UMA ANáLISE DE BIG DADDY GAME

Uma análise de Big Daddy Game

Uma análise de Big Daddy Game

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Big Daddies can be hypnotised into protecting you with the Hypnotise Big Daddy plasmid. The lights on the helmet dictate their moods: Yellow indicates that the Big Daddy is indifferent to the player's presence, Red indicates rage towards the player, and green indicates that the Big Daddy is hypnotised and friendly towards the player.

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Unfortunately, once the splicers become aware of the player, they almost invariably rush forward, heedless of their own mortality, right into the path of the player's plasmid powers and guns ^

[28] This was extended to the use of the little girls as drones (now Little Sisters), particularly the question whether the player should try to save the girls or harvest the ADAM for their benefit.[28] 2K Games expressed concern about the initial mechanic of the Little Sisters, where the player would actively prey on the Little Sister, which would have alerted a Big Daddy and set up the fight with the player. This approach did not sit well with Levine, and 2K Games asserted that they would not ship a game "where the player gets punished for doing the right thing".[27] They altered this approach where the Little Sisters would be invulnerable until the player had dealt with their Big Daddy, though LeBreton considered this "a massive kludge" into the game's fiction.[27][28] The idea of creating the Little Sisters and presenting the player with this choice became a critical part of the game's appeal to the broader gaming market, although it was met with criticism from some outlets.[28] Levine desired only to have one ending to the game, something that would have left the fate of the characters "much more ambiguous", but publisher pressure directed them to craft multiple endings depending on the choice of harvesting Little Sisters.[quarenta] Levine also noted that "it was never my intention to do two endings for the game. It sort of came very late and it was something that was requested by somebody up the food chain from me."[42]

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To promote BioShock, 2K Games released a six inch tall immobile Big Daddy figurine packaged with the limited edition release of the game.

The girls in turn interact with the Big Daddy, referring to it as "Mr. Bubbles" as they talk or sing to it gently, and mourn for them if they die. In order to gain higher level powers, the player must kill the Big Daddy escort and recover the ADAM from the Little Sister.[11].

behavior not very well done),[114] and the moral choice too much "black and white" to be interesting.[115] Some reviewers and essayists such as Jonathan Blow also opined that the "moral choice" the game offered to the player (saving or harvesting the little sisters) was flawed because, to them, it had no real impact on the game, which ultimately led them to think that the sisters were just mechanics of pelo real importance.[116] Daniel Friedman for Polygon concurred with Blow, noting that the player only loses 10% of the possible ADAM rewards for saving the Little Sisters rather than killing them, and felt that this would have been better instituted as part of the game difficulty mechanic.[117] Former LucasArts developer Clint Hocking wrote a noted essay that claimed that BioShock exhibited "ludonarrative dissonance" between its story and mechanics, as while he saw the story as advocating selflessness in helping others, its gameplay encourages what he views as selfishness by preying on Little Sisters.[118]

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..You may fear him, but you have pelo reason to hate the Big Daddy. When he's defending a Sister from a pack of splicers, it's hard not to root for his rivet gun. And when he bends to one knee to allow her to retreat to the safety of her hiding hole in the wall, it's a legitimately touching moment."[17]

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Other elements came into the story design. Levine had an interest in "stem cell research and the moral issues that go around [it]".[41] Regarding artistic influences, Levine cited the books Nineteen Eighty-Four and Logan's Run, representing societies that have "really interesting ideas screwed up by the fact that we're people".[43] The idea of the mind control used on Jack was offered by LeBreton, inspired by films like The Manchurian Candidate, as a means to provide a better reason to limit the player's actions as opposed to the traditional use of locked doors to prevent them exploring areas they should not.

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