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Concept »
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.
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.
It's just like Capture the Flag, except... not.
A grouping of characters whose eyes are abnormal.
An objective where players have to ward off enemies for a set duration.
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.
Missions during which players are tasked with protecting a non-playable character or object from harm until a certain goal is met.
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.
When players are encouraged to collect all of a large number of characters, creatures or items in a game. Progress is often represented by some sort of bestiary or compendium that is filled out with new entries.
A mascot is an iconic character heavily used in the advertising and marketing of a product, franchise, business, or company. Notable mascots include Mario, Sonic the Hedgehog, Ulala, Mickey Mouse, and the Big Daddies.
Moral dilemmas presented to the player that often have a significant effect on the story or other characters.
Scary Children in scary games. Some speak, some don't but they all stare.
Once the intelligent and prosperous citizens of Rapture, these twisted beings have since paid the price of abusing the gene-altering substance ADAM.
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