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The genetic dynamo that allows people to totally recreate themselves, ADAM is at the centre of more or less everything that goes on during the original two BioShock games.
Anarchism is the rejection of all government authority.
Audio logs are short voice recordings that a player comes across within a game that helps inform the player of the game's story and characters.
Big Daddies are the lumbering genetically modified behemoths in the underwater city of Rapture. Clad in garish diving suits, these monstrosities were created to protect Rapture's population of walking ADAM factories, the Little Sisters.
These grown-up Little Sisters appear in BioShock 2.
A derivative form of Cyberpunk which heavily revolves around biological technology.
Capitalism is an economic system that supports private property and financial gain.
Law makers and fat cats who will sell the population down the river just to gain more power and money.
Cults don't necessarily have to be evil or out to destroy the world, but in video games it's usually safe to assume so.
Many RPGs and survival horror games have the player find diaries written by people that were slowly transforming into monsters or zombies. Somehow, they make sure to keep writing in their diary, right up until they're no longer human, so that the player can read their mindlessly violent final thoughts.
Any game that represents a society noticeably worse or less desirable compared to those in the present. This can relate to kinds of political and economic organisation, excessive human suffering, social problems caused by technology, or as a result of an apocalyptic event.
An Plasmid that appears both in Bioshock and Bioshock 2.
EVE is effectively the mana of the BioShock universe. Injected via hypodermic needle, or gained via consumables, it is used to fuel plasmid powers when fighting in Rapture.
When will those crazy scientists learn? Be it killer robots, invasions from outer space, sentient computers or mutations; they always seem to have the habit of leaving a big mess behind for you to clean up.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Games that feature an antagonist--someone who opposes the game's protagonist--that is a woman.
Games based on literature. This does not include licenses of another adaptation.
Insanity is a condition whereby the sufferer is of unsound mind. Depending on the condition of the individual, he or she may be prone to fits of uncontrollable violent behavior, hallucinations, or other symptoms.
Little Sisters are genetic tools utilized to carry and gather ADAM in Rapture.
When monsters in a game can turn on each other after an accidental injury and fight to the death instead of focusing on the player, or when some of the player's enemies also hate each other, and will attack each other on sight.
Murder is the act of ending the life of another living thing against its will without the sanction of a higher governmental authority, such as the casualties that result from acts of war. It is generally intentional, at least in a legal meaning, but not necessarily.
A way of attempting to control a population via media.
A small closed community, with people who generally dislike foreigners. Sometimes they're inbred, sometimes they want you dead, sometimes they worship Cthulhu, and sometimes it's "all of the above".
Psychopaths are noted for generally lacking a conscience, getting enjoyment from various forms of destruction, and an inability to learn from their mistakes.
Scary Children in scary games. Some speak, some don't but they all stare.
Instead of having the loot spew out of the corpse it-self, this concept is based on having to interact with the corpse to obtain the loot.
Once the intelligent and prosperous citizens of Rapture, these twisted beings have since paid the price of abusing the gene-altering substance ADAM.
Games set in, or focused primarily around, the years between 1950 and 1959.
Games set in, or focused primarily around, the years between 1960 and 1969.
A mechanical system designed to capture or cause harm. Either the player can set traps for their enemies or others set them for the player.
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