The Wikia page on Vita Chambers states that splicers can't use them because they are still in testing, and, as per Suchong's audiodiary, are only keyed to Andrew Ryan's genetic frequency. But surely a product still in testing would not be distributed throughout Rapture. Only once testing was complete, the Vita Chambers were no longer keyed specifically to Ryan's genetic frequency, and had advanced into production, would they be placed in every part of the city. Or am I missing something?
BioShock
Game » consists of 33 releases. Released Aug 21, 2007
- PC
- Xbox 360
- PlayStation 3
- Xbox 360 Games Store
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Venture into the mysterious, Utopian underwater city of Rapture and discover what has turned it into ruin in this first-person epic.
Why are Vita Chambers all over Rapture if they're still in trials
Cause if I recall right your Ryans kids. Also the tubes where most likely turned on for the guy.The Wikia page on Vita Chambers states that splicers can't use them because they are still in testing, and, as per Suchong's audiodiary, are only keyed to Andrew Ryan's genetic frequency. But surely a product still in testing would not be distributed throughout Rapture. Only once testing was complete, the Vita Chambers were no longer keyed specifically to Ryan's genetic frequency, and had advanced into production, would they be placed in every part of the city. Or am I missing something?
As for being ALL over. I guess they where close enough to ending tests that they had installed them and where about to turn them on.
You can handwave it by saying that Ryan is a rich motherfucker who built the whole place; if they're for him, then he probably had them built all over the place so that he could respawn come back wherever he wanted to.
The thing you're missing is that the Vita chambers were an incredibly awkward inclusion in that game no matter how you look at it, as on top of the fact that there's way too many of them everywhere, it's also unreasonable that they (and all the security doors in Rapture) would work for you just because you're Ryan's offspring. You're still not his exact clone or something, so it's absurd that all of the security doors and Vita chambers would somehow recognize you as Andrew Ryan.
Better yet, why would anybody make all of their machines hackable by a painfully simple puzzle? Why even install the option to entirely change the behavior of a security turret by running water through a tube? I mean, those tubes serve no other purpose, seeing as they come disassembled.
@grahammcgrew said:
The Wikia page on Vita Chambers states that splicers can't use them because they are still in testing, and, as per Suchong's audiodiary, are only keyed to Andrew Ryan's genetic frequency. But surely a product still in testing would not be distributed throughout Rapture. Only once testing was complete, the Vita Chambers were no longer keyed specifically to Ryan's genetic frequency, and had advanced into production, would they be placed in every part of the city. Or am I missing something?
Rapture's a different place, and there are different rules. I don't think in the context of the story, and more specifically, in the context of Rapture, to believe such a thing would happen is far-fetched. I think you're going to have to ask Andrew Ryan himself why he put them out before they were even ready to go. Just kidding, but seriously, it's not too hard to think about. Use your imagination.
@BisonHero: It works for anyone that had similar genetic code, again, it's not that hard to think about, and it's not ridiculous.
@BisonHero said:
The thing you're missing is that the Vita chambers were an incredibly awkward inclusion in that game no matter how you look at it, as on top of the fact that there's way too many of them everywhere, it's also unreasonable that they (and all the security doors in Rapture) would work for you just because you're Ryan's offspring. You're still not his exact clone or something, so it's absurd that all of the security doors and Vita chambers would somehow recognize you as Andrew Ryan.
You find an audio log early in the game that makes a passing comment at this and foreshadows the eventual reveal. Something along the lines of, "The genetic coding for these bathespheres and vita-chambers sure are easy to trick! Heck, even Andrew Ryan's cousin could get it to work!"
Not the strongest explanation, but they do address it.
I really liked how Bioshock contextualized, or tried to, the silly contrivances that pretty much all games have to incorporate to make them work. It made stuff like the Vita-Chambers much easier to swallow.
It's all suspension of disbelief anyway, which is basically you saying, "yeah, I know this is silly, but not silly enough to make me disengage from this experience that I am already enjoying. I'll allow it."
Cause Andrew Ryan was a crazy motherfucker and was probably paranoid as shit when people started to conspire against him. So Vita chambers everywhere!
Or because Irrational didn't want you respawning at the beginning of the level each time you died. Whichever explanation helps you sleep at night.
@The_Nubster said:
@BisonHero said:
The thing you're missing is that the Vita chambers were an incredibly awkward inclusion in that game no matter how you look at it, as on top of the fact that there's way too many of them everywhere, it's also unreasonable that they (and all the security doors in Rapture) would work for you just because you're Ryan's offspring. You're still not his exact clone or something, so it's absurd that all of the security doors and Vita chambers would somehow recognize you as Andrew Ryan.
You find an audio log early in the game that makes a passing comment at this and foreshadows the eventual reveal. Something along the lines of, "The genetic coding for these bathespheres and vita-chambers sure are easy to trick! Heck, even Andrew Ryan's cousin could get it to work!"
Not the strongest explanation, but they do address it.
I do recall that being said, but it still comes off as a pretty weak handwave of an explanation, given that the ability to scan someone's genetic code from several feet away is already ridiculously impossible for that era of technology. So to steal somebody else's post:
@LordAndrew said:
Story-based explanations for gameplay mechanics rarely stand up to scrutiny.
@phrali said:
cant have enemies respawning when you respawn, that would make the game challenging and require you to use more than the wrench
you can turn them off you know. Makes both games much more fun.
@stryker1121 said:
@phrali said:
cant have enemies respawning when you respawn, that would make the game challenging and require you to use more than the wrenchyou can turn them off you know. Makes both games much more fun.
Yeah, I turned them off within about 30 minutes of playing BioShock 1. I started thinking "Wait, so enemies like Big Daddies keep their damage level, even though you respawn indefinitely, at zero resource cost? So I could just keep whittling down any enemy in the goddamn game with the shittiest weapon, and be rewarded for it?"
If anything, I don't see how you could enjoy that game with the Vita Chambers turned on.
@BisonHero said:
Yeah, I turned them off within about 30 minutes of playing BioShock 1. I started thinking "Wait, so enemies like Big Daddies keep their damage level, even though you respawn indefinitely, at zero resource cost? So I could just keep whittling down any enemy in the goddamn game with the shittiest weapon, and be rewarded for it?"
If anything, I don't see how you could enjoy that game with the Vita Chambers turned on.
I died maybe 4 times in BioShock one on the next to last difficulty, and I dont think I died in BioShock 2. so I barely noticed vita chambers.
@TooWalrus:
Nope. I have, however, finished Persona 2: Innocent Sin. I should get back to writing about it, and you should read it when I decide to post it.
I absolutely will! I bought & downloaded P3: FES on PSN today, I'll start playing it tonight.@TooWalrus:
Nope. I have, however, finished Persona 2: Innocent Sin. I should get back to writing about it, and you should read it when I decide to post it.
I watched the Endurance Run just like everyone else. Then, I watched the anime and actually loved it. I finished Arena the other day, and found myself just wanting more Persona (well, more of that universe, anyway). Can't wait.
Because you're in a coma, that's why you don't care when you take over someone elses car sending them into peril.
Because a lot of players forget to save often so Irrational Games solved it by putting them in so players won't bitch too much. Then, as it often happens in video games, gamers starting bitching about how it cheapens the game so they added an option to turn them off.
Or in short...
@SeanFoster said:
Because video games.
@BisonHero said:
@stryker1121 said:
@phrali said:
cant have enemies respawning when you respawn, that would make the game challenging and require you to use more than the wrenchyou can turn them off you know. Makes both games much more fun.
Yeah, I turned them off within about 30 minutes of playing BioShock 1. I started thinking "Wait, so enemies like Big Daddies keep their damage level, even though you respawn indefinitely, at zero resource cost? So I could just keep whittling down any enemy in the goddamn game with the shittiest weapon, and be rewarded for it?"
If anything, I don't see how you could enjoy that game with the Vita Chambers turned on.
Well, it's not really a "reward" if it takes you 4 hours and involves a lot of monotonous backtracking and dying over and over again. It's a fair trade between persistence and skill, I think.
@Wrighteous86 said:
@BisonHero said:
@stryker1121 said:
@phrali said:
cant have enemies respawning when you respawn, that would make the game challenging and require you to use more than the wrenchyou can turn them off you know. Makes both games much more fun.
Yeah, I turned them off within about 30 minutes of playing BioShock 1. I started thinking "Wait, so enemies like Big Daddies keep their damage level, even though you respawn indefinitely, at zero resource cost? So I could just keep whittling down any enemy in the goddamn game with the shittiest weapon, and be rewarded for it?"
If anything, I don't see how you could enjoy that game with the Vita Chambers turned on.
Well, it's not really a "reward" if it takes you 4 hours and involves a lot of monotonous backtracking and dying over and over again. It's a fair trade between persistence and skill, I think.
I didn't realize you could turn them off until my 2nd playthrough. I played the entirety of Bio2 w/ them off (on vet difficulty) and loved it.
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