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Mitten Squad | 7 Things That Were Cut From Bioshock @MittenSquad | Uploaded August 2017 | Updated October 2024, 2 hours ago.
Despite what you might believe when playing Bioshock, the game actually had a fair amount of content cut from it. Some things are insignificant, while others would make Bioshock a completely different game. This is… 7 Things That Were Cut From Bioshock.

If you enjoyed this Bioshock video, you should check out some of my other Bioshock videos:

10 Things You Didn’t Know About Bioshock: youtube.com/watch?v=_7NQmsNxsTU
10 Things You Didn’t Know About Bioshock Infinite: youtube.com/watch?v=8m5w3mGxBms
6 Things You Didn’t Know About Big Daddy (Bioshock): youtube.com/watch?v=E0YxGzJSwCs
Fallout - What About Michigan? (Michigan & The Great War): youtube.com/watch?v=Du96SLYC8ew
6 Most F*cked-Up Fallout Vaults (Most Disturbing Fallout Vaults: youtube.com/watch?v=KZXEXLyTD2w
10 Things You Didn’t Know About Fallout: youtube.com/watch?v=zEtqXOoSm98
6 Saddest Fallout Creatures: youtube.com/watch?v=dDfS2kqEjhg

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7 Things That Were Cut From Bioshock (in text form)

7. There are some unused audio files found in Bioshock for Cal Franklin, the captain of Apollo Air Flight DF-0301 that Jack is onboard at the start of the game. The audio files are actually just subtitle files, but they suggest a different opening of the game where the plane crashes due to a malfunction, instead of being hijacked.

6. Looking through the game files reveals that there would have been another machine in the game, called the Research Machine. Instead of simply taking pictures of enemies to gain information and stat boosts against them, you would have to take the pictures to the Research Machine to develop the photos, which would cost money. The Research Machine, like the other vending machines found in the game, would have been able to be hacked to reduce the cost of developing photos.

5. Early in Bioshock’s development, the Little Sisters were not the ones who gathered and produced ADAM in Rapture. The original idea was for the sea slugs that are now harvested from Little Sisters to be the actual gatherers of ADAM. You would encounter them and extract the ADAM from them. The developers also considered using frogs, chipmunks, crabs, or even a crippled dog. The ideas were scrapped and Little Sisters were introduced so that the player would feel empathy for them, making the choice of whether to harvest them or save them all the more difficult.

4. In Bioshock: The Collection, you can enter the Museum of Orphaned Concepts, which is exactly what you’d expect it to be, a little museum where you can explore various things that didn’t make it into Bioshock. One section of the museum was for Aggressors. Early on in Bioshock’s development before Splicers were created, Aggressors were the game’s main enemy type. There were several types of Aggressors, but they were all Rapture dwellers who purposefully mutated themselves with EV in order to become stronger and be more proficient with weapons as Rapture started falling apart.

3. At some point during the development of Bioshock, it had a weapon called the Bioweapon, which resembles a bug sprayer. It worked with chemicals that would later be incorporated into the player’s body as Plasmids. The four chemicals were Insect Swarm, Berserk, likely an early version of Enrage, a plasmid that was some sort of a repellent, and Disease Cloud.

2. Bioshock has a few cut Gene Tonics, with one of them being Organic Pockets. When equipped, it would allow the player to carry twice the amount of first aid kits and EVE hypos. It’s unknown when it was removed, or why, though it was likely removed because having twice the amount of first aid kits would have made portions of the game too easy.

1. Bioshock was originally going to have a single ending, instead of the multiple endings that the game had when it launched. In an interview with Gamespot, Ken Levine, the director of Bioshock, said the following:

“One of the reasons I was opposed to multiple endings is I never want to do things that have multiple digital outcomes, versus analog outcomes. I want to do it like the weapons system in the combat in BioShock. There are a million different things you can do in every combat; you can play it a million different ways. Looking into the future for the franchise, that’s something I want to [figure out], that by the time you get to the ending of that choice path, you have a sense of your impact on the world through lots of little permutations rather than like a giant ending piece, if you follow my meaning. And I think we did a reasonably good job with [the endings], but there are just two of them. And this is not a game about A and B. This is a game about one through 1 million, and all those permutations of choice. And as I think about the future of the franchise, that’s where I want to take that.”
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7 Things That Were Cut From Bioshock @MittenSquad

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