FREE RAPTURE (BIOSHOCK) PDF

John Shirley,Ken Levine | 400 pages | 19 Jul 2011 | Titan Books Ltd | 9781848567047 | English | London, United Kingdom Rapture (BioShock) - Wikipedia

Rapture is a fictional city in the BioShock series published by Games. It is an underwater city Rapture (Bioshock) is the main setting for the games BioShock and BioShock 2. The city also briefly appears in BioShock Infiniteand is featured in its downloadable content Rapture (Bioshock), Burial at Sea. The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mids as a means to create a utopia for Rapture (Bioshock) greatest artists and thinkers to prosper in a laissez-faire Rapture (Bioshock) outside of increasing oppression by the world's governments and religion. However, the lack of government made many people uneasy, and the masses turned toward political activists like Atlas Rapture (Bioshock) advocated stability under a government, turning the city into a ; and on the eve ofa civil war broke Rapture (Bioshock), leaving much of Rapture's population dead. The remaining citizens either became psychotic "Splicers" due to the effects of ADAM, a substance that can alter genetic material, or have barricaded themselves from the Splicers to protect themselves, leaving the city to fail and fall apart around them. The player first experiences Rapture in BioShockina year after the fateful riots, as a man named Jack that has come to Rapture after a plane accident over the mid-Atlantic Ocean where the city was located; during this, the player comes to learn more about Ryan's motives and those that he struggled against to keep the city's ideals until the very end. In BioShock 2the player takes the role of a "Big Daddy", a heavily modified Rapture (Bioshock) in an armored diving suitdesigned to maintain the city, and would soon come to serve the purpose Rapture (Bioshock) protecting the Little Sisters as they collect ADAM from "Angels", which are dead bodies that harbor significant amounts of ADAM; this takes place eight years after the events of the first game, Rapture (Bioshock) while Rapture (Bioshock) has been killed, there remain those that vie for the vacuum left in his position of power. Rapture makes a brief appearance near the climax of BioShock Infinitewhich is otherwise set in a different dystopian city, Columbia. Downloadable content for Infinite is set in Rapture on New Year's Evea year before the events Rapture (Bioshock) the first BioShock and on the day of the civil war. The concept of Rapture was the brainchild of Ken Levinefounding member and creative director of Irrational Gamesbriefly renamed 2K Boston just prior to BioShock Rapture (Bioshock) s release, but later returned to their former name. Ken Levine had studied the works of Ayn RandGeorge Orwelland Aldous Huxley and other works of utopian Rapture (Bioshock) dystopian societies as part of his liberal arts degree. Rapture is an underwater city, located in the north Atlantic Ocean somewhere between Greenland and Iceland. It is only accessible by a system of bathyspheres. The city was designed to be self-sufficient, growing and raising its own crops as well as using Rapture (Bioshock) surrounding sea life for food, and taking advantage of submarine volcanoes to provide Rapture (Bioshock) power to its population. The buildings, both inside and out, feature a distinctive Art Deco design Rapture (Bioshock), reflecting on the era during which they were built the mid-'40s. In addition to living quarters, Rapture features shopping areas, entertainment venues, laboratories, manufacturing plants, medical facilities, and other common services provided by Rapture (Bioshock) functional city. Though Rapture was built as a utopia for creative individuals to flourish, the city soon became a dystopia. Part of the downfall of Rapture was the discovery of ADAM, stem cells harvested from a previously unknown species of sea slug. Scientists in Rapture found that ADAM could be used to overwrite the human genome, allowing its users to Rapture (Bioshock) "splice" super powers such as telekinesis into their DNA. The lead scientist, Dr. Brigid Tenenbaum, found that ADAM could be mass-produced by implanting the sea slug in the stomachs of young orphaned girls, who came to be known as "Little Sisters". The implantation process only worked on female children for an unknown reason. As Rapture began to fall into social chaos, in part Rapture (Bioshock) to the mental instability that came about from increased ADAM use, the Little Sisters were mentally reconditioned to extract ADAM from the dead and recycle it. Suchong generated genetically modified humans in armored diving suitsand assigned them to protect Rapture (Bioshock) specific Little Sister. These beings became known as " Big Daddies ". While most of the city's automated systems still operate, large swaths of the city have become flooded, while others have been damaged beyond repair, either Rapture (Bioshock) a result of the bloody civil war that tore Rapture apart, or as a consequence of the Splicers' ADAM-induced psychotic episodes. Rapture was formally founded on November 5 As described in the games' backstory and through in-game audio recordings, the city of Rapture was envisioned by the Randian business magnate Andrew Ryanwho wanted to create a laissez-faire state with no ties to the rest of the world Rapture (Bioshock) escape what he saw as increasingly oppressive political, economic, and religious authority on land. The city was fully completed in Scientific progress flourished in Rapture, leading to rapid developments in engineering and biotechnology, such as the invention of ADAM, thanks in part to the brilliant scientists that Ryan brought to the city. Though residents were hand-picked for their success on the surface, as time passed, the gap between rich and poor increased. This was exploited by Rapture (Bioshock) Fontaine, Rapture (Bioshock) businessman in charge of the plasmid industry who secretly established an illegal smuggling ring Rapture (Bioshock) the outside world while simultaneously creating charitable Rapture (Bioshock) to manipulate the underclass. A violent attempt to overthrow Ryan reportedly killed Fontaine, Rapture (Bioshock) the player's experience in BioShock reveals that Fontaine survived, disguising himself as the proletarian hero 'Atlas'. As the war disrupted production and supply, every ADAM user in Rapture (Bioshock) city eventually went violently insane. By the end of the revolt, Ryan's utopia had become Rapture (Bioshock) dystopiaand only a handful of non- mutated humans survive in barricaded hideouts. In the events of BioShocka man known as Jack the protagonist that the player controls ends up in Rapture after a plane crash in the middle of the Rapture (Bioshock) leaves him close to the city's bathysphere surface terminus. When Jack finally meets Ryan, the latter is well aware of Jack's identity and mental conditioning, and orders Jack to kill him, ending his life on his own terms and rejecting the control Fontaine has over his son. Fontaine leaves Jack to die, but he is rescued by Tenenbaum and her Little Sisters, and together they attack and kill Fontaine. In the power void left by Ryan's and Rapture (Bioshock) deaths, a new figure, Sofia Lamb, arises in the following decade. In contrast to Ryan's belief of Rapture (Bioshock) the individual, Lamb's ideals are favoring the collective, and she Rapture (Bioshock) able to build "The Family", a cult-like following of the remaining citizens of Rapture to achieve her goals. During the events of Rapture (Bioshock) 2 which takes place ten years after the events of the first gamethe player takes the role of the first prototype Big Daddy, Subject Delta, as Lamb's plans progress to their final completion to extend The Family to the surface. The destinies of Delta, Lamb, and Eleanor, Lamb's daughter Rapture (Bioshock) Delta's original Little Sister, are determined by the player's action during the game, though the endings Rapture (Bioshock) escaping a section of Rapture flooded by Lamb. The fate of Rapture is left open after the completion of the game. More details Rapture (Bioshock) the origins of Rapture are provided in the novel BioShock: Rapturea prequel novel by John Shirleyreleased in The novel tells the backstory of the creation of Rapture, the underwater city's deterioration, and the civil war following the coming of plasmids. The novel ends Rapture (Bioshock) before the story in the Rapture (Bioshock) BioShock game begins. On Rapture (Bioshock) eve of the Rapture civil war, Elizabeth Courtnee Draper asks him to investigate the disappearance of a Rapture (Bioshock) girl named Sally. Elizabeth reveals that Sally is alive, and that a local artist named Sander Cohen T. Ryder Smith may have information regarding her whereabouts. In reviews for BioShockmany reviewers praised the representation of Rapture. Charles Herold of The New York Times wrote that the city was "a fascinating creation" and that there was something "both wonderful and Rapture (Bioshock) in exploring the ruins of Andrew Ryan's creation. From Wikipedia, the free encyclopedia. This section needs expansion. You can help by adding to it. February Retrieved Washington Post. Retrieved August 6, IGN YouTube. Cult of Rapture. I'm out, and you're stuck Rapture (Bioshock) Hephaestus, working. Imagine my surprise. Silly enough to fall in love with Andrew Ryan, silly enough to -- Sounds of explosions and screaming Splicer 1: Long live Atlas! Splicer 2: Death to Ryan! New York Times. Andrew Ryan Big Daddy Elizabeth. Book:BioShock Category. Categories : BioShock series Fictional city-states Fictional populated places Video game locations Abandoned buildings and structures in fiction Fictional sealed locations Underwater civilizations in fiction Dystopian fiction. Hidden categories: Articles to be expanded from February All articles to be expanded Articles using small message boxes All articles with unsourced statements Articles with unsourced statements from January Namespaces Article Talk. Views Read Edit View history. Help Learn to edit Community portal Recent changes Upload file. Download as Rapture (Bioshock) Printable version. Screenshot from the video game BioShock. The genius of Rapture •

Videogames have increasingly become a form of virtual tourism, allowing us to explore places both real and imaginary in ways both plausible and implausible. Rapture (Bioshock), these places are simply Rapture (Bioshock) backdrops for the mechanics of the game to take place, with a simple justification for why you should be allowed to do as you will: the city is overrun with zombies, or terrorists, or criminals. Occasionally, a game arrives that has more ambition Rapture (Bioshock) uses its environment to build narrative and explore theme. BioShock is the Big Daddy of Rapture (Bioshock) games, an oft-copied but rarely matched exercise in nuanced interactive storytelling delivered through world building. That world is the city of Rapture. Rapture (Bioshock) on a plane across the Atlantic inBioShock soon crashes that plane and leaves your unnamed protagonist swimming towards a mysterious lighthouse as the wreckage sinks around you. Inside the lighthouse, a startling angular construction with a gorgeous deco interior, is a bathysphere station. No, says the man in the Vatican, it belongs to Rapture (Bioshock). No, says the man in Moscow, it belongs to everyone. Constructed in the s, Rapture is essentially Manhattan on the ocean floor, a spectacular landscape of — theoretically — Rapture (Bioshock) skyscrapers linked by sealed walkways of glass and brass, blinking neon signs advertising places and companies in this haven for untramelled Rapture (Bioshock) and scientific experimentation. A whale, squids and other sea creatures Rapture (Bioshock) between the towers as your Bathysphere moves towards the station into Rapture Rapture (Bioshock). In a city without regulation, a free market in genetic upgrades, accelerated with social tensions that have driven the inhabitants to defend themselves using these powers, has weakend the Rapture (Bioshock) stability of the population, turning them into violent mutants dubbed splicers. Image: 2K Games. The story of how Rapture descended into chaos, worsened as Plasmids exaggerated the failings of its citizens, is told partially through straightforward telling devices like audio diaries and ghostly visions of Rapture (Bioshock) events, but also through showing, through Rapture itself as you explore. Rapture is where the libertarian dream escaped the constraints of society, only to decay from within when faced with Rapture (Bioshock) own contradictions and manifest inadequacies. And this is written in the cityscape, not just in the contradictions between luxury and squalor, between brash advertising slogans and ugly graffiti, but also in the action that takes place there. Amongst this chaos stride wandering double acts of Big Daddies and Little Sisters, powerful genetically altered beings with a specific Rapture (Bioshock) that embodies the moral pressure of a place like Rapture. The Little Sisters are small, Rapture (Bioshock) girls that gather ADAM from corpses, a vital resource for boosting your powers, and are guarded by the hulking, diving suit wearing Big Daddies. Defeat a Big Daddy in a challenging boss battle and you can capture a Little Sister, but then you have a choice to make. Go with the flow, with conflict and bloodshed, and empower yourself in the process, or make the hard choice to disadvantage yourself while helping another, knowing no Rapture (Bioshock) else in Rapture would ever make that choice. BioShock was released indeveloped by under the leadership of Ken Levine, Rapture (Bioshock) figurehead for the franchise before moving on to other things. All three games are available as a bundle for current gen consoles and PC, enhanced for that hardware, and PS4 users will find them on offer this week. Today, then, BioShock definitely warrants a revisit. Store at the time of writing. This article is from the CityMetric archive: some formatting and images may not Rapture (Bioshock) present. Receive Rapture (Bioshock) newsletter - data-led analysis, original reporting and insights. How Covid is changing the wet markets of China. Why do wealthy Rapture (Bioshock) have a housing shortage? Monitor websites in our network Bank Monitor Energy Monitor. Investment Monitor. Receive our newsletter Data, insights and analysis delivered to you I consent to New Statesman Media Group Ltd publisher of City Monitor collecting my details provided via this form in accordance with the Privacy Policy. We use cookies to ensure that we give you the best experience on our website. If you continue to use this site you consent to the use of cookies. OK Privacy policy. There Will Never Be a Place Like 'BioShock's Rapture

It's now 10 years since we first plunged deep into the Atlantic Ocean and were beguiled by BioShock and the submarine city of Rapture, one of the finest environments in games. The word unique gets tossed around a little too freely nowadays, but the claustrophobic yet magical underwater city of Rapture is surely worthy of it. I would go one further: Rapture is so special, powerful and memorable that it's worthy of what the landscape and environment design industries call a genius loci. In more everyday speak, Rapture has an incredible "sense of place". One of the roots Rapture (Bioshock) Rapture's identity is in its location: the Atlantic seabed. We know its location was Rapture (Bioshock) specifically so Rapture could be removed from the human geography of planet earth, but it retains an intimate connection with the natural geography of our planet. The connection starts normally enough: Rapture is anchored to the Rapture (Bioshock) crust; spreads outwards and reaches upwards; and was built appropriately according to the topography. However, the importance of location and a connection to earth extends Rapture (Bioshock) layout and the structural - it is Rapture (Bioshock) important to the city's ability to function. Rapture relies on its location to harness power from geothermal vents Rapture (Bioshock) the ocean floor Rapture (Bioshock) a Rapture (Bioshock) central point of intense energy that both the city and its genius loci can form around. As an Rapture (Bioshock) real-life source of power, this gives a realistic and relatable quality to Rapture. This functioning capacity is clear at Hephaestus, Rapture (Bioshock) of the Hephaestus Power Facility, while the importance of energy Rapture (Bioshock) the city is also highlighted in that area through its imposing architecture and design: its high ceilings, revealed conduits, humming pipes and enormous gears. Coordinates mark the city's and lighthouse's position. Using a tangible, mark-it-on-a-map location invites a sense of intrigue and mystery and also roots the city and story ambiguously but tantalisingly close to our real-world. Rapture's Jules-Vernian location on the ocean floor is eerily magical in itself, but combined with a marked location in our real world, an intimate relationship with earth's raw power and the visible depiction of this energy that makes the city feel alive and functioning, a strong centre for its genius loci Rapture (Bioshock) created. The majestic idea of a 'real' underwater city is another important contributor in creating Rapture's sense of place. Much like with Jules Verne and the myth of Atlantis, we can't help but be amazed by Rapture, such is our fascination with the Rapture (Bioshock) depths of the oceans. By listening to audio logs and recovering clues, we Rapture (Bioshock) together a backstory and history of Rapture as a place. This reinforces our curiosity Rapture (Bioshock) the underwater metropolis as a distinct, Rapture (Bioshock) city, not just a made-up place we are dropped into to play and shoot bad guys. This story paints a picture, the magic and majesty supported by processes and systems that provide a fascinating but functional side to its sense of place. Designed into the city are systems and technology that perform pivotal roles. All the hundreds of shops, businesses and services in Rapture, for example, combine to create a tangible and believable sense of working commerce, interaction Rapture (Bioshock) economy, even in the most dilapidated areas. The travel systems of the Bathyspheres and the Atlantic Express train enable us to directly experience connectivity in the city. Instead of just observing these systems, or them being employed as a background element, we, if only for a little Rapture (Bioshock), are able to experience Rapture as a Rapture citizen would. The connectivity between areas of Rapture Rapture (Bioshock) real and designed purposefully, which aids the realistic feel to its genius loci. This is enhanced further in Minerva's Den, where we experience the retro-futuristic computer Rapture (Bioshock) integral to the city; Rapture Rapture (Bioshock) Computing, or 'The Brain of Rapture'. There we gain an insight into the importance of a system in a thriving Rapture but also after its fall, with The Thinker and the systems of Rapture Central Computing trying to maintain functionality. The glue that holds together all the parts of this functioning, magical underwater city are its people. People play a huge part in bringing a genius loci to life by illustrating interactions, consequences, successes and failures at the human scale. This is particularly true given Rapture (Bioshock) change that occurs during Rapture's life and the effect it has on its people: the gleaming place seen in Burial at Sea filled with seemingly-happy citizens to its decaying and rusty Rapture (Bioshock) in BioShock and BioShock 2, where the remaining Adam-crazed inhabitants do not seem to care that the city is slowly but surely disintegrating around them. Rapture oozes Andrew Ryan and his Randian philosophy, and you can feel it in its very composition and at every turn. It is an invisible hand guiding everything that is both tangible and intangible about Rapture's genius loci. This is evident in the audio logs and video messages, but there is a clear physical demonstration of this at the very beginning of BioShock. As the lights punch on inside the lighthouse, we are greeted by the immense bust of Ryan and the provocative phrase 'No gods, or kings, only man'. This is the first physical manifestation of the philosophy in Rapture and it's even more interesting when we remember the definitions of genius loci. The Roman roots of genius loci refer to 'the presiding god or spirit of the place', and it is difficult to ignore the presentation of Andrew Ryan being the presiding 'god' of Rapture. Despite Ryan and Rapture being distinctly anti-religion, this 'godly' element of Rapture's founder, presiding over the Rapture (Bioshock) to the city, goes some way to provide that spiritual or supernatural edge to a place's genius loci. The evolution in genius loci 's meaning from the original Roman one, is also particularly apt for Rapture as it seems to meet both definitions: while Ryan clearly appears to be the presiding spirit of Rapture, there is a clear picture developing of Rapture's own distinct genius loci - its prevailing atmosphere or character - in Rapture (Bioshock) capacity as a place. Real-life designs that Rapture (Bioshock) underlying layers of meaning are Rapture (Bioshock) powerful, and the philosophical underpinning of Rapture, woven as it is into the very fabric of the city, gives it so much more depth. The park of Arcadia is a good example of this. Originally created by scientists and botanists on Ryan's payroll as a way to provide oxygen and agriculture for Rapture, it was free to the citizens for a time, but Rapture (Bioshock) changed to an entry-fee attraction after Ryan decided it warranted payment. His decision is prefaced by that memorable audio log in which he describes burning down his own terrestrial park to avoid opening it up as a public service when living in America. The effects of the philosophy on particularly areas and their inhabitants were particularly clear elsewhere when divisions and cracks began Rapture (Bioshock) form in the society. Such cracks led to many people resenting Ryan and Rapture (Bioshock) successful, 'elitist' class of Rapture, especially when they continued to deny those who were struggling any form of societal aid. Those who were struggling often became increasingly desperate and this is clear in the rougher, seedier districts of Rapture, such as Pauper's Drop. These areas swelled as people slid further behind in Rapture's competitive society. Yet, even in this situation someone was Rapture (Bioshock) to capitalise and profit as Augustus Sinclair demonstrated by creating the Sinclair Deluxe. By being the very foundation for every trade, business, Rapture (Bioshock) change, in the city, BioShock's philosophy creates a strong atmosphere for Rapture. Learning how it affected Rapture's people contributes to the city's compelling genius loci. Rapture's incredible aesthetic and design are integral to its character. These tangible elements of style, the imposing but cool architecture, the artwork seen throughout and the finish of Rapture (Bioshock) from shop fronts Rapture (Bioshock) statues; all of these contribute greatly to Rapture's genius loci. Art deco encompasses all of Rapture's tangible aesthetic. Rapture's skyline is highly evocative of the New York skyline, and with famed, landmark buildings such as The Empire State Building and The Chrysler Building being constructed just before Rapture's 'time', it could easily be said that Rapture's architects, the Wales brothers, were influenced by them and looked to recreate a similar style and impact. Inside, art deco influences continue to guide design and decoration with grand spaces luxuriously adorned with sculptures and decorated with high end materials, also finished Rapture (Bioshock) expert craftsmanship, designed with geometric forms, shapes and lines. In every square, bar, shop and business there are gleaming, large, parquet floors, upon which large-scale seats and furniture sit that feature sweeping curves and long straight lines, finished with shining metal. Combine this with the artwork that adorns the walls, Rapture (Bioshock) this style really comes to life. Be it Atlas's posters, hung artwork or plasmid advertisements, all pieces are comprised of Rapture (Bioshock), contrasting colours, reflecting the confident and opulent nature of art deco, as well as representing the level of luxury aspired to throughout Rapture. Art deco even guides the design of underappreciated and underrated features in Rapture. The geometric and elaborate design of more normal elements Rapture (Bioshock) as the air locks, partition doors and little sister vents show how deep the design went. These also add context, their often-metallic construction lending a dash of industrialism to Rapture's reliance on Rapture (Bioshock) and strong metalwork. Rapture is not just a place Rapture (Bioshock) by art deco, it is art deco. It encompasses all the key aspects of art deco architecture - symmetry, strong geometric, often streamlined forms. It encapsulates a city based on a cohesive design strategy. The sheer weight of the engineering task necessary for Rapture's construction is enormous, but combining that with beautiful, handcrafted finishes and furnishings only serves to increase the sense of awe. Art deco fits beautifully into the theme of Rapture as a utopia oozing opulence, Rapture (Bioshock) it also fits Rapture (Bioshock) time of the city's creation, which helps to make a aesthetically authentic sense of place. And it's one that survives the test of time - the style is preserved throughout, from its gleaming best in Burial at Sea, to its inevitable state of Rapture (Bioshock), rust and neglect. There is an important, prevailing sense of time and nostalgia apparent in Rapture. Rapture does a fine job of crystallising a time often fondly looked back on for its coolness in style and suaveness of people, a time when every man wore a hat and suit and the language was full of quirky phrases, such as Sinclair's reliance on the word 'sport' and the use of poker terms in everyday conversation. Add in the popular Rapture (Bioshock) of the time playing throughout, and the voices and sounds of Rapture go a long way to creating city's very own authentic and believable soundtrack. The other dimension to the factor of time and nostalgia comes from the player's point of view. Rapture (Bioshock) terms of the intertwining narratives the games have created, a last visit to Rapture 10 years later seemed apt, but also, after playing through the equally magical Columbia in Infinite, I, the player, yearned to get back to Rapture's eerie and seductive environment for one more atmospheric hit. The effect of time we see on Rapture is extremely powerful: the city changes, its society evolves and the infrastructure and explorable spaces age. Rapture goes from an immaculately-finished city to an ephemeral, rusty collection of buildings Rapture (Bioshock) creaks and leaks, all the while maintaining a powerful sense of place, with a strong and clear atmosphere. The layering of all Rapture's characteristics, Rapture (Bioshock) the Rapture (Bioshock) of its stories to its thorough backstory and philosophical underpinning, weave together seamlessly to create an atmospheric and memorable place. Rapture (Bioshock) level of detail in its design and its depth of meaning means Rapture achieves a genius loci so strong it stands out as one of the most impressive video game locations ever created. Rapture has left a permanent mark on us so that, even 10 years after it made its debut, it still shines bright. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a Rapture (Bioshock) commission. For more information, go here. Jump to comments Rob is a gamer and writer qualified in landscape design as keen on the virtual landscapes of games as much as the physical ones of the real world. Call of Duty: Modern Warfare is scaring the hell out of players with Rapture (Bioshock) Halloween update. 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