Tumgik
#raptures favorite sea slug
mail-me-a-snail · 2 years
Text
Tumblr media Tumblr media Tumblr media
animal crossing's your bioshock. anyway POV: the cartoony babbling coming through your radio is telling you to tear the city to shreds, if you'd kindly
2K notes · View notes
yanderes-galore · 2 years
Note
Hi! Recently stumbled on your blog and love your yandere Bioshock. If it's okay, would you be interested in writing a platonic yandere Big Sister with either a sane (or sane-ish?) former Little Sister darling or a survivor darling that are attempting to escape Rapture? Thanks for reading this request and have a great rest of your day!
I haven't completed Bioshock 2 due to me disliking the combat in it compared to the others so I had to research this. However! I've concluded they act similar to Big Daddies and I can do this!
I don't do child darlings but this is the only exception for this concept as it fit the plot.
Yandere! Platonic! Big Sister with Former Little Sister! Darling
Pairing: Platonic
Possible Trigger Warnings: Female Darling, Yandere-like behavior, Brainwashing, Possessive behavior, Overprotective behavior, Kidnapping, Manipulation, Delusional behavior, Implied child darling but you could also interpret it as teen.
Tumblr media
- How you met your Yandere! Big Sister was when you were still a Little Sister.
- She was in charge of protecting and managing you, often carrying you in the basket on her back.
- Her basket was often decorated with bows from other girls, you included.
- Along with drawings on her oxygen tank.
- She had many Little Sisters to carry and manage, but you were always around her.
- Often being fascinated by her and following her around.
- In a way you loved her and she loved you too.
- It isn't until you're saved most likely by Delta that the obsession she has over you is strained.
- The Big Sister becomes distraught when she finds out you're gone.
- Her favorite Little Sister, gone?
- No!
- No no no...
- She screeches, distraught when she doesn't find you right away.
- Nevertheless, you're safe for now.
- Delta saves you from the sea slug corrupting your mind and you become a normal girl....
- You think you're placed somewhere safe until the Big Sister finds you.
- She's been so worried for you....
- Even more worried when you don't come and hug her right away.
- What did that rogue Big Daddy do to you?
- Don't you love her?
- She tries reaching out to you in your hiding spot, but you turn away.
- She makes an upset whining noise before trying again.
- Yet again, no response.
- "Go away..."
- Go... away?
- No.
- She's your protector!
- She can't leave you all alone again...!
- Against your consent, you're dragged out of your hiding spot.
- No matter how much you kick and scream, the Big Sister refuses to let you go.
- Putting you in the cage on her back, she begins to run off.
- You plead as much as you can to her, but she won't fall for it.
- That Big Daddy must've hurt you!
- She won't let it happen again....
- You're her Little Sister to protect and care for...
- You'll never leave Rapture with her hovering by you.
- You may even grow up alongside her, the Big Sister acting as a deranged parental figure.
- You still love her, don't you?
- Either way, she'll never let you out of her sight again without a fight.
186 notes · View notes
lulusoblue · 2 years
Note
What would you say is your favorite thing about Bioshock infinite? I beat it for the first time recently; real mixed bag there for me, and I’m interested in what draws other people to it.
(ok sorry for the delay on this but I really had to think on this)
I guess my favourite thing overall about it is the nostalgia? Weird to say but whenever I play it I just feel comfortable because it reminds me of when it first came out and I was only just on tumblr and how talking about it lead me to my closest friends in my social circles? It's also a semi-collectathon like the other BioShocks or Dishonored, just looking around in corners for lockpicks, money, audio diaries, little setups of props that tell a story you could easily miss. Y'know, the lore.
And so that I don't clog anyone's dashboard, here's a read more as I ramble (I'm sorry I can't help it this is an ask that genuinely got the hamster in my head to start working the wheel thank you), because I can't speak for sure what draws other people to it but I can speculate on what drew us all in around the time of release.
So it's been nearly a decade and pretty much everyone has agreed there are aspects about Infinite that did not age well up to today. How the Vox Populi were handled, the combat system, how they tried to create a BioShock framework to link the alternate universes, Burial at Sea... plenty was not implemented to the greatest potential, and since then we've learned more about what happened behind the scenes and it's no surprise some things were so messy.
However, at the time, Infinite was a bit of a breakthrough for a Triple A title. Your mileage may have varied, but there were just things about it that made it differ from other Triple A games at the time.
Introducing the Multiverse
Main thing was how the story went into things like multiverse theory and the idea of constants and variables, which was a great jumping-off point for future Shock titles and helped connect back to System Shock, what BioShock spiritually succeeded. It wasn't the best use of multiverse theory and certainly wasn't the first, when we had things like Fringe or His Dark Materials, and not everyone liked how Infinite handled it.
On the other hand, I think it's one of the alternate-history timeline pieces of media that helped popularise the idea, and fit with BioShock's previous alternate-history stories with how the first two games had some subtle hints of it with certain characters being involved in historical events. And, again, before the DLC episodes came out, it really opened up potential for how the series could go forward with the idea that a BioShock game didn't need to continue directly from Rapture or Columbia, but an entirely new "impossible" city with similar elements.
People got excited and connected the roles of characters between games - Jack, Eleanor and Elizabeth being key characters raised by antagonists to fulfill their wishes/legacies; if the Man could be the role of the protagonist of titles or the founders of these fantastic cities; the cities both having people in charge abusing their power and acting on ideals warped by going into the extreme, leading to the populace falling into chaos as they tear the city from the inside out; how when certain people get given a power that goes against nature to do whatever they want, they use it how they want to devastating effect - it was the idea of all these possibilites and connections, similarities and differences that I think really buzzed about in the fandom early on.
I think when Burial at Sea was finished it put a damper on things like the theorising, because at first it was sort of railroading not just Elizabeth's character and ambiguous future, but both 1 and Infinite's overall fates. Infinite was no longer a flawed standalone, it was now a prequel to BioShock... but also ran alongside it? Rapture in BaS is the primary timeline... but the bond between Big Daddies and Little Sisters are completely different now? Fink had people fishing for ADAM slugs from the sky?? Drinkable ADAM took 10 times the amount of injectables, and Fink and Suchong still make a limited resource drinkable???
Needless to say, the whole multiverse vibe of Infinite getting dropped in Burial at Sea left a negative impression on a lot of people, I noticed it a lot on here because I was the deepest in the salt mines and yet plenty were still fond of Infinite so... Burial at Sea just got disowned. I remember someone saying Levine had said BaS wasn't canonical, and to this day I cannot for the life of me find real evidence that he ever stated this, but a bunch of us clung to that and the fact that whatever Levine didn't understand in the original game he either still didn't understand or just didn't care about with the DLCs.
We also viserally hated BaS for pretending 2 never happened.
It's Just So Goddamn Pretty and Charming
Weird thing to say for a BioShock game, I know, but Infinite was pretty much tumblr gifset gold, and its graphics are probably what aged the best of everything in the game.
Not to say Rapture didn't have any beauty to it, but it was very much leaning into a haunting and deteriorating aesthetic, 1 having the immediate aftermath of a city gone to ruin and 2 showing the ocean slowly seeping in to reclaim its space. You could soak in (haha) the environment of a city long since dead, come across props placed deliberately to tell a story without words, with that little hint of survival horror where a splicer might walk in and catch you off-guard.
Columbia was a very different experience, there was sunlight and sky and clouds and floating buildings and people walking about going on with their day. The levels where you get to put your weapons down and just play walking simulator for however long you want are probably the better levels. In general, Columbia has a lot of well-done atmosphere and moments where a player can just stop and take a screenshot for their desktop later. It was an still is a visual treat, and the general artstyle of BioShock as a franchise not being super realistic and being somewhat stylised really helped the games age well. Even the massive hands of NPCs and the horrifying children of Columbia have their own charm to them.
And on that note of charming, the characters themselves had charm to them, be it in short audio logs or through the story with recurring characters. All the games get their charm from the audio diaries because they inform the overall story in some small aspect and add to putting you in the time period and setting of the story, as well as the attitudes of characters then. Honestly I never get enough of walking through the welcoming level and overhearing people talking in this cheery tone where the subject matter of conversations starts to become slowly off, or how an NPC will comment on finding Booker attractive when it's entirely possible that not 30 seconds ago Booker was rummaging in the trash and found loose change and a pineapple.
And you might be wondering if things like these were really that great, and in 2013? Yes. Yes, they were great. Why? Because it was 2013 and everything was brown. (or at least it felt like it) Mainstream games were varying shades of sepia tone and mud-brown because war or something, it wasn't ALL games but for triple A titles it felt like they thought spilling coffee on the camera was a style choice. Characters as well, they were either bland or assholes, I could articulate better if my brain wasn't white noise surrounding the before times, but it felt like western-made games like Calladuty Shootaman were just devoid of colour or charisma unless you were a BioWare game.
With Infinite, its bright colours and characters with... well, character (for better or worse put a pin in that), were a breath of fresh air for those generally playing it, even if some of the charm came from NPCs being blatantly bigoted in that old-timey voice (which really Infinite is not the only piece of media to do that).
And you're going to sigh for me saying it, because it makes me sound like a stan again, but another big factor in making it Infinite charming and different was... Elizabeth.
Yes, Elizabeth
Women in games weren't really treated as characters in the early 2010s, particularly in Triple As. It was a particularly misogynistic time in gaming in pretty much all areas; within the game narrative, behind the scenes in a game's development, and ESPECIALLY in fandom.
If a character was female and feminine, then she was either going to be a useless damsel just there to be a nuisance or to serve as a slutty mcslutterson just there to be sexy and/or bang the main character (or for bonus points, be punished for her sexy, slutty crimes). Like, any instance of a female character where her boobs were just existing meant some kind of misogyny was heading her way. It all just lead to pushback of being a girl and girly, like the only way to make a female character feel like she had a point or had worth was to make her a hardass and just as misogynistic "I'm not like other girls" as the men.
so Elizabeth being the emotional core of Infinite was pretty 'groundbreaking' at the time, for lack of a better term. She was feminine, she was girly, but she wasn't a useless damsel because of her gameplay design to assist the player, and she wasn't a slutty mcslutterson because she's never sexually available to the main character. Hell, she IS the main character in a way, Booker's just her bodyguard.
Escort missions were treated with the utmost disdain (a big reason why people chose to shit on BioShock 2 when it's entirely optional after one tutorial), and women were treated like eye candy, sexy lamps, or romantic interests/sex objects for the player character in more linear titles. So in terms of a giiiirl in a main role, Elizabeth was something new people into games and gaming culture; her escort mission didn't have annoying mechanics leading to fail states, and she was treated as her own character first and not as a romantic or sexual interest for the main character. She was allowed to just be, with interests and skills and agency in the story.
Triple A titles and the developers behind them just didn't seem to know how to write or design female characters beyond what would entertain what they believed was the main demographic; horny dudebros. If you want a quick example, the Mass Effect series was a big hit with its first two installments, being a space opera with some horny-on-main showing *cough*Asari*cough,* but nothing too egregious for games at the time and nothing as bad as other stuff out there. Then we had Mass Effect 3, a game that like Infinite was the third game in a surprise hit franchise given the Triple A treatment, and released not a year before. And returning female characters had designs that... well... choices were made, some more egregiously boggling than others. Biggest example would be Ashley Williams, whose new wardrobe didn't fit her established character in previous games.
Tumblr media
Fans weren't fooled, because Ashley is a character who went on record to say she was comfortable with her femininity as she was while dressing appropriately as a soldier. While not stated, the obvious reason for the redesign was to make her look more like Miranda Lawson from the previous game, whose sexy appearance is actually part of her character and comfort in her sexuality. They literally changed Ashley's appearance from wearing practical uniform to a catsuit with a miniskirt for the sake of titillation for a potential new audience. And to be clear, it isn't that sexy characters are inherently bad or badly written. It's that developers and writers usually picked the wrong time to sexualise said characters, i.e. "there's a time and a place for a butt shot, and a scene where this woman is asking for help on a personal matter isn't it."
Tumblr media
But anyway without going further off-topic, Game companies wanted to sell games and when it came to women in games, they believed that sex sold, hence female characters in games being sexualised with it rarely informing their characters or serving anything beyond titillation for a presumed male demographic.
Infinite seemed to be on that track with Elizabeth's demo appearance, where her bust was much bigger and she sounded a lot older, but looking at iterations of Elizabeth over time up to the final game, it becomes clear that the people behind Elizabeth were actively trying to avoid having her fall into that sexualisation, or at least any further than she already was. They made her breasts smaller and changed the bodice of her dress to her corset, keeping the blue dress that was by that point iconic while also modifying it to something that Elizabeth clearly would not wear by choice. They gave her her sailor-style dress for two thirds of the game so that players could connect with her more for her personality and story.
And, to top it off, the game is actively laughing at you for trying to ogle Elizabeth, after an age of games where the male gaze was encouraged. When there's a scripted scene, the camera keeps focus on Elizabeth's face and not her body. A player can't walk up flush to her to stare at her chest or her butt because her hitbox is pretty big and she will keep moving out of the way. You can't look up her skirt because it's too long, you can't get a view as she jumps off a skyline because she's too quick and even if you get it glitching out, Elizabeth's character models don't even have any legs above her knees (which for saving polygons is common in most games but that's not the topic). Hell, the ONE time a player can "successfully" try to be a perv to her exposed skin is when she's tied to the operating table at Comstock House, and aside from not being able to get too close, you know what the devs did? They defocus Elizabeth if you try to use your sights on her.
youtube
(from 08:23 to 08:57)
Most games at the time would not bother to put up this much resistance to players being gross horndogs, even as a joke like in the playthrough above. At first with Infinite and Elizabeth it was like "haha they cockblocked us lol", but in hindsight it feels more and more like it was pushing back against objectifying the emotional core of Infinite wherever possible, like the devs wanted people to view Elizabeth as a character first.
Honestly? Elizabeth wasn't the greatest example of how to treat a main character who was a woman in games, but she was one of the characters that at least pushed people in the direction of handling women and their writing better in future. Most people, anyway.
I'm gonna cover this separately in another post on the topic, but my friends and I are usually just baffled at how much the attitude towards Elizabeth has changed today, because while there are instances of dodgey writing with her story, Elizabeth is one of the characters that helped push narratives in gaming towards drinking their Respect Women Juice, because for all the "critiques" about her appearance and her role in the story... I can only think of what games were like around the time and I just
Tumblr media
And just to cover my bases...
Yeah, the Narrative About Racism Was Pretty Racist Itself
With the subject of the Vox Populi and Daisy and the "both sides can be monstrous" way that plotline got ended unceremoniously, I don't believe it was written with any malicious intent (though I wouldn't argue if I was proven wrong on that, who knows what else we're missing behind the scenes). How the racism is handled has aged the poorest and is very much a deal-breaker for some players today, but with the context of when the game was made and released, I think they were trying to be sincere without completely understanding what they were getting into. Unfortunately with most media by white people, it's down to ignorance.
It did not help Infinite's case either that later that year, Black Lives Matter started, and with that movement more attention was given to black voices speaking out about stereotypes and portrayals of black characters in media, including in BioShock Infinite. I don't believe the people behind Infinite meant any harm in their portrayals of Daisy and the Vox. It doesn't mean it wasn't wrong or justifiable, but given the general lack of diversity in game companies at the time it's at best understandable how they and some players of Infinite would have missed the mark on a subject like racism. When it comes to racism, it's a lot deeper and a lot less PC than a white writer would want to get into if they weren't genuinely dedicated to showing the truth and ugliness of the topic, which Levine was not, because Infinite was not a story meant to be about racism at the end of the day.
I think with the demos, while the Vox were clearly antagonists, the reason for them being antagonists was a lot better than what we got. It's how they were always intended if we believe what was shown, and we might not know exactly how they went from that to being "the good guys get the means to fight the bad guys, but in doing so they become the bad guys". It was a mistake, and on some level we KNOW Levine knows it was a mistake by Burial at Sea Episode Two's development at latest, given how he tries to retcon Daisy's reasons for holding a child at gun point (which isn't better it's just. another flavour of "bad").
tl;dr, In Conclusion, yada yada
Overall, I feel so many people still like BioShock Infinite today because of what it kind of did for gaming along with other titles released back in 2013. It got lots of mainstream attention for a game that wasn't Call of Warfare or Modern Duty, which was what people expected from first-person-shooters a lot of the time. It was also one of the titles out there pushing for the argument that video games could be artistic and hold deeper meaning and stories, even if with Infinite your mileage may vary. It was part of the "you HAVE to try this game" list of experiences, and it's stuck to those people even if it hasn't gotten on too graceful with time.
I feel like it was a net positive at least with how it treated the main girl of the game and how fans reacted. Yes, there were plenty of horny dudebroes and creeps drawing fanart because the internet never ceases to surprise, but a lot of people fell in love with her for being a female character that got better treatment than most, both in-story and in fandom. Plenty of other women in games may have had better stories and characters and mechanics than Elizabeth, I won't argue that, but again, this was a woman in a game for a mainstream audience at a time where women were either a sex object or a punchline in popularly consumed media, particularly online.
You know what, I'm changing my favourite thing about Infinite. My favourite thing about it was that it shone a spotlight on the whole series. Something that was an ironic positive was how, after Infinite came out, people started viewing BioShock 2 a lot more favourably, either by comparison to Infinite because it felt weaker in certain elements, or by revisiting / first-time-playing the games, especially when the remastered version in the BioShock Collection was released. Infinite being such a big success financially prompted 2K to try and make more money by bringing the older games to the next console generation, which brought the whole series to a wider audience. And it was damn good to see BioShock 2 get a new perspective that was heaps more positive than when it was released, it was always a shame to me that online circles treated it like trash since it was the first game in the series I played until completion (I just couldn't get into combat for BioShock 1 at the time).
I'm sorry for making this so long and sorry if there are points that don't seem clear or make sense, it was too fun and brain-excercising to not go into why so many people still like this game. Well at least the reasons that wouldn't require me to retire at 30 from exhaustion and mental breakdowns anyway.
22 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media
um. hi.
variants and crop under the cover
Tumblr media Tumblr media Tumblr media
284 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media Tumblr media
lalala ballroom dancing twenty thousand leagues under the sea
325 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media Tumblr media Tumblr media Tumblr media
misc calvin + atlas doodles !!
full pics under da cut
Tumblr media Tumblr media Tumblr media
193 notes · View notes
mail-me-a-snail · 2 years
Text
thinking about how sinclair is everything atlas was supposed to be.
they're both suspenders wearing fellers who guide you through rapture by speaking to you through a radio. atlas originally had a southern accent, but playtesters found him untrustworthy off the bat so they had to change it to irish.
and then you meet sinclair—a panamanian with a southern accent. you're probably fresh from atlas' betrayal, so you aren't exactly quick to call him your best friend.
and then he starts charming you. he gives you nicknames—kid, son, chief—he shows he cares. even as you listen to audio diaries about how shitty a person he is, audio diaries he can probably even hear through the camera atop delta's helmet, he shows he cares about you.
not once does the game ever force you to hate him. you can, if you'd like—you have a lot of evidence justifying it. the thing that sets him apart from atlas, though?
he never tries to convince delta that he is a good person. he doesn't say anything to defend himself or contradict what delta can learn about him.
yes, atlas was obviously a theatrical spectacle. of course he wanted—needed—jack to trust him. of course he wasn't a good person.
sinclair is just everything atlas wasn't: he was a southern gentleman who was plain about his intentions and his faults; he cared about delta as a person, not as a means to an end; and he was actually your friend.
254 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media
single dads have to stick together—what? i don't have your little sister i don't know what you're talking about
337 notes · View notes
mail-me-a-snail · 2 years
Photo
Tumblr media
Fig 2 - Water Breathing Plasmid 
 A third administration of the plasmid has produced gills on the subject’s neck and ribs. The increased dose of ADAM has likewise manifested psoriasis typically attributed to ADAM use; because of the plasmid’s marine influences, the patches of flaky skin harden into fish-like scales. The subject scratches until he breaks skin, similar to other Splicers.
 The water in the observation tank further proves itself to be the only thing that soothes the subject’s agitation.
 god i hope tumblr doesn’t smite me for this one. anyway i was thinking about calvin’s lab rat days. inspired by those illustrations in old science books from the 50′s. 
more doodles about this under the cut
Tumblr media Tumblr media Tumblr media
298 notes · View notes
mail-me-a-snail · 2 years
Text
what's that post about jack being a lot like fontaine down to slipping into fontaines accent....because may i present to u jack starting his mission out as a (relatively) confident brash man with a gift for gabbing and over the course of his journey through rapture slowly realizing how much of himself is not his own
93 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media
The boys escorted some lug to my office today; some guy, they tell me, that sniffed out our little on-the-side racket. Going off the rank smell on him, he's one of the workers--one of the actual workers--elbow deep in the Fisheries.
He wanted a cut. A profit. Or else, he says, or else I go singin' to the Tribune, Mr. Fontaine, and I don't think that'll be good for business.
Big man in his too-big britches, threatening me like that, but amusement's too little and too few these days. So, I tell him sure: I'll put him up somewhere where he can make himself useful, earn his keep.
I heard the Kraut was in dire need of some lab rats, anyway.
- Frank Fontaine, "Lab Rat"
my special guy my feller, this is my bioshock oc calvin :3 he doesn't really have a story arc in the grand scheme of things, so i figured he'd just be an npc!!
bonus doodle under the cut~
Tumblr media Tumblr media Tumblr media
159 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media
yall can have this first while i figure out how to draw delta
102 notes · View notes
mail-me-a-snail · 2 years
Text
Tumblr media Tumblr media
while not exactly canon, i do like the idea of cal having a tail...he is going to have such a hard time controlling it tho. the rightmost doodle in the first is a lil cal from the fic @wander-over-the-words wrote for me >w< !!
101 notes · View notes
mail-me-a-snail · 2 years
Text
speaking of fontaine's fake wife and son, it's really fucking funny to imagine him in his office going shit. i need names for my fake family or else the kid's never gonna believe me.
so he looks around and sees a poster for patrick and moira—that god awful, melodramatic cohen sob fest he barely even remembers—and thinks, well.
that'll do.
it's not until after the bathysphere explodes that he sheepishly realizes he's given atlas the most irish family in the world.
i think about it a normal amount
106 notes · View notes
mail-me-a-snail · 2 years
Note
Out of curiosity because of that one post, what is your opinion on Suchong?
I THINK HE'S FASCINATING AND BRILLIANT.
i also think the bio series handles him, a korean person, extremely poorly. like for all the condemning of racism they do through out the series, especially in infinite (bas by extension), they have a walking caricature as one of their "villains".
they use his broken english as a way to make him seem the more off putting and crazy mad scientist...and btw, im asian, and asian people don't refer to themselves in the third person when they don't know how to say something in english.
he's also human! even though i dislike bas, the fact that tenenbaum wrote suchong a letter trying to dissuade him from brainwashing jack implies that there is a chance he would've listened to her. that he had at least some morals! that drives me insane!!!
yi suchong has done a Lot Of Terrible Things in canon, but god do i love seeing him be treated as more than just the mad scientist trope. he cares for the little sisters (we're led to believe he's actually quite gentle with them, right up until his death diary), he thinks of tenenbaum as a worthy colleague and friend, and he's off putting, sure, but he's brilliant in all regards.
one of the things i love to think about rapture is where our "villians" go at night. what i mean is—they aren't our villians 24/7. they do things other than stuff to advance their own personal vendettas. ryan probably actually does golf in his free time. maybe fontaine just listened to records sometimes in his office.
suchong? hell maybe he really did go have drinks and a chat with dr steinman
54 notes · View notes
mail-me-a-snail · 1 year
Text
Tumblr media
happy new year 1959 // a bioshock playlist
i have a deltaclair/topclair playlist too but im still working on that one...soon. soon
38 notes · View notes