farmer's Market]]===
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The Farmer's Market was first built twice as large as its final version, with two symmetrical halves and long corridors for the various stalls. The level ultimately had to be cut in half for navigational and production reasons, and the market's corridors were separated using doorways.<ref name="Jean-Arcadia" />
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The Rapture Metro Station found in Arcadia was first placed in the southeast corner of the Farmer's Market, where a Gene-Bank can now be found. It was moved to the Rolling Hills when the developers decided a trek back after healing the forest was boring and redundant.<ref name="Jean-Arcadia" /> The hanging corpses found in the crawlspace in one of the fruit stalls in the Main Market were leftovers from an idea of a serial killer loose in Rapture during the fall.<ref name="Jean-Arcadia" />
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An [[Epstein the Swami]] vending machine was intended to be included in this level, but developer [[Jean-Paul LeBreton]] simply forgot to add it.<ref>[http://vectorpoem.com/arcadia/notes.html Arcadia Demade] Developer Commentary</ref>
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The logo for the Farmer's Market originally had a different design, but had to be redone in a hurry, leaving it with the [[Fonts|Arial]] font, much to the developers' dread.<ref>[https://www.youtube.com/watch?v=5Qh69zwiH9U&feature=youtu.be&t=1h2m53s BioShock with designer JP LeBreton -- Idle Thumbs Streams (Pt. 3)]</ref>
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===[[Fort Frolic]]===
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====[[Rapture Zoo]]====
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[[File:Concept-Rapture Zoo.png|thumb|250px|''Concept art of the Zoo.'']]
 
The Rapture Zoo was an area that was intended to be included in ''BioShock'' as a part of [[Fort Frolic]]. Multiple interviews with developers of the game mention that this was a level that was ultimately cut fairly far along in the design process due to time constraints, and they indicate that it was one of the things they most regretted having to cut. The only known piece of information about this level is that it would have featured an elephant.
 
The Rapture Zoo was an area that was intended to be included in ''BioShock'' as a part of [[Fort Frolic]]. Multiple interviews with developers of the game mention that this was a level that was ultimately cut fairly far along in the design process due to time constraints, and they indicate that it was one of the things they most regretted having to cut. The only known piece of information about this level is that it would have featured an elephant.
   
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====Ferris Wheel====
  +
A Ferris Wheel was supposed to be included somewhere in the map, but much like the Rapture Zoo, the wheel was cut far in the process. It was however included in the [[Downloadable Content|downloadable content]] ''[[Challenge Rooms]]''.<ref>[[BioShock: Breaking the Mold]]</ref>
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===[[Rapture Central Control]]===
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[[File:BioShock Pre-Launch Would You Kindly Wall.jpg|thumb|250px|''The black text.'']]
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The "[[Would You Kindly]]" text in the workshop of the [[Office of Andrew Ryan]] was originally written in black paint instead of red.
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{{Clr}}
 
==Characters==
 
==Characters==
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[[File:Bioshock Emily.jpg|thumb|250px|''The Emily model. (AKA Beta Brigid Tenenbaum's model)'']]
<span style="font-size:17px;font-weight:bold;line-height:1.5em;">Julie Langford</span>
 
  +
===[[Brigid Tenenbaum]]===
  +
Brigid Tenenbaum originally had her own unique character model called "Emily." The early character model had two forms, one appeared to be a young woman in a mechanic's jumpsuit (Seen picture to right) similar to the [[Rosebud]] while the other form was that of an older woman in a more distressed jumpsuit. This model was cut and replaced with a slightly touched up [[Lady Smith]] model kept in the shadows. Brigid Tenenbaum was actually intended to have a unique character model in ''BioShock'', but was left without one for the sole reason that there was no room in the budget.<ref>[[Golden Film Reels|''BioShock: The Collection'' - Director's Commentary - Community Theatre]]</ref>
   
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===Captain Cal Franklin===
''Main Article'': [[Julie Langford]]
 
  +
Audio files (<code>streams_0_audio.fsb</code> & <code>Vo_0_Planedive</code>) holds a few unused lines spoken by Captain Cal Franklin, the pilot of [[Apollo Air Flight DF-0301]]. The full sequence including Jack's unique phrase without the missing part (in the game's English dubbed version only) and a stewardess imply a different opening where the plane crashed by accident instead of being hijacked. The lines are as follows:<ref>''BioShock's'' subtitle text files: <code>streams_0_audio.fsb</code> & <code>Vo_0_Planedive</code></ref>
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[[File:Vo 0 planedive.ogg|thumb]]
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(<code>vo_0_planedive</code> in <code>streams_0_audio.fsb</code>)
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*Unknown plane hostess (southern accent): "''Excuse me sir, excuse me… Excuse me sir, your tray table? Would you kindly-''"
  +
*Captain (over intercom with static): "''Ladies and gentlemen, this is Captain Cal Franklin, it seems we have a bit of a problem.''"
  +
*Pilot: "''We're losing altitude really fast. Looks like (we've) oversped number one and three; there's smoke coming out of the panel, and- I got it! Pull up! Pull up! I got it! Pull up!!!''".
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[[File:Vo s 1 cp layovertampa.ogg|thumb]]
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(<code>vo_s_1_cp_layovertampa</code> in <code>streams_1_audio.fsb</code>)
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*"''...on a two-day layover in Tampa. And the wife was madder than...ohh, uh looks like we've got a...''"
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[[File:Vo s 1 cp losingaltitude.ogg|thumb]]
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(<code>vo_s_1_cp_losingaltitude</code> in <code>streams_1_audio.fsb</code>)
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*"''I got it! Pull up! Pull up! I got it! Pull up!!! Ohhhh!''"
  +
[[File:Vo s 1 cp remainseated.ogg|thumb]]
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(<code>vo_s_1_cp_remainseated</code> in <code>streams_1_audio.fsb</code>)
  +
*"''Ladies and gentlemen, this is Captain Cal Franklin, it seems we have a bit of a problem up here. Please remain seated and we'll have this situation under control in no time flat.''"
  +
[[File:Vo s 1 cp situation.ogg|thumb]]
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(<code>vo_s_1_cp_situation</code> in <code>streams_1_audio.fsb</code>)
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*"''North Atlantic Center GALTANIA 430: this is HOGATIA 420 at flight level two niner zero approximately 330 miles southeast Greenland, we've got a bit of a situation here.''"
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[[File:Vo s 1 wd traytable.ogg|thumb]]
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(<code>vo_s_1_wd_traytable</code> in <code>streams_1_audio.fsb</code>)
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*"''Excuse me sir, your tray table? Would you kindly put it in the locked and stowed position?''"
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[[File:Bioshock first line.ogg|thumb]]
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(<code>vo_s_1_pl_playerintro</code> in <code>streams_1_audio.fsb</code>)
  +
*"''When mom and dad put me on that plane to visit my cousins in England. They told me, son, you're special. You were born to do great things. You know what? They were right.''"
   
  +
===[[Julie Langford]]===
Julie Langford was originally supposed to be a male: ''Holden Langford'', but it was cut far in the progress. ''[[Ken Levine]]'' stated that they didn't have many female characters in the game, and so they made the change.
 
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Julie Langford was originally supposed to be a male: Holden Langford, but it was cut far in the progress. [[Ken Levine]] stated that they didn't have many female characters in the game, and so they made the change.<ref name="lebre" />
   
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The only reference to this in-game is a mistake made by the developers: if the player looks at the sign in the reception area at the entrance to [[Langford Research Laboratories]] in Arcadia, the subtitled text will read "Professor Holden Langford Research Laboratories."
== [[BioShock Enemies|Enemies]] ==
 
   
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===[[Sander Cohen]]===
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Early footage of ''BioShock'' shows an alternate audio diary portrait for Cohen. It was also used on an early poster for [[Why Even Ask?]]
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===[[Kyburz]]===
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The file name of the [[:File:Office of Supervisor Kyburz Sign.png|sign]] for Kyburz' office in the [[Workshops]] is named <code>Signs_Eng_Shader_OfficeOfWahl</code> and <code>sign_superwahl</code>, indicating that Kyburz was previously named Wahl.
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==[[BioShock Enemies|Enemies]]==
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[[File:Early Humanoid Gatherer Concept 2.jpg|thumb|200px|''An early humanoid Gatherer.'']]
 
===The Gatherer ===
 
===The Gatherer ===
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[[File:Early Creature Gatherer Concepts.jpg|thumb|200px|''Early Gatherers, some looking more grotesque than others.'']]
Before the [[Little Sister]]s were chosen to be the ADAM producers and gatherers in Rapture, many other designs were talked about and drawn up. The first idea was for the actual [[Sea Slug]]s themselves to be the gatherers, however this idea was scrapped as the player would not feel empathy for the slugs. Other designs included frogs, chipmunks, and even a crippled dog. The idea of using little girls was picked because the player would easily feel sorry for them and want to save them, making harvesting a much tougher choice.
 
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Before the [[Little Sister]]s were chosen to be the ADAM producers and gatherers in Rapture, many other designs were talked about and drawn up. The first idea was for the actual [[Sea Slug]]s themselves to be the gatherers, however this idea was scrapped as the player would not feel empathy for the slugs. Other designs included frogs, chipmunks, crabs, monkeys and even a crippled dog. Increasingly the Gatherer shifted to more humanoid beings to elicit empathy. The idea of using little girls was picked because the player would easily feel sorry for them and want to save them, making harvesting a much tougher choice.<ref>[https://youtu.be/FQ7YT8Ajr0c?t=1m43s BioShock Making of - Characters] on YouTube</ref>
   
  +
The icons displayed on the screen when the player is given the choice the rescue or harvest the Little Sister, were originally an angel for rescue and a devil for harvest. This was cut by Ken Levine, as he wanted to leave the morality of the choice ambiguous.<ref>[http://www.gamespot.com/articles/qanda-diving-deeper-into-bioshocks-story/1100-6179423/ Q&A: Diving deeper into ''BioShock's'' story] interview with Ken Levine on GameSpot</ref> The Little Sister's eyes were at one point glowing completely red instead of yellow.<ref>[https://youtu.be/CoYorK3E4aM?t=17s BioShock Launch Trailer] on YouTube</ref>
=== Slow Pro ===
 
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[[File:SlowPro.jpg|thumb|Slow Pro in early gameplay]]
 
''Main Article'': [[Slow Pro]]
+
===Slow-Pro===
  +
[[File:Research Slow-Pro.png|thumb|left|85px|''Research Icon for Slow-Pro.'']]
  +
[[File:SlowPro.jpg|thumb|250px|''A Slow-Pro in early gameplay.'']]
  +
{{Main|Slow-Pro}}
  +
The Slow-Pro, dubbed "SlowProFum" or "Slow Pro FUM" by the development team, was a model of Big Daddy cut from ''BioShock''. 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 kneel to fire a heavy projectile at enemies via a large arm-mounted cannon. However he was cut out in late development due to limitations in file space and storage.
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  +
It was also planned to get research points from Slow-Pro like other enemies in some point of development. His research icon can be seen in ''BioShock: Breaking the Mold''.
  +
This Big Daddy was modified and featured in ''BioShock 2'' as the [[Rumbler]], where the player can now get research points from him.
  +
  +
===''Slug Bug'' Big Daddy===
  +
[[File:Slug.jpg|thumb|right|200px|''Concept art for the Slug Bug.'']]
  +
A fourth type of Big Daddy called the "Slug Bug" started to be developed, but never got past the concept art stage. This Big Daddy type would have had a large slug-like creature riding on the head and shoulders of the Big Daddy suit. Several of the slug's tentacles were rammed into the viewports of the suit. Other smaller tentacles produced arcs of electricity and could fire bolts of plasma at its enemies. It was first envisioned that the player would have to kill the slug in order to defeat the Big Daddy, but the concept was deemed unworkable.<ref>BioShock: Breaking the Mold, Developers Edition</ref>
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===Savants===
  +
Savants were genetically engineered enemies/bosses in an early version of ''BioShock''. The Savants were essentially "heads in jars" that was in control of the city and affect different aspects of each level in the game. Each level had its own Savant that would have to be defeated, two of which were named Themis and Prometheus. The developers felt that there were too many [Savant] characters that didn't make any sense and that interactions/fighting a head in a jar was not fun or logical.<ref>[https://youtu.be/gWOMqktJALw?t=2m16s BioShock Making of - Evolution] on YouTube</ref><ref>[https://youtu.be/ztFCbnqSSuA?t=35m4s Designing the Opening Level of Bioshock with Bill Gardner] on YouTube</ref>
  +
  +
===ADAM Anomaly===
  +
[[File:Sinc adam anomaly.jpg|thumb|250px|''An ADAM Anomaly.'']]
  +
This is an enemy concept from before before production on the game started. Little is known about this enemy other than it seems to be a collection of objects forming a roughly humanoid torso with what appears to be electricity flowing over and around it. Some of the objects are: a pipe for a right arm, a left arm created from a [[Rosie|Rosie's]] [[Rivet Gun]] and the "[[Photographer's Eye]]" advertisement from a [[Gatherer's Garden]] where a head would be. Also included are pieces of ruble, a Big Daddy helmet and metal struts. It is unknown if this construct was deliberately created with Plasmids or an uncontrolled creation due to the overuse of ADAM.
   
The Slow Pro, dubbed "SlowProFum" or "Slow Pro FUM" by the development team, was a model of Big Daddy cut from ''BioShock''. 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 kneel to fire a heavy projectile at enemies via a large arm-mounted cannon.
 
 
===Aggressors===
 
===Aggressors===
During the early stages of ''Bioshock's ''development, the game's main enemies, who at this point were called Aggressors, had purposefully mutated themselves in order to be able to utilize better weapons and become stronger foes. As their concepts developed, the team decided that the enemies became creepier as they became more human. Eventually this realization, along with the change in Rapture's design and purpose, lead to the Splicers we see in the final game.
+
During the early stages of <em>BioShock</em>'s development, the game's main enemies, who at this point were called Aggressors, had purposefully mutated themselves in order to be able to utilize better weapons and become stronger foes. As their concepts developed, the team decided that the enemies became creepier as they became more human. Eventually this realization, along with the change in Rapture's design and purpose, led to the Splicers seen in the final game. Though removed from the final game, many Aggressor models appear as statues in the [[Museum of Orphaned Concepts]].
   
==== Stitchy ====
+
====Stitchy====
  +
[[File:Museum Remaster 6.png|thumb|250px|''The Stitchy model in the Museum of Orphaned Concepts.'']]
''To be added''
 
  +
"Stitchy", also known as the Ranged Aggressor, was the first Splicer created. Stitchy was fully functional in-game with kinematics, hit reaction, voice-over, and was used in many early demos. Stitchy is a very muscled character, missing an arm and carrying a Shotgun in the other. He only wears pants, has a tumor growing out from his head, and what appears to be intestines hanging out from his stomach. Lead artist Shawn Robertson labeled him as "''Probably the worst abortion that Irrational has ever made''".
   
==== Yam Hand ====
+
====Yam Hand====
  +
[[File:Museum Remaster 8.png|250px|left|thumb|''The Yam Hand model in the Museum of Orphaned Concepts.'']]
''To be added''
 
  +
The Yam Hand was an early concept for a Splicer from a time period when disproportional limbs were being considered. Of special note is the misshapen head which it's creator [[Robb Waters]] liked since "It kind of made you wonder what the heck was going on under that dingy burlap sack". Given the lack of weapon, this Splicer may have resorted to melee attacks.
   
  +
{{Clr}}
==== Missing Link ====
 
  +
====Missing Link====
''To be added''
 
  +
[[File:Museum Remaster 7.png|thumb|250px|''The Missing Link model in the Museum of Orphaned Concepts.'']]
  +
The "missing link" Splicer is the last of the more monstrous Splicers and points towards the development of the more human ones seen in the final game. The official name seems to be "Rifleman". As with some other designs of this time, this Splicer has a device on his back that is pumping fluid into him. Unlike most other Splicers in development at the time, his clothes are mostly intact and he does not have disproportionate limbs.
   
==== Hooker ====
+
====Hooker====
  +
[[File:Museum Remaster 4.png|thumb|left|250px|''The Hooker model in the Museum of Orphaned Concepts.'']]
''To be added''
 
  +
The "Hooker" is an early character model for the [[Spider Splicer]] that was created before the enemies for ''BioShock'' were determined. The model is a bald female with hooks attached to her arms and legs, giving her the ability to climb on walls and ceilings. She was eventually developed into the [[Baby Jane]] Splicer model.
  +
{{Clr}}
   
==== Unnamed Grenadier Splicer ====
+
====Grenadier Splicer====
  +
[[File:Museum Remaster 3.png|thumb|250px|''The Grenadier model in the Museum of Orphaned Concepts.'']]
''To be added''
 
  +
The "Grenadier" is what would ultimately have similar functions as the [[Nitro Splicer]]. This large gray model spliced to carry giant grenades to throw at the player. He has a backpack and a messenger bag for the grenades and additional smaller bags attached to his pants. He has a strange black tool sticking out from his chest and bandages covering the majority of his arms and face.
   
  +
===Splicer Models===
'''''Though removed from the final game, All Agrressor models appear as Statues in BioShock Ultimate Rapture Edition, in the [[Museum of Orphaned Concepts]].'''''
 
  +
[[File:StephensonSpirits.jpg|thumb|250px|''An early look at Fort Frolic.'']]
===''Splicer Models''===
 
====Female Splicer====
+
====Baby Jane====
  +
The Baby Jane Splicer has been seen in some pre-launch images of ''BioShock'' wearing both a pink dress and a white fabric rose. Neither of these cosmetic variations are seen in the final version of the game.
[[File:Nurse_Splicer.jpg|thumb|200px|Concept art for the female Splicer.]]
 
Concept art from ''[[BioShock: Breaking the Mold]]'' reveals an illustration of a unique female Splicer that does not appear in the final game. She wears a light-teal colored dress accessorized with single orange glove, ascot, and fascinator.
 
   
  +
Her earlier concept designs also show her with medium-length unruly, brunette hair, and more cuts across her face.
Nothing is known about the character since it was never made, but the design of her dress was used for the many female corpses seen in the game. Although she doesn't appear in the game, various parts of her design have parallels with the appearance of other Splicers: [[Lady Smith]] has a similar 1940s hairstyle and silhouette, one of [[Toasty|Toasty's]] eyes is covered with a heavy guaze bandage, and [[Baby Jane]] wears a dress with a dramatically torn hemline. It is perhaps because of these multiple comparable designs between her and other Splicers that this model never made it past the drawing board.
 
   
  +
====Early Character Types====
== [[BioShock Items|Items]] ==
 
  +
[[File:EarlyCharacterSplicerConcepts.jpg|thumb|250px|''The early concept for the archetypes.'']]
=== [[Med Hypo]] ===
 
  +
Once it was decided that the Splicers would be more human, early ideas were drawn up of the different types of people who be seen in that era. The designs on the right show five early ideas. A businessman (which would eventually evolve into the [[Breadwinner]] model) and four others models which never made it past the drawing board, a Bellboy, Greaser, Waitress, and a School Girl.
This item was cut at late development but it only appears in audio dairy "[[Big Night Out]]" and yet still in game files and only through console commands. However, the Health Hypo was an item of the ''System Shock'' game series, and its associated sound has been reused for the [[EVE Hypo]] injection sound.
 
   
  +
====[[Ducky]]====
== [[BioShock Gene Tonics|Gene Tonics]] ==
 
  +
[[File:Concept-Ducky Hats.png|thumb|250px|''Concept art of Ducky's headgear.'']]
=== [[Organic Pockets]] ===
 
  +
Concept art reveals that various types of headgear were considered for the Splicer model Ducky. In addition to the waterproof hood that all Ducky Splicers wear, a peaked police cap, a Brodie-style helmet listed as "riot gear helmet," a pair of goggles, and a firefighter's hat were proposed. The latter headpiece also suggests that Ducky might've had a fireman orange colored uniform could've expanded Ducky's range of duties to that of a firefighter. Ultimately, only the police officer's hat made it past the drawing board.
'''Organic Pockets''' was a [http://bioshock.wikia.com/wiki/Gene_Tonic Gene Tonic] that was removed from the final version of the game. It allowed the player to have double the normal capacity for [http://bioshock.wikia.com/wiki/First_Aid_Kit First Aid Kits], and [http://bioshock.wikia.com/wiki/EVE_Hypo EVE Hypos]. This tonic was ultimately removed from the game prior to release, but still can be enabled on the PC version with modification.
 
   
=== [[Shutdown Expert]] ===
+
====Mommy Dearist====
  +
[[File:Nurse Splicer.jpg|thumb|250px|''Concept art for the female Splicer.'']]
'''Shutdown Expert''' was a [http://bioshock.wikia.com/wiki/Gene_Tonic Gene Tonic] in ''[http://bioshock.wikia.com/wiki/BioShock BioShock]'' that was removed from the final version of the game. The tonic would have changed the amount of time that [http://bioshock.wikia.com/wiki/Security_Cameras Security Cameras] and [http://bioshock.wikia.com/wiki/Turrets Turrets] stay [http://bioshock.wikia.com/wiki/Hacking hacked]. Since [http://bioshock.wikia.com/wiki/Security_Devices Security Devices] in the final game stay hacked permanently, this tonic was dropped. However, it can still be enabled in the PC version of the game through modification, although it will not give any effects.
 
  +
Concept art from ''[[BioShock: Breaking the Mold]]'' reveals an illustration of a unique female Splicer labeled Mommy Dearist<ref>[http://imgur.com/a/60P1Y#61 The art book in the BioShock iOS app]</ref> that does not appear in the final game. She wears a light-teal colored dress accessorized with single orange glove, ascot, and fascinator.
   
  +
Nothing is known about the character since it was never made, but the design of her dress was used for the many female [[Corpse]]s seen in the game. Although she doesn't appear in the game, various parts of her design have parallels with the appearance of other Splicers: [[Lady Smith]] has a similar 1940's hairstyle and silhouette, one of [[Toasty|Toasty's]] eyes are covered with a heavy gauze bandage, and Baby Jane wears a dress with a dramatically torn hemline. It is perhaps because of these multiple comparable designs between her and other Splicers that this model never made it past the drawing board.
== [[BioShock Plasmids|Plasmids]] ==
 
=== [[Aggressor Irritant]] ===
 
Aggressor Irritant is a Plasmid that existed in an early video of ''BioShock'', narrated by [[Ken Levine]], but was ultimately removed from the game. This Plasmid is similar in functions to Enrage and Security Bullseye, but different in that when used on an enemy, it would have caused everyone in the area to attack them.
 
   
=== [[Parasitic Healing]] ===
+
===Early Splicer Concept Art===
  +
The road to the finalized Splicer design was long and varied. Many monstrous designs were proposed before the game creators finally agreed that a more identifiably human enemy delivered greater horror and pathos than any deformed "creature" could. Many of the Splicer designs were showcased in the [[Museum of Orphaned Concepts]].
Parasitic Healing was cut in late development of the game. The Plasmid would have fired an energy bolt at enemies, damaging them and healing the player. As with most other Plasmids, Parasitic Healing would have had three levels of advancement. In addition, certain Spider Splicer variants would have been able to use this Plasmid. These enemies would have appeared in multiple levels, including Point Prometheus and the Proving Grounds, and would have looked the same as regular Spider Splicers.
 
   
  +
<gallery position="center" widths="138">
=== [[Sanctuary]] ===
 
  +
Crab Statue Concept.jpg|''Concept art of the sculpture used to pitch'' BioShock ''to publishers.''
  +
Early Splicer Sculpture 1.png|''A sculpture of an early Splicer created by Robb Waters.''
  +
Early Splicer Sulpture 2.png
  +
RoughCreatureConcepts.jpg|''Early creature concepts.''
  +
Early Crab Mutant.jpg|''An early Splicer who has taken on the characteristics of a crab.''
  +
Fish Splicer.jpg|''Another concept where the Splicer becomes fishlike.''
  +
Jelly Man.png|''The results of splicing a human with a jellyfish.''
  +
Biosuit Splicer.jpg|''A monstrous Splicer still wearing a Bio-Hazard suit.''
  +
Infected Researcher.jpg
  +
BioShock Early Infested Human Splicer Concept.jpg|''An early Splicer concept, which appears to be a human infested by a parasite.''
  +
Mutants.jpg|''Early version Splicers who have lost all of their humanity.''
  +
Mutant Splicer.jpg
  +
Monster Splicer.jpg
  +
Snake Splicer.jpg
  +
Monster Splicer 2.jpg
  +
Crab Arm Mutant.jpg
  +
Monster Bug.png|''A human spliced with an insect.''
  +
Grub Mutant.png|''A grub-like creature growing out of a Splicer, and it is still able to use a weapon.''
  +
Crabby.jpg|''A crab-like Splicer.''
  +
Tankgirl.jpg|''A Splicer mutating in a large tank. By Robb Waters.''
  +
Tankman.jpg
  +
2K Splicer Mashup.jpg|''A group of early monster-like Splicers.''
  +
ThugAggressor.jpg|''A very early version of the Thuggish Splicer featuring disproportional limbs. By Shawn Robertson.''
  +
Crawler1.jpg|''The Crawler. A very early version of what would become the Spider Splicers.''
  +
Melee new.png
  +
Yam Hand.png|''The Infamous Yam Hand.''
  +
Yam Hand 2.jpg|''Another version of the Yam Hand.''
  +
Yam Hand Rough.jpg
  +
Range mutant-ortho.png
  +
ThugAggressor A.jpg
  +
Range thug.png
  +
Early Splicer Shotgun.jpg
  +
Shotgun mutant-2.png
  +
Stitchy.jpg|''Concept art for the Stitchy Splicer.''
  +
BioSketch C.jpg
  +
ArmdesignpostF.png
  +
AggressorF.png
  +
Early Grenade Aggressors Concept.jpg|''Splicer concept art by Mauricio Tejerina.''
  +
Leadhead Agressors.jpg
  +
Corridor Splicer.jpg
  +
Yam Hand Like Agressors.jpg
  +
Primitive Weapon Splicers.jpg
  +
Monster Splicers.jpg
  +
Burden Splicer.jpg|''An early Splicer concept carrying a heavy burden on his back.''
  +
Grenadier Splicer.jpg|''The Grenadier Splicer.''
  +
GrenFat.png
  +
Kleptomutant.jpg|''The Kleptomutant.''
  +
Early Spider Splicer Concept.jpg|''An early version of the Spider Splicer.''
  +
CrawlerAction.png
  +
RiflemanPose.png
  +
Ranger1.jpg|''The "Missing Link" between the early concept Splicers and the Splicers seen in the game.''
  +
Ranger2.jpg
  +
Rangedv3.png
  +
</gallery>
  +
  +
==Businesses==
  +
[[File:Ad poppa police.jpg|thumb|250px]]
  +
===Poppadopolis Police Department===
  +
The '''Poppadopolis Police Department''' is a subscription police department that operated in pre-war [[Rapture]], only known from a single, unused advertisement in the [[BioShock Signature Series Guide|Strategy guide]]. In Rapture's objectivist economic conditions, there were many other subscription services, including semi-canon businesses, like Fontaine Fire Fighters. Judging from the poster, there seems to be multiple other subscription police services.
  +
  +
[[File:Ad fontaine firefighters.jpg|thumb|left|175px]]
  +
===Fontaine Fire Fighters===
  +
'''Fontaine Fire Fighters''' is a fire department owned by [[Frank Fontaine]], operating in Rapture. The company's policy was swift action in case of a fire emergency. Fontaine Fire Fighters was ultimately cut from the game and thus is a semi-canon business.
  +
  +
===[[Sinclair Spirits]]===
  +
'''Sinclair Spirits''' was originally named '''Stephenson Spirits'''. This is revealed from the texture file for the sign, as it reads <code>Stephenson_Spirits_Diffuse.tga</code> and from a prelaunch image of Fort Frolic displayed above.<ref name="Baby&Stephenson">[[:File:StephensonSpirits.jpg|An early look at Fort Frolic]]</ref>
  +
  +
[[File:Wismuller Beer.png|thumb|150px]]
  +
===[[Wissmuller Beer]]===
  +
Advertisements for '''Weissmuller Beer''' were intended to be featured in ''BioShock'', which is evident by its appearance in ''BioShock: Breaking the Mold'' and on the back of the PlayStation 3 manual for ''BioShock''. The advertisement did however make it into ''[[BioShock 2 Multiplayer]]'' and ''[[The Protector Trials]]''.
  +
  +
{{Clr}}
  +
===[[Topaz Brand]]===
  +
[[File:Pre-Release Arcadia Baby Jane Security Bot Fight.jpg|thumb|left|250px|''The pre-launch image.'']]
  +
[[File:Topaz Brand Apples Fruit Crate Label.png|thumb|150px|''The advertisement.'']]
  +
[[File:WoodBarrier destroyed diffuse.png|thumb|''Wooden plank texture files.'']]
  +
An advertisement for '''Topaz Brand''' apples was seen in a pre-launch promotional screenshot of Arcadia. Unlike many in-game advertisements based on real-world fruit crate labels, the Topaz Brand fruit crate label doesn't appear to have been altered in any way.
  +
  +
A portion of the label does appear in the final game as part of generic wooden planks which typically appear on boarded-up doors such as those in [[Fontaine's Home for the Poor]], but the advertising poster is never seen in-game.
  +
  +
{{Clr}}
  +
===Champ Brand & Dupuis Produce Company===
  +
[[File:Bio Unused Champ Brand Poster.png|thumb|150px]]
  +
A poster advertisement for '''Champ Brand''' sweet potatoes and yams is found in the game files, but is not seen anywhere in-game. The packaging for the brand was done by the '''Dupuis Produce Company''', which has its only appearance on said cut poster.
  +
  +
{{Clr}}
  +
===Top Card & Lambert Marketing Company===
  +
[[File:Top Card.jpg|thumb|150px]]
  +
The game files feature an advertising poster for '''Top Card''' brand Bartlett pears, produced by '''Lambert Marketing Company''', which didn't make it into the final game.
  +
  +
The ad is in actuality a slightly altered real-world fruit crate label for Top Card brand Bartlett pears,<ref>[https://imgur.com/a/GCxVR Bioshock and Fruit Crate Labels] on imgur</ref> which was packed by the real [https://vasonabranch.com/packing_houses/index.php?title=Lambert_Marketing_Company Lambert Marketing Company]. The in-files poster has been altered to have the country and location of origin removed, to show that it is a product of Rapture.
  +
  +
The same real-world label was used as a base for another removed poster: Billy G. - "The Ace", which appears to be an advertisement for an album/single. The name Billy G. is a reference to <em>BioShock</em>'s Lead Level Designer [[BioShock Credits|Bill Gardner]].
  +
<gallery>
  +
Billy G Advertisement.png
  +
</gallery>
  +
  +
===Wellsworth===
  +
[[File:Unused Seahorse Bathysphere Model Poster.png|thumb|250px]]
  +
'''Wellsworth''' is a [[Bathysphere]] maker in Rapture. It was the producer of the 1959 "Seahorse" Bathysphere model and the company slogan was "''Simply fathoms above the rest…''". Concept artist Robb Waters designed an advertising poster for a Wellsworth "Seahorse" Bathysphere model for ''BioShock'', but neither the poster, the Bathysphere model, or any mention of Wellsworth appeared in the final version of the game.<ref>[https://www.flickr.com/photos/24828573@N06/5577929786/in/photolist-9uUmcd Robb Waters' Flickr]</ref>
  +
  +
===Telephone Company Advertisements===
  +
The loading screen for the Welcome to Rapture level and the PlayStation 3 exclusive installation screen feature two unused advertisements for telephone services. The Welcome to Rapture loading screen advertisement is seen in an early screenshot of the level, right outside the Kashmir Restaurant. The only things that can be made out from the advertisement is a telephone handset and the price tag of 5 or 6 ADAM (ADAM was the currency of Rapture before, being changed to the Rapture Dollar, see "ADAM as Currency"). The Playstation 3 Installation screen advertisement shows a man and a woman on the phone and reads "Rapture Local and Long Distance Service!". There is a "New Rapture Low Rates" section, listing the prices for calls to many areas in Rapture, including Arcadia, Fort Frolic, Hephaestus, Medical Pavilion, Neptune's Bounty, Point Prometheus and an illegible one. There is also an illegible small print in the middle of the advertisement. If the two advertisements are connected to each other or if they are related to the [[Pay-phone]] is unknown.
  +
<gallery>
  +
Bio Loading Screen Welcome to Rapture Pre-Launch Kashmir Restaurant Entrance.png|''The Welcome to Rapture loading screen advertisement.''
  +
BioShock PS3 Installation Screen.png|''The PlayStation 3 installation screen advertisement.''
  +
</gallery>
  +
  +
===Richard's Cheese===
  +
[[File:Early Richard's Farm Fresh Quality Cheese Poster On Loading Screen.png|250px|thumb|right|''The loading screen, showing the early version of advertisement.'']]
  +
[[Richard's Farm Fresh Quality Cheese]] was originally named just '''Richard's Cheese''', as seen in the Farmer's Market's loading screen, which shows a screenshot of an early version of the level featuring an alternate and very different version of the Richard's Farm Fresh Quality Cheese advertisement.
  +
  +
{{Clr}}
  +
===Bart and Smithers Baking Co.===
  +
[[File:Packaging cream filled-cake-concepts.jpg|thumb|250px|''Unused package models for Creme-Filled Cake, Bart and Smithers Baking Co. on the right.'']]
  +
Along with John and Welch Holding Co., there was meant to be a second producer of [[Creme-Filled Cake]] named '''Bart and Smithers Baking Co'''. The brand was cut when Creme-Filled Cakes were found in box packaging, instead of plastic wrapper as seen in the final version of the game. "Creme" was also spelled "cream" and the Mom!-brand cakes also had box packaging.
  +
  +
The name appears to be reference to the TV-show ''[[Wikipedia:The Simpsons|The Simpsons]]'', specifically the characters [[Wikipedia:Bart Simpson|'''Bart''' Simpson]] and [[Wikipedia:Waylon Smithers|Waylon '''Smithers''']].
  +
  +
{{Clr}}
  +
===Snappy Chappy- and Wild Nights-Brand [[Potato Chips]]===
  +
[[File:Packaging Potato Chips.jpg|thumb|250px|''The unused bags.'']]
  +
Developer James Sharpe's portfolio shows two additional potato chip bags, the '''Snappy Chappy'''-brand and '''Wild Nights'''-brand,<ref>[https://web.archive.org/web/20160322215412/http://sharpe-art.com/2015/11/bioshock/ James Sharpe's Portfolio (Archived)]</ref> which were cut before the game was released. Sappy Chappy appears to have been developed into the bag that is used in-game. Both bags have the name of their producing company on them, but the text on the source picture is too small and illegible.
  +
{{Clr}}
  +
  +
==Objects==
  +
  +
===[[BioShock Ammunition|Ammunition]]===
  +
Game files of ''BioShock'' mention an unused type of ammunition called Disease Bolt.
  +
  +
===Bioweapon===
  +
[[File:Bioweapon-Mauricio Tejerina.jpg|thumb|250px|''The Bioweapon.'']]
  +
Fastened from impromptu parts and resembling a pump-action bug sprayer, the Bioweapon can be seen as the precursor to the [[Chemical Thrower]]. The device fires chemicals that were eventually integrated into the player's [[Plasmid]] abilities. The four Plasmids it was capable of expelling were [[Insect Swarm]], Berserk Toxin, Disease Cloud, and a Generic Repellent.
  +
  +
[[File:Bioweapon Silverwing Apiary.png|thumb|250px|''The trimmed down Bioweapon as it appears in the Silverwing Apiary.'']]
  +
Interestingly enough, both the Bioweapon and its ammunition exist in [[Rapture]]. A slightly toned-down version of the weapon can be found in the [[Silverwing Apiary]], though it cannot be used in its original function. Cans of "Berserk" can be seen stacked in one of the target practice stands at [[Rapture's Grand Carnival]] in the ''[[Challenge Rooms]]'' stage [[A Shocking Turn of Events]]. Hovering over the "Berserk" cans with the cursor will display the "What is this?" help caption. However, pressing it will not open any specific section, only the help menu. The Bioweapon was designed by Mauricio Tejerina.
  +
  +
{{Clr}}
  +
<gallery widths="142" spacing="small" position="center">
  +
BioshockAmmo pickup berserktoxin.png|''Berserk.''
  +
Bioshock Ammo pickup diseasecloud.png|''Disease Cloud.''
  +
Bioshock Ammo Pickup InsectSwarm.png|''Insect Swarm.''
  +
Bioshock Ammo Pickup Repellent.png|''Repellant.''
  +
</gallery>
  +
  +
===[[EVE Hypo]]===
  +
The original EVE Hypo (as seen in the ''BioShock'' X06 trailer), had a smaller, leaner needle filled with a green murky liquid.
  +
  +
===[[Gatherer's Garden|Gatherer Machine]]===
  +
[[File:Gatherer machine-Mauricio Tejerina.jpg|thumb|250px|''Gatherer Machine.'']]
  +
What appears to be a significantly different version of the Gatherer's Garden was designed by Mauricio Tejerina. Aside from being flanked by the iconic Little Sister statues, the machine more closely resembles a [[Vita-Chamber]] than the Plasmid-dispensing vending machines.
  +
  +
===[[Med Hypo]]===
  +
The Med Hypo was cut at late development from the game and is only mentioned in the audio diary "[[Big Night Out]]". It still exists in the game files and can only be accessible through console commands. The [[w:c:shodan:Medical Hypo|Medical Hypo]] is an item found in ''[[w:c:Shodan:System Shock 2|System Shock 2]]'', the game ''BioShock'' is a spiritual successor to, and its associated sound has been reused for the [[EVE Hypo]] injection sound. Its unique effects included boosting the health of the player by 30%, and it would fill the player's health bar for 8 seconds.
  +
  +
===Red Cross===
  +
Red crosses were present in early builds of ''BioShock'', but it appears that the developers became aware of the fact that the red cross emblem is not "public domain" and misuse of the symbol breaks the [[Wikipedia:International Red Cross and Red Crescent Movement|International Red Cross and Red Crescent Movement]] as well as in some extension the [[Wikipedia:Geneva Conventions|Geneva Conventions]].<ref>[https://www.redcross.ca/about-us/about-the-canadian-red-cross/red-cross-emblem/it-may-just-be-a-game-to-you-but-it-means-the-world-to-us It may just be a game to you but, it means the world to us] on the Canadian Red Cross's Website</ref><ref>[https://kotaku.com/video-games-arent-allowed-to-use-the-red-cross-symbol-1791265328 Video Games Aren't Allowed To Use The "Red Cross" Symbol For Health] on Kotaku</ref> As seen in pre-release screenshots and early models, changes that were made include: The [[Health Station|Health Station's]] cross symbol was changed from being fully red to just the outlines, and the same goes pillars and lights featuring the cross in the Medical Pavilion level and the removed Med Hypo item. The Power to the People machine also featured the red cross symbol, but it was completely removed and replaced with a cloth banner in the final version of the game.
  +
<gallery>
  +
BioShock Pre-Launch Neptune's Bounty Rosie Fight.jpg|''The fully-red cross on the Health Station, seen in the background.''
  +
EarlyMedical5.jpg|''The red cross seen on an early version of the Health Station poster advertisement, as well as on the pillars and lights.''
  +
Dandy Dental Entrance.png|''How the Health Station, pillar, and lights looks in the final version of the game.''
  +
Vita Stat Med Hypo.png|''Unused Med Hypo advertisement.''
  +
Early Power to the People Model & Concept.jpg|''The original Power to the People machine.''
  +
</gallery>
  +
  +
===Masks===
  +
[[File:Maks.jpg|thumb|250px|''Unused masks.'']]
  +
Concept art shows the iconic masks seen in the game would've been colorful. In the final version only the masks worn by [[Sander Cohen|Sander Cohen's]] disciples are colored while the rest are a uniform white material with minimally embellished filigree details. Originally, there was supposed to be both a bat and fish mask in ''BioShock'', but they aren't present. The fish mask did ultimately get used in “[[A Shocking Turn of Events]]” as a prop.
  +
  +
===Cohen's Muse Key===
  +
[[File:Icon musekey unused.png|thumb|left|75px]]
  +
The game files also include an alternate icon for [[Cohen's Muse Box|Cohen's Muse Key]]. This one is golden instead of red version seen in the final version of the game.
  +
{{Clr}}
  +
===Lot 192===
  +
[[File:Icon lot192 unused.png|thumb|left|75px]]
  +
Originally, [[Lot 192]] was supposed to have an icon, and it can be seen in the game’s files, but it was ultimately unused as Jack consumes the substance immediately upon picking it up meaning there's no chance to see the icon.
  +
{{Clr}}
  +
===[[Power to the People]]===
  +
[[File:Early Power to the People Model & Concept.jpg|thumb|250px|''Power To The People Machine.'']]
  +
Before the Power to the People machine was finalized, it had a some-what different design. The overall structure was the same, but it had different ornaments and logo. It was also originally called "Fire for Effect".
  +
  +
{{Clr}}
  +
==[[BioShock Gene Tonics|Gene Tonics]]==
  +
===[[Organic Pockets]]===
  +
'''Organic Pockets''' was a Gene Tonic that was removed from the final version of the game. It allowed the player to have double the normal capacity for [[First Aid Kit]]s, and [[EVE Hypo]]s. This tonic was ultimately removed from the game prior to release, but still can be enabled on the PC version with modification.
  +
  +
===[[Shutdown Expert]]===
  +
'''Shutdown Expert''' was a Gene Tonic in ''BioShock'' that was removed from the final version of the game. The tonic would have changed the amount of time that [[Security Camera]]s and [[Turret]]s stay [[Hacking|hacked]]. Since [[Security Devices]] in the final game stay hacked permanently, this tonic was dropped. However, it can still be enabled in the PC version of the game through modification, although it will not give any effects.
  +
  +
==[[BioShock Plasmids|Plasmids]]==
  +
===[[Aggressor Irritant]]===
  +
Aggressor Irritant is a Plasmid that existed in an early video of ''BioShock'', narrated by [[Ken Levine]], but was ultimately removed from the game. This Plasmid is similar in functions to [[Enrage]] and [[Security Bullseye]], but different in that when used on an enemy, it would have caused everyone in the area to attack them.
  +
  +
===[[Parasitic Healing]]===
  +
Parasitic Healing was cut in late development of the game. The Plasmid would have fired an energy bolt at enemies, damaging them and healing the player. As with most other Plasmids, Parasitic Healing would have had three levels of advancement. In addition, certain Spider Splicer variants would have been able to use this Plasmid. These enemies would have appeared in multiple levels, including [[Point Prometheus]] and the [[Proving Grounds]], and would have looked the same as regular Spider Splicers.
  +
  +
===[[Sanctuary]]===
 
This Plasmid was cut in early development. It was to create a bubble to protect the player, intended to be used while hacking, as initially the game did not pause during this time.
 
This Plasmid was cut in early development. It was to create a bubble to protect the player, intended to be used while hacking, as initially the game did not pause during this time.
   
=== [[Speed Booster]] ===
+
===[[Speed Booster]]===
This Plasmid was cut during early development, and only appeared in the first demo. ''BioShock 2'' Multiplayer's [[Aero Dash]] has similar functions.
+
This Plasmid was cut during early development, and only appeared in the first demo. ''BioShock 2 Multiplayer's'' [[Aero Dash]] has similar functions.
  +
  +
===[[Telekinesis|Telekinesis 2]]===
  +
The Telekinesis Plasmid was to have an upgraded version named ''Telekinesis 2'' that was supposed to cause more damage. The sales pitch was: "''Mind over matter has never been better, with new, improved Telekinesis! PULLS an object to you, then THROWS it with IMMENSE FORCE.''"
  +
  +
The Plasmid is featured in ''BioShock 2''.
  +
  +
===Telekinesis Icon===
  +
[[File:Alternate Telekinesis Eyes-Open Logo.png|right|85px|]]
  +
Originally the man seen on the Telekinesis icon would have had visible pupils showing that his eyes were open. In the final version, they're absent.
  +
 
===[[Teleportation]]===
 
===[[Teleportation]]===
  +
This Plasmid was cut late in development due to the potential for glitches and skipping important story events. It still appears via an in-game advertisement.
   
This Plasmid was cut at late development due its bugged/glitched effects in-game. But it still appears in an in-game advertisement. In ''BioShock 2'', the Plasmid shows up as an Easter Egg.
+
In ''BioShock 2'', the Plasmid shows up as an Easter Egg in [[Fontaine Futuristics (Level)|Fontaine Futuristics]].
   
== [[BioShock Audio Diaries|Audio Diaries]] ==
+
==[[BioShock Audio Diaries|Audio Diaries]]==
 
*[[Brigid Tenenbaum]] - [[Gatherer's Flu]]
 
*[[Brigid Tenenbaum]] - [[Gatherer's Flu]]
 
*[[J.S. Steinman]] - [[Why Two]]
 
*[[J.S. Steinman]] - [[Why Two]]
Line 97: Line 477:
 
*[[Yi Suchong]] - [[Little Sisters and Corpses]]
 
*[[Yi Suchong]] - [[Little Sisters and Corpses]]
   
== [[BioShock Public Address Announcements|Public Address Announcements]] ==
+
==[[BioShock Public Address Announcements|Public Address Announcements]]==
 
*[[Andrew Ryan]] - [[Congregations]]
 
*[[Andrew Ryan]] - [[Congregations]]
   
 
==See Also==
 
==See Also==
 
*[[Museum of Orphaned Concepts]]
 
*[[Museum of Orphaned Concepts]]
  +
*[[Predefined Plasmids]]
  +
  +
==References==
  +
<references/>
  +
<!--Interwiki links-->
  +
[[ru:Удалённый контент в BioShock]]
 
[[Category:BioShock Removed Content]]
 
[[Category:BioShock Removed Content]]
 
[[Category:Removed Content]]
 
[[Category:Removed Content]]

Latest revision as of 13:24, 16 April 2024


Brigid TenenbaumHQ
"The slugs alone could not provide enough ADAM for serious work. But combined with the host...
now we have something."
Brigid Tenenbaum

This article, or section of an article, is a stub.
It is too short to provide more than rudimentary information about a subject. Would you kindly help this wiki by expanding it?
For the removed content from BioShock 2, BioShock Infinite and Burial at Sea, see Removed Content.

Before its final version, BioShock was submitted with numerous ideas from its developers, 2K Games. This article's purpose is to reveal all recorded content that did not make it to the game, or that was modified beforehand. However, since the following elements were removed or unused on purpose from the final version of the game, they should not be freely considered canon to the game's history nor as an actual part of its universe.

The Original BioShock Pitch[]

Main article: BioShock Original Pitch

Very early in the development of BioShock a "pitch" was created to gain financial support from development of the game. This pitch gives a unique look at the concepts, setting and game mechanics first envisioned for BioShock.

Mechanics and Gameplay Elements[]

A Single Ending[]

BioShock was originally a game with only one, ambiguous ending. Levine remarked, "There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that's something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning." The multiple endings were added late in development, when the game publisher requested it.[1][2][3][4]

Levine later clarified in the 2016 developer's commentary that if it weren't for time and economic restraints, the one ending would have been more vague with a subtle story about "dissolute living" with "a life that is sort of separate from a moral structure" and would focus on "the moral ambiguity of the world".[5]

Atmospheric Pressure System[]

In BioShock, a feature originally existed that would change the local air pressure levels from low, normal, and high parameters.[6] It entailed altering the dynamic lighting and fog effects for each change and adjusting enemy AI animations, vocalizations, appearance, speed, and vulnerabilities. For example, flames would shoot farther under low pressure and bullets were more likely to blow things apart under high pressure.

This was eventually scrapped because it was difficult to visually convey to the player the changes in air pressure and its effects. Notably, the mechanic was reused in the tree-killing scene in Arcadia in conjunction with "a special plant shader that used a masking effect" similar to Julie Langford’s window writing death scene.[7] In addition, the system was used in the Andrew Ryan encounter in Rapture Central Control to orchestrate the theatrical lighting changes since the Unreal engine at the time did not have the tools by default.[8]

Associated Physical Gene Tonics (Ecology Type Plasmids)[]

  • Mutant Synergy (AggressorBuff)- Junkers who are near to you will take less damage.[9]
  • Drone Neural Dampening Field (DelayGathererAlarm) - Drones take longer to sound their alarms when near you.
  • Pressure Manipulation (EnvironmentResetting) - You can use a Pressure Station even if its timer is currently running.
  • Drone Attractant (GathererAttractant) - Makes Drones want to follow you.
  • Drone Synergy (GathererBuff) - Drones who are near to you will take less damage.
  • High-Pressure Armor - When local pressure is high, you take less damage.
  • High-Pressure Conservation - When local pressure is high, your Active Plasmids consume less EVE.
  • High Pressure Entropic Dampening - When local pressure is high, your weapons will not degrade.
  • High-Pressure Plasmid Synergy - When local pressure is high, all your other Plasmids are treated as if they had an extra slot.
  • High-Pressure Security Crate Access - You can automatically open security crates in high pressure.
  • Localized High Pressure - Your Weapons and Plasmids are always treated as if they were in high pressure.
  • Localized Low Pressure - Your Weapons and Plasmids are always treated as if they were in low pressure.
  • Low Pressure Armor - When local pressure is low, you take less damage.
  • Low Pressure Conservation - When local pressure is low, your Active Plasmids consume less EVE.
  • Low Pressure Entropic Dampening - When local pressure is low, your weapons will not degrade.
  • Low Pressure Plasmid Synergy - When local pressure is low, all your other Plasmids are treated as if they had an extra slot.
  • Low Pressure Security Crate Access - You can automatically open security crates in low pressure.
  • Guardian Synergy (ProtectorBuff) - Guardians near to you will take less damage.

Research Machine[]

Research machine-Mauricio Tejerina

The Research Machine.

This appears to be a device used to obtain Research Rewards. Similar to other vending machines, an item is exchanged for a service; in this case, film pictures are developed to gain valuable research information. In the final game, the machine is absent and the process is streamlined. Jack need only take a picture with the Research Camera to earn Research Rewards.

Strings from the game files indicate that developing photos would require money and the machine could even be hacked to reduce the cost.[10]

The Research Machine was designed by Mauricio Tejerina.

Dual Wield[]

Dual wielding, meaning that the player could use both their weapon and their Plasmid at the same time, was intended for BioShock, but was cut last minute for unknown reasons. This feature was later implemented in BioShock 2.[11]

In a 2015 question and answer session, developer Jordan Thomas slightly elaborated on the issue in response to a question about last minute revisions. "Well, I advocated loudly and annoyingly for true Dual Wield in Bioshock 1 - but for lots of very grown up responsible reasons, it couldn’t be done. I then promptly made it a central feature in 2. I’m proud of that..." [12]

Leaning[]

In the Hunting the Big Daddy trailer, it appeared that the player originally had the ability to lean behind cover.

User Interface[]

The user interface, both in-game and in the menu, changed a lot according to the Developer's Edition of Breaking the Mold. For example, in the tech demo, the HUD looked a lot different than in the final game.[13]

ADAM as Currency[]

Before the money feature was implemented, the original idea for currency was to be ADAM, as seen in the tech demo, where it was used to deactivate alarms.

Songs[]

At least two songs were planned to be included in the game, but the developers were not able to get the licence for them. The songs were Édith Piaf's "La Vie en Rose"[14] and the original French version of Charles Trenet's "La Mer".[15]

Levels[]

Before the Art-Deco style of Rapture was finalized, the different areas of the city were called Decks. For example, Fort Frolic was the Recreational Deck, and Arcadia was the Hydroponics Deck, which both were names for levels in System Shock 2.

BioShock-The-Collection 2016 06-29-16 001

The promotional image.

The Lighthouse[]

BioShock: The Collection[]

A promotional image for BioShock: The Collection featuring the remastered version of BioShock shows a different design for the Andrew Ryan statue in the Lighthouse lobby than what is seen in the final version.

Welcome Center[]

Kashmir Restaurant[]

EarlyAtlasKashmir

The early model, by Scott Sinclair.

The Restaurant has a blocked door leading to the Footlight Theater that was supposed to have a lot more bodies than the two seen in the game in front of the door, resembling everyone trying to get out at the same time and trampling each other during the attack on New Year's Eve of 1959.[16]

The Atlas statue in the restaurant had a slightly different model than what can be seen in-game.

The restaurant's interior was originally slightly different from what is seen in-game, visible in the gallery below.

Footlight Theater[]

The Footlight Theater was not originally a theater at all, but merely the burnt out shell of a building. Since the game developers had so many assets from the Fort Frolic level, it was decided to change the room into a small theater space to give the Big Daddy and Little Sister a literal theatrical introduction.[17]

This was the place where the player would originally get the Revolver from the Thuggish Splicer killed by the Big Daddy, but was moved to the Kashmir Restaurant's entrance so the player would get a gun earlier.[16]

Medical Pavilion[]

Early promotional images of the Medical Pavilion show it being full of makeshift barricades and barbed wire, making it appear much more like a literal war zone. The Pavilion's Metro Station was also originally located in a separate building and connected to the medical center via glass tunnel.

A "Tenenbaum, B. PhD." plaque is found in the game files for the level, which was not used in the final version of the game.[18] This indicates that Brigid Tenenbaum did have an office in the Medical Pavilion at one point during development. The same file also features laboratory and autopsy plaques which were also not used.

Arcadia[]

Players may notice a collapsed passageway at the end of Arcadia Glens. This was originally another way to the Langford Research Laboratories, but it was changed for unknown reasons. The park would have had two entrances to the Farmer's Market, the one at Tree Farm, which remained in-game, and another in the Rolling Hills which would have led directly into the wine cellar of Worley Winery.[19]

Also, earlier versions of this level had Ryan killing the flora in Arcadia in stages as the player progressed to each new area.[19]

Farmer's Market[]

The Farmer's Market was first built twice as large as its final version, with two symmetrical halves and long corridors for the various stalls. The level ultimately had to be cut in half for navigational and production reasons, and the market's corridors were separated using doorways.[19] The Rapture Metro Station found in Arcadia was first placed in the southeast corner of the Farmer's Market, where a Gene-Bank can now be found. It was moved to the Rolling Hills when the developers decided a trek back after healing the forest was boring and redundant.[19] The hanging corpses found in the crawlspace in one of the fruit stalls in the Main Market were leftovers from an idea of a serial killer loose in Rapture during the fall.[19]

An Epstein the Swami vending machine was intended to be included in this level, but developer Jean-Paul LeBreton simply forgot to add it.[20]

The logo for the Farmer's Market originally had a different design, but had to be redone in a hurry, leaving it with the Arial font, much to the developers' dread.[21]

Fort Frolic[]

Rapture Zoo[]

Concept-Rapture Zoo

Concept art of the Zoo.

The Rapture Zoo was an area that was intended to be included in BioShock as a part of Fort Frolic. Multiple interviews with developers of the game mention that this was a level that was ultimately cut fairly far along in the design process due to time constraints, and they indicate that it was one of the things they most regretted having to cut. The only known piece of information about this level is that it would have featured an elephant.

Ferris Wheel[]

A Ferris Wheel was supposed to be included somewhere in the map, but much like the Rapture Zoo, the wheel was cut far in the process. It was however included in the downloadable content Challenge Rooms.[22]

Rapture Central Control[]

BioShock Pre-Launch Would You Kindly Wall

The black text.

The "Would You Kindly" text in the workshop of the Office of Andrew Ryan was originally written in black paint instead of red.

Characters[]

Bioshock Emily

The Emily model. (AKA Beta Brigid Tenenbaum's model)

Brigid Tenenbaum[]

Brigid Tenenbaum originally had her own unique character model called "Emily." The early character model had two forms, one appeared to be a young woman in a mechanic's jumpsuit (Seen picture to right) similar to the Rosebud while the other form was that of an older woman in a more distressed jumpsuit. This model was cut and replaced with a slightly touched up Lady Smith model kept in the shadows. Brigid Tenenbaum was actually intended to have a unique character model in BioShock, but was left without one for the sole reason that there was no room in the budget.[23]

Captain Cal Franklin[]

Audio files (streams_0_audio.fsb & Vo_0_Planedive) holds a few unused lines spoken by Captain Cal Franklin, the pilot of Apollo Air Flight DF-0301. The full sequence including Jack's unique phrase without the missing part (in the game's English dubbed version only) and a stewardess imply a different opening where the plane crashed by accident instead of being hijacked. The lines are as follows:[24]

(vo_0_planedive in streams_0_audio.fsb)

  • Unknown plane hostess (southern accent): "Excuse me sir, excuse me… Excuse me sir, your tray table? Would you kindly-"
  • Captain (over intercom with static): "Ladies and gentlemen, this is Captain Cal Franklin, it seems we have a bit of a problem."
  • Pilot: "We're losing altitude really fast. Looks like (we've) oversped number one and three; there's smoke coming out of the panel, and- I got it! Pull up! Pull up! I got it! Pull up!!!".

(vo_s_1_cp_layovertampa in streams_1_audio.fsb)

  • "...on a two-day layover in Tampa. And the wife was madder than...ohh, uh looks like we've got a..."

(vo_s_1_cp_losingaltitude in streams_1_audio.fsb)

  • "I got it! Pull up! Pull up! I got it! Pull up!!! Ohhhh!"

(vo_s_1_cp_remainseated in streams_1_audio.fsb)

  • "Ladies and gentlemen, this is Captain Cal Franklin, it seems we have a bit of a problem up here. Please remain seated and we'll have this situation under control in no time flat."

(vo_s_1_cp_situation in streams_1_audio.fsb)

  • "North Atlantic Center GALTANIA 430: this is HOGATIA 420 at flight level two niner zero approximately 330 miles southeast Greenland, we've got a bit of a situation here."

(vo_s_1_wd_traytable in streams_1_audio.fsb)

  • "Excuse me sir, your tray table? Would you kindly put it in the locked and stowed position?"

(vo_s_1_pl_playerintro in streams_1_audio.fsb)

  • "When mom and dad put me on that plane to visit my cousins in England. They told me, son, you're special. You were born to do great things. You know what? They were right."

Julie Langford[]

Julie Langford was originally supposed to be a male: Holden Langford, but it was cut far in the progress. Ken Levine stated that they didn't have many female characters in the game, and so they made the change.[16]

The only reference to this in-game is a mistake made by the developers: if the player looks at the sign in the reception area at the entrance to Langford Research Laboratories in Arcadia, the subtitled text will read "Professor Holden Langford Research Laboratories."

Sander Cohen[]

Early footage of BioShock shows an alternate audio diary portrait for Cohen. It was also used on an early poster for Why Even Ask?

Kyburz[]

The file name of the sign for Kyburz' office in the Workshops is named Signs_Eng_Shader_OfficeOfWahl and sign_superwahl, indicating that Kyburz was previously named Wahl.

Enemies[]

Early Humanoid Gatherer Concept 2

An early humanoid Gatherer.

The Gatherer[]

Early Creature Gatherer Concepts

Early Gatherers, some looking more grotesque than others.

Before the Little Sisters were chosen to be the ADAM producers and gatherers in Rapture, many other designs were talked about and drawn up. The first idea was for the actual Sea Slugs themselves to be the gatherers, however this idea was scrapped as the player would not feel empathy for the slugs. Other designs included frogs, chipmunks, crabs, monkeys and even a crippled dog. Increasingly the Gatherer shifted to more humanoid beings to elicit empathy. The idea of using little girls was picked because the player would easily feel sorry for them and want to save them, making harvesting a much tougher choice.[25]

The icons displayed on the screen when the player is given the choice the rescue or harvest the Little Sister, were originally an angel for rescue and a devil for harvest. This was cut by Ken Levine, as he wanted to leave the morality of the choice ambiguous.[26] The Little Sister's eyes were at one point glowing completely red instead of yellow.[27]

Slow-Pro[]

Research Slow-Pro

Research Icon for Slow-Pro.

SlowPro

A Slow-Pro in early gameplay.

Main article: Slow-Pro

The Slow-Pro, dubbed "SlowProFum" or "Slow Pro FUM" by the development team, was a model of Big Daddy cut from BioShock. 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 kneel to fire a heavy projectile at enemies via a large arm-mounted cannon. However he was cut out in late development due to limitations in file space and storage.

It was also planned to get research points from Slow-Pro like other enemies in some point of development. His research icon can be seen in BioShock: Breaking the Mold. This Big Daddy was modified and featured in BioShock 2 as the Rumbler, where the player can now get research points from him.

Slug Bug Big Daddy[]

Slug

Concept art for the Slug Bug.

A fourth type of Big Daddy called the "Slug Bug" started to be developed, but never got past the concept art stage. This Big Daddy type would have had a large slug-like creature riding on the head and shoulders of the Big Daddy suit. Several of the slug's tentacles were rammed into the viewports of the suit. Other smaller tentacles produced arcs of electricity and could fire bolts of plasma at its enemies. It was first envisioned that the player would have to kill the slug in order to defeat the Big Daddy, but the concept was deemed unworkable.[28]

Savants[]

Savants were genetically engineered enemies/bosses in an early version of BioShock. The Savants were essentially "heads in jars" that was in control of the city and affect different aspects of each level in the game. Each level had its own Savant that would have to be defeated, two of which were named Themis and Prometheus. The developers felt that there were too many [Savant] characters that didn't make any sense and that interactions/fighting a head in a jar was not fun or logical.[29][30]

ADAM Anomaly[]

Sinc adam anomaly

An ADAM Anomaly.

This is an enemy concept from before before production on the game started. Little is known about this enemy other than it seems to be a collection of objects forming a roughly humanoid torso with what appears to be electricity flowing over and around it. Some of the objects are: a pipe for a right arm, a left arm created from a Rosie's Rivet Gun and the "Photographer's Eye" advertisement from a Gatherer's Garden where a head would be. Also included are pieces of ruble, a Big Daddy helmet and metal struts. It is unknown if this construct was deliberately created with Plasmids or an uncontrolled creation due to the overuse of ADAM.

Aggressors[]

During the early stages of BioShock's development, the game's main enemies, who at this point were called Aggressors, had purposefully mutated themselves in order to be able to utilize better weapons and become stronger foes. As their concepts developed, the team decided that the enemies became creepier as they became more human. Eventually this realization, along with the change in Rapture's design and purpose, led to the Splicers seen in the final game. Though removed from the final game, many Aggressor models appear as statues in the Museum of Orphaned Concepts.

Stitchy[]

Museum Remaster 6

The Stitchy model in the Museum of Orphaned Concepts.

"Stitchy", also known as the Ranged Aggressor, was the first Splicer created. Stitchy was fully functional in-game with kinematics, hit reaction, voice-over, and was used in many early demos. Stitchy is a very muscled character, missing an arm and carrying a Shotgun in the other. He only wears pants, has a tumor growing out from his head, and what appears to be intestines hanging out from his stomach. Lead artist Shawn Robertson labeled him as "Probably the worst abortion that Irrational has ever made".

Yam Hand[]

Museum Remaster 8

The Yam Hand model in the Museum of Orphaned Concepts.

The Yam Hand was an early concept for a Splicer from a time period when disproportional limbs were being considered. Of special note is the misshapen head which it's creator Robb Waters liked since "It kind of made you wonder what the heck was going on under that dingy burlap sack". Given the lack of weapon, this Splicer may have resorted to melee attacks.

Missing Link[]

Museum Remaster 7

The Missing Link model in the Museum of Orphaned Concepts.

The "missing link" Splicer is the last of the more monstrous Splicers and points towards the development of the more human ones seen in the final game. The official name seems to be "Rifleman". As with some other designs of this time, this Splicer has a device on his back that is pumping fluid into him. Unlike most other Splicers in development at the time, his clothes are mostly intact and he does not have disproportionate limbs.

Hooker[]

Museum Remaster 4

The Hooker model in the Museum of Orphaned Concepts.

The "Hooker" is an early character model for the Spider Splicer that was created before the enemies for BioShock were determined. The model is a bald female with hooks attached to her arms and legs, giving her the ability to climb on walls and ceilings. She was eventually developed into the Baby Jane Splicer model.

Grenadier Splicer[]

Museum Remaster 3

The Grenadier model in the Museum of Orphaned Concepts.

The "Grenadier" is what would ultimately have similar functions as the Nitro Splicer. This large gray model spliced to carry giant grenades to throw at the player. He has a backpack and a messenger bag for the grenades and additional smaller bags attached to his pants. He has a strange black tool sticking out from his chest and bandages covering the majority of his arms and face.

Splicer Models[]

StephensonSpirits

An early look at Fort Frolic.

Baby Jane[]

The Baby Jane Splicer has been seen in some pre-launch images of BioShock wearing both a pink dress and a white fabric rose. Neither of these cosmetic variations are seen in the final version of the game.

Her earlier concept designs also show her with medium-length unruly, brunette hair, and more cuts across her face.

Early Character Types[]

EarlyCharacterSplicerConcepts

The early concept for the archetypes.

Once it was decided that the Splicers would be more human, early ideas were drawn up of the different types of people who be seen in that era. The designs on the right show five early ideas. A businessman (which would eventually evolve into the Breadwinner model) and four others models which never made it past the drawing board, a Bellboy, Greaser, Waitress, and a School Girl.

Ducky[]

Concept-Ducky Hats

Concept art of Ducky's headgear.

Concept art reveals that various types of headgear were considered for the Splicer model Ducky. In addition to the waterproof hood that all Ducky Splicers wear, a peaked police cap, a Brodie-style helmet listed as "riot gear helmet," a pair of goggles, and a firefighter's hat were proposed. The latter headpiece also suggests that Ducky might've had a fireman orange colored uniform could've expanded Ducky's range of duties to that of a firefighter. Ultimately, only the police officer's hat made it past the drawing board.

Mommy Dearist[]

Nurse Splicer

Concept art for the female Splicer.

Concept art from BioShock: Breaking the Mold reveals an illustration of a unique female Splicer labeled Mommy Dearist[31] that does not appear in the final game. She wears a light-teal colored dress accessorized with single orange glove, ascot, and fascinator.

Nothing is known about the character since it was never made, but the design of her dress was used for the many female Corpses seen in the game. Although she doesn't appear in the game, various parts of her design have parallels with the appearance of other Splicers: Lady Smith has a similar 1940's hairstyle and silhouette, one of Toasty's eyes are covered with a heavy gauze bandage, and Baby Jane wears a dress with a dramatically torn hemline. It is perhaps because of these multiple comparable designs between her and other Splicers that this model never made it past the drawing board.

Early Splicer Concept Art[]

The road to the finalized Splicer design was long and varied. Many monstrous designs were proposed before the game creators finally agreed that a more identifiably human enemy delivered greater horror and pathos than any deformed "creature" could. Many of the Splicer designs were showcased in the Museum of Orphaned Concepts.

Businesses[]

Ad poppa police

Poppadopolis Police Department[]

The Poppadopolis Police Department is a subscription police department that operated in pre-war Rapture, only known from a single, unused advertisement in the Strategy guide. In Rapture's objectivist economic conditions, there were many other subscription services, including semi-canon businesses, like Fontaine Fire Fighters. Judging from the poster, there seems to be multiple other subscription police services.

Ad fontaine firefighters

Fontaine Fire Fighters[]

Fontaine Fire Fighters is a fire department owned by Frank Fontaine, operating in Rapture. The company's policy was swift action in case of a fire emergency. Fontaine Fire Fighters was ultimately cut from the game and thus is a semi-canon business.

Sinclair Spirits[]

Sinclair Spirits was originally named Stephenson Spirits. This is revealed from the texture file for the sign, as it reads Stephenson_Spirits_Diffuse.tga and from a prelaunch image of Fort Frolic displayed above.[32]

Wismuller Beer

Wissmuller Beer[]

Advertisements for Weissmuller Beer were intended to be featured in BioShock, which is evident by its appearance in BioShock: Breaking the Mold and on the back of the PlayStation 3 manual for BioShock. The advertisement did however make it into BioShock 2 Multiplayer and The Protector Trials.

Topaz Brand[]

Pre-Release Arcadia Baby Jane Security Bot Fight

The pre-launch image.

Topaz Brand Apples Fruit Crate Label

The advertisement.

WoodBarrier destroyed diffuse

Wooden plank texture files.

An advertisement for Topaz Brand apples was seen in a pre-launch promotional screenshot of Arcadia. Unlike many in-game advertisements based on real-world fruit crate labels, the Topaz Brand fruit crate label doesn't appear to have been altered in any way.

A portion of the label does appear in the final game as part of generic wooden planks which typically appear on boarded-up doors such as those in Fontaine's Home for the Poor, but the advertising poster is never seen in-game.

Champ Brand & Dupuis Produce Company[]

Bio Unused Champ Brand Poster

A poster advertisement for Champ Brand sweet potatoes and yams is found in the game files, but is not seen anywhere in-game. The packaging for the brand was done by the Dupuis Produce Company, which has its only appearance on said cut poster.

Top Card & Lambert Marketing Company[]

Top Card

The game files feature an advertising poster for Top Card brand Bartlett pears, produced by Lambert Marketing Company, which didn't make it into the final game.

The ad is in actuality a slightly altered real-world fruit crate label for Top Card brand Bartlett pears,[33] which was packed by the real Lambert Marketing Company. The in-files poster has been altered to have the country and location of origin removed, to show that it is a product of Rapture.

The same real-world label was used as a base for another removed poster: Billy G. - "The Ace", which appears to be an advertisement for an album/single. The name Billy G. is a reference to BioShock's Lead Level Designer Bill Gardner.

Wellsworth[]

Unused Seahorse Bathysphere Model Poster

Wellsworth is a Bathysphere maker in Rapture. It was the producer of the 1959 "Seahorse" Bathysphere model and the company slogan was "Simply fathoms above the rest…". Concept artist Robb Waters designed an advertising poster for a Wellsworth "Seahorse" Bathysphere model for BioShock, but neither the poster, the Bathysphere model, or any mention of Wellsworth appeared in the final version of the game.[34]

Telephone Company Advertisements[]

The loading screen for the Welcome to Rapture level and the PlayStation 3 exclusive installation screen feature two unused advertisements for telephone services. The Welcome to Rapture loading screen advertisement is seen in an early screenshot of the level, right outside the Kashmir Restaurant. The only things that can be made out from the advertisement is a telephone handset and the price tag of 5 or 6 ADAM (ADAM was the currency of Rapture before, being changed to the Rapture Dollar, see "ADAM as Currency"). The Playstation 3 Installation screen advertisement shows a man and a woman on the phone and reads "Rapture Local and Long Distance Service!". There is a "New Rapture Low Rates" section, listing the prices for calls to many areas in Rapture, including Arcadia, Fort Frolic, Hephaestus, Medical Pavilion, Neptune's Bounty, Point Prometheus and an illegible one. There is also an illegible small print in the middle of the advertisement. If the two advertisements are connected to each other or if they are related to the Pay-phone is unknown.

Richard's Cheese[]

Early Richard's Farm Fresh Quality Cheese Poster On Loading Screen

The loading screen, showing the early version of advertisement.

Richard's Farm Fresh Quality Cheese was originally named just Richard's Cheese, as seen in the Farmer's Market's loading screen, which shows a screenshot of an early version of the level featuring an alternate and very different version of the Richard's Farm Fresh Quality Cheese advertisement.

Bart and Smithers Baking Co.[]

Packaging cream filled-cake-concepts

Unused package models for Creme-Filled Cake, Bart and Smithers Baking Co. on the right.

Along with John and Welch Holding Co., there was meant to be a second producer of Creme-Filled Cake named Bart and Smithers Baking Co. The brand was cut when Creme-Filled Cakes were found in box packaging, instead of plastic wrapper as seen in the final version of the game. "Creme" was also spelled "cream" and the Mom!-brand cakes also had box packaging.

The name appears to be reference to the TV-show The Simpsons, specifically the characters Bart Simpson and Waylon Smithers.

Snappy Chappy- and Wild Nights-Brand Potato Chips[]

Packaging Potato Chips

The unused bags.

Developer James Sharpe's portfolio shows two additional potato chip bags, the Snappy Chappy-brand and Wild Nights-brand,[35] which were cut before the game was released. Sappy Chappy appears to have been developed into the bag that is used in-game. Both bags have the name of their producing company on them, but the text on the source picture is too small and illegible.

Objects[]

Ammunition[]

Game files of BioShock mention an unused type of ammunition called Disease Bolt.

Bioweapon[]

Bioweapon-Mauricio Tejerina

The Bioweapon.

Fastened from impromptu parts and resembling a pump-action bug sprayer, the Bioweapon can be seen as the precursor to the Chemical Thrower. The device fires chemicals that were eventually integrated into the player's Plasmid abilities. The four Plasmids it was capable of expelling were Insect Swarm, Berserk Toxin, Disease Cloud, and a Generic Repellent.

Bioweapon Silverwing Apiary

The trimmed down Bioweapon as it appears in the Silverwing Apiary.

Interestingly enough, both the Bioweapon and its ammunition exist in Rapture. A slightly toned-down version of the weapon can be found in the Silverwing Apiary, though it cannot be used in its original function. Cans of "Berserk" can be seen stacked in one of the target practice stands at Rapture's Grand Carnival in the Challenge Rooms stage A Shocking Turn of Events. Hovering over the "Berserk" cans with the cursor will display the "What is this?" help caption. However, pressing it will not open any specific section, only the help menu. The Bioweapon was designed by Mauricio Tejerina.

EVE Hypo[]

The original EVE Hypo (as seen in the BioShock X06 trailer), had a smaller, leaner needle filled with a green murky liquid.

Gatherer Machine[]

Gatherer machine-Mauricio Tejerina

Gatherer Machine.

What appears to be a significantly different version of the Gatherer's Garden was designed by Mauricio Tejerina. Aside from being flanked by the iconic Little Sister statues, the machine more closely resembles a Vita-Chamber than the Plasmid-dispensing vending machines.

Med Hypo[]

The Med Hypo was cut at late development from the game and is only mentioned in the audio diary "Big Night Out". It still exists in the game files and can only be accessible through console commands. The Medical Hypo is an item found in System Shock 2, the game BioShock is a spiritual successor to, and its associated sound has been reused for the EVE Hypo injection sound. Its unique effects included boosting the health of the player by 30%, and it would fill the player's health bar for 8 seconds.

Red Cross[]

Red crosses were present in early builds of BioShock, but it appears that the developers became aware of the fact that the red cross emblem is not "public domain" and misuse of the symbol breaks the International Red Cross and Red Crescent Movement as well as in some extension the Geneva Conventions.[36][37] As seen in pre-release screenshots and early models, changes that were made include: The Health Station's cross symbol was changed from being fully red to just the outlines, and the same goes pillars and lights featuring the cross in the Medical Pavilion level and the removed Med Hypo item. The Power to the People machine also featured the red cross symbol, but it was completely removed and replaced with a cloth banner in the final version of the game.

Masks[]

Maks

Unused masks.

Concept art shows the iconic masks seen in the game would've been colorful. In the final version only the masks worn by Sander Cohen's disciples are colored while the rest are a uniform white material with minimally embellished filigree details. Originally, there was supposed to be both a bat and fish mask in BioShock, but they aren't present. The fish mask did ultimately get used in “A Shocking Turn of Events” as a prop.

Cohen's Muse Key[]

Icon musekey unused

The game files also include an alternate icon for Cohen's Muse Key. This one is golden instead of red version seen in the final version of the game.

Lot 192[]

Icon lot192 unused

Originally, Lot 192 was supposed to have an icon, and it can be seen in the game’s files, but it was ultimately unused as Jack consumes the substance immediately upon picking it up meaning there's no chance to see the icon.

Power to the People[]

Early Power to the People Model & Concept

Power To The People Machine.

Before the Power to the People machine was finalized, it had a some-what different design. The overall structure was the same, but it had different ornaments and logo. It was also originally called "Fire for Effect".

Gene Tonics[]

Organic Pockets[]

Organic Pockets was a Gene Tonic that was removed from the final version of the game. It allowed the player to have double the normal capacity for First Aid Kits, and EVE Hypos. This tonic was ultimately removed from the game prior to release, but still can be enabled on the PC version with modification.

Shutdown Expert[]

Shutdown Expert was a Gene Tonic in BioShock that was removed from the final version of the game. The tonic would have changed the amount of time that Security Cameras and Turrets stay hacked. Since Security Devices in the final game stay hacked permanently, this tonic was dropped. However, it can still be enabled in the PC version of the game through modification, although it will not give any effects.

Plasmids[]

Aggressor Irritant[]

Aggressor Irritant is a Plasmid that existed in an early video of BioShock, narrated by Ken Levine, but was ultimately removed from the game. This Plasmid is similar in functions to Enrage and Security Bullseye, but different in that when used on an enemy, it would have caused everyone in the area to attack them.

Parasitic Healing[]

Parasitic Healing was cut in late development of the game. The Plasmid would have fired an energy bolt at enemies, damaging them and healing the player. As with most other Plasmids, Parasitic Healing would have had three levels of advancement. In addition, certain Spider Splicer variants would have been able to use this Plasmid. These enemies would have appeared in multiple levels, including Point Prometheus and the Proving Grounds, and would have looked the same as regular Spider Splicers.

Sanctuary[]

This Plasmid was cut in early development. It was to create a bubble to protect the player, intended to be used while hacking, as initially the game did not pause during this time.

Speed Booster[]

This Plasmid was cut during early development, and only appeared in the first demo. BioShock 2 Multiplayer's Aero Dash has similar functions.

Telekinesis 2[]

The Telekinesis Plasmid was to have an upgraded version named Telekinesis 2 that was supposed to cause more damage. The sales pitch was: "Mind over matter has never been better, with new, improved Telekinesis! PULLS an object to you, then THROWS it with IMMENSE FORCE."

The Plasmid is featured in BioShock 2.

Telekinesis Icon[]

Alternate Telekinesis Eyes-Open Logo

Originally the man seen on the Telekinesis icon would have had visible pupils showing that his eyes were open. In the final version, they're absent.

Teleportation[]

This Plasmid was cut late in development due to the potential for glitches and skipping important story events. It still appears via an in-game advertisement.

In BioShock 2, the Plasmid shows up as an Easter Egg in Fontaine Futuristics.

Audio Diaries[]

Public Address Announcements[]

See Also[]

References[]

  1. "Levine: '…opposed to multiple endings'" on Rock Paper Shotgun
  2. 2007 interview with Ken Levine on Gamespot archived at web.archive.org
  3. 2014 interview with Ken Levine by THE WAYFARING DREAMER [1]
  4. BioShock: The Collection - Director's Commentary - The Creative Process
  5. BioShock: The Collection - Director's Commentary - Questions Of Morality
  6. Five Cut Features Irrational Games blog
  7. Arcadia Demade Notes by developer Jean-Paul LeBreton
  8. BioShock: The Collection - Director's Commentary - A World Of Themes
  9. Plasmids.ini - Ecology Plasmids -- TRACK CUT! section from ConfigINI.IBF
  10. From the file Machines.ini: "HackingSuccessFeedbackText="Successfully hacking this station will cause photo upload costs to be lowered."
  11. Ken Levine on Twitter
  12. Kotaku Asks: A Game Designer Who's Worked On BioShock And South Park
  13. BioShock Tech Demo *HD* on YouTube
  14. Brush Up for BioShock originally at Gametap.com; archived at archive.org
  15. Ken Levine Talks BioShock at IGN.com
  16. 16.0 16.1 16.2 BioShock commentary with Jean-Paul LeBreton
  17. Ex-BioShock Dev Shares 'Welcome to Rapture' Secrets - IGN First on YouTube
  18. Medical Pavilion Plagues on Imgur
  19. 19.0 19.1 19.2 19.3 19.4 "Arcadia Demade", designer commentary by BioShock developer Jean-Paul LeBreton on his blog, vectorpoem.com
  20. Arcadia Demade Developer Commentary
  21. BioShock with designer JP LeBreton -- Idle Thumbs Streams (Pt. 3)
  22. BioShock: Breaking the Mold
  23. BioShock: The Collection - Director's Commentary - Community Theatre
  24. BioShock's subtitle text files: streams_0_audio.fsb & Vo_0_Planedive
  25. BioShock Making of - Characters on YouTube
  26. Q&A: Diving deeper into BioShock's story interview with Ken Levine on GameSpot
  27. BioShock Launch Trailer on YouTube
  28. BioShock: Breaking the Mold, Developers Edition
  29. BioShock Making of - Evolution on YouTube
  30. Designing the Opening Level of Bioshock with Bill Gardner on YouTube
  31. The art book in the BioShock iOS app
  32. An early look at Fort Frolic
  33. Bioshock and Fruit Crate Labels on imgur
  34. Robb Waters' Flickr
  35. James Sharpe's Portfolio (Archived)
  36. It may just be a game to you but, it means the world to us on the Canadian Red Cross's Website
  37. Video Games Aren't Allowed To Use The "Red Cross" Symbol For Health on Kotaku