Big Daddy (BioShock) - Wikipedia
A Big Daddy is a fictional character in the BioShock series of video games. Big Daddies are The player's interactions with Big Daddies and Little Sisters have been described by developer Ken Levine as the the protector role of the character and demonstrate it in a way to appeal to a real-world relationship for the player. BioShock is a video game series developed by Irrational Games (also known as 2K In the good ending of BioShock, the Little Sisters survive with Jack, though .. from the attack-you-on-sight, mutated, insane Splicers that are loyal to Ryan, Little Sisters are in a so-called symbiotic, but really mostly parasitic relationship . Behind every little sister there's a big sister standing behind her holding a bat 40 Best Father and Daughter Relationship Quotes Daddy Daughter Sayings, Rip .
She gave you a role model to emulate.
When you are really young, you basically have no role models outside of family members, teachers, and other kids you know. But just look back and think about what your life would have been like if you had been an only-child, or the oldest child.
Your parents would have informed pretty much your entire worldview, at least until you started thinking for yourself. And that is a lot harder to learn how to do without someone else around who has learned to do it first. Your older sister helped you develop some self-awareness by doing it first. She showed you that it was okay to disagree with your parents, and that there is more than one approach to life. She taught you that while your parents might be right about a lot of things, sometimes you have to stand up for what you know is right, even if that means going against the grain.
Your older sister taught you about the value of integrity, self-confidence, and determination. She helped you grow up. She was the one right alongside you, helping you out. She helped you make that awkward transition from being a girl to being a woman, without holding you back. She did it without talking down to you … too much. Since your sister is closer to you in age than your parents, she can empathize with you on a more equal level. She helped you pass your classes.
If your sister took it the year before, she was the one helping you learn the difference between a declension and a conjugation. Struggled through Algebra 2? Your sister was probably the one who sat down with you a helped you figure out the functions on your graphing calculator. She warned you what types of questions were going to be on the SAT or ACT, and she told you what the transition into college would be like. Getting through school is a heck of a lot less scary if you have someone around who has already passed all your classes!
She helped you out with other aspects of school too. For example, maybe you got some of her old teachers—hopefully teachers who liked her! They saw your last name and immediately warmed to you, especially when they found out who your older sister was. A little bit of favoritism on your side never goes amiss. Chances are your sister also warned you about which teachers were going to give you grief, and maybe gave you some advice for not ticking them off.
That indispensable advice could make all the difference in the world. She gave you advice for applying to colleges.
If your sister went to college ahead of you, she could give you some great advice on your college applications, and maybe more importantly, your search for the perfect school. She was able to provide perspective not just on academics, but also on student life. She could tell you all about sports, clubs, sororities, and other aspects of campus life which may or may not have been in your college brochures.
She got you a job.
A reference from an older sister is a great way to get your foot in the door at your first internship or first job. Employers felt like they already had a pretty good grasp of what working with you might be like. And if you ended up in the same office, it was your older sister who showed you the ropes and mentored you in your new job role!
She helped you find your fashion sense.
30 Reasons Why Your Big Sister Is the Most Amazing Gift Your Parents Ever Gave You
Maybe you took after your parents when it came to fashion, but maybe not. And unlike your parents, she was with it when it came to the times! One of the loading screens in the first game has a quote from the owner of Circus of Values the vending machines: Where else are they gonna go? Rapture it is explained that when you come to Rapture, you exchange your money for Rapture Dollars, which of course can never be changed back since Rapture is a secret city, which is another reason nobody can leave.
When you grab two beverages in quick succession and, as a result, get momentarily drunk. The idea of creating an undersea city isn't too far fetched, and there are in fact underwater hotels.
In fact, the tech has been around for quite a while. As for Rapture and Columbia, there's been an idea to combine the two, basically traveling ocean countries that goes via Libertarian principles, such as Laissez-faire.
Also building an objectivist or in this case Libertarian haven in the middle of the ocean has been attempted before with micronation of Minerva. Minerva was a plan to build a city on top of the Minerva reefs, which may or may not be in international waters. Before the project got under way it was shut down by Fiji who claims the reefs as their own.
Also noteworthy is the fact that the design for the Splicers in BioShock 1 and 2 was based on the real life work of Dr. Harold Gillies, a post WW1 surgeon who practiced many surgeries on disfigured veterans. His intentions were to make them feel less ostracized by society, to do so he created a face from the remaining tissue as well as prosthetics. His work was revolutionary for his time, getting him hailed as "the father of plastic surgery.
A gallery is available but fair warning; it's fairly Squick-y  Anti-Frustration Features: Enemies will always miss their first few shots in Bioshock 1. This is both to alert you to their presence, and to ensure the player isn't instantly killed by an enemy they didn't even know was there.
Scattered throughout both Rapture and Columbia are audio journals by the city's inhabitants. The information revealed within ranges from the useful lock combinations to the informative who the main characters are and how Rapture got this way to the disturbing the reason why there are two corpses embracing on a bed next to a bottle of pills to the unreliable Cohen's rantings probably shouldn't be read too literally.
Rapture in a nutshell. Failed anachronistic 's civilization under the sea? Said civilization sparsely populated by marauding mutant junkies looking for a fix from a genetic wonder drug? One man forced to fight against these junkies and avoid an Orweillian Surveillance Government?
30 Reasons Why Your Big Sister Is the Most Amazing Gift Your Parents Ever Gave You
Columbia, though still a Soiled City on a Hillpartially averts this by appearing at least superficially functional.
However, when Booker and Elizabeth enter the third tear into a universe where the Vox Populi's revolution is successful, this trope is in full effect. They charge you cash, but will heal you completely; however enemies can also use them. You can also hack them so they'll give you a discount and kill any enemies who try to heal with it.
Destroying them causes them to drop first aid kits. Almost everyone in Rapture, and a fair number of people in Columbia. In the second, Sofia Lamb. Despite player suspicions and audio recordings of him basically stating he's about as ruthless as Frank Fontaine and an unscrupulous company, Sinclair isn't this.
Big Brother Is Watching Rapture is dotted with security cameras, and if one gets a long enough glimpse of you it dispatches combat drones to put you down.
On the upside you can hack said cameras so that enemies trigger the drone attacks. BioShock 2 features this trope even more directly as it sometimes has voices warning you over the loudspeaker that "Big Sister is Watching You! Columbia is similar, since the people are that paranoid and jingoistic. It's why the Motorized Patriot has a Gatling Good gun. Disposable food items are used instantly and there are no consumption limits.
This is okay for, for example, a Pep Bar, but reaches the point of "grotesque superpower" when Delta, Booker, or Jack manages to bolt down an entire chocolate cake or drink a whole bottle of moonshine, three Arcadia Merlot bottles and a shelf of vodka roughly one second per bottle, or chew their way through an entire storeroom full of supplies just because they can - especially Delta, who's wearing a sealed diving helmet.
Mitigated somewhat by any sort of alcoholic drink, if you drink two or more in quick succession you'll experience some serious beer goggle effects. Robert and Rosalind Lutece provide a more unexpected example in Bioshock Infinite: Plasmids and gene tonics in Rapture. Vigors and Infusions in Columbia. The turrets and cameras also have a Diesel Punk vibe.
The sequels seem to like to give these out to its protagonists: Subject Delta will always die no matter what ending you get. The upside is that his "daughter" will finally see the surface, alongside with whatever lessons she learned from him Booker successfully kills Comstock and rescues Elizabeth Though after the credits he's shown waking up in his office, possibly letting him learn from his mistakes.
And in Burial in Sea, Elizabeth gets her skull caved in, but dies with a smile, knowing she set in motion the downfall of Atlas and the rescue of the Little Sisters. Blatant Item Placement Averted. Much of the weapons and ammo you pick up are either scattered around as a result of a civil war, or found in stashes in offices or weapons lockers. Other things like your improvised weapons are constructed out of mundane materials. Played straight in Infinite where you can find ammo for your guns in places like inside picnic baskets on a crowded beach.
Body Horror Splicers are marred by bloated tumors or lesions or twisted limbs, and looking at some of the Big Daddy suits it's impossible to imagine a normal person fitting in them.
This is because the person in question has had their flesh removed and organs welded into the inside of the suit. Spider Splicers have decayed even further in BioShock 2 and barely look human anymore, while the new Brute Splicers are so beefed up on gene tonics that skin and muscle grew over their clothing.
Concept art for the creme-filled cake boxes has the cakes looking exactly like Twinkies.
Sibling Relationships: The Older Brother/Younger Sister Dynamic
The final in-game art reduces the resemblance, possibly to reduce risk of trademark lawsuits. Two of the games use this as a name for an achievement in some way. The first game has 'Brass Balls' which requires you to finish the game on Hard difficulty without using any Vita-Chambers.
The second game has 'Big Brass Balls' which only requires you to complete the game without using any Vita-Chambers. Hardcore Objectivist Andrew Ryan, desperate to win Rapture's civil war, resorted to pheromones to control his population, with the justification that if Atlas won they'd be no better off than slaves anyway.
This is why they attack you despite killing or saving them. That part of them is completely gone? How do they get along with Big Daddies? What's their relationship like with their former Daddy guardians?
What happens to the Little Sisters that don't become Big Sisters? I would think not every Little Sister would end up becoming a Big Sister. Where can I see it? Do you really think parts of it allude to the single-player DLC that's on the way?