BioShock holds a special place in many players' hearts, and is often one of the most well-regarded games of its time. Many aspects make it stand out, from its unique setting and art deco design to unforgettable enemies such as its iconic Big Daddy. But one of BioShock's best mechanic was its plasmids and vigors, a staplethat features across all three games in the series.
As is the case with many games, much of BioShock's original vision was cut down to either save time or fit the game's overall design, with some ideas later being reworked. Between cut content like Rapture Zoo or «Slug Bug Big Daddy» enemy type, BioShock underwent plenty of changes. Plasmids were no exception, as various types of plasmids either never made it through development or were reworked and reused in later games.
New BioShock Game Should Be More Like First Game Than Infinite
Though it was cut early into BioShock's development, the general idea behind this plasmid found its way into the Aero Dash plasmid in BioShock 2's multiplayer. For BioShock, this plasmid would have simply granted the player a temporary speed boost for up to six seconds, with an additional second granted per-slot bonus. Under Rapture's capitalistic ethos, it was advertised as a means for people to get work done quickly, and a poster for Speed Booster can be found outside Gardner Delux Modern in the Southern Mall of Fort Frolic.
Another plasmid that found its way into the sequel, Telekinesis was planned to have an upgraded form for BioShock. Why it was cut from the first game hasn't been confirmed, but a possible reason could be that Telekinesis was only intended as a utilitarian type of plasmid without combat utility, and this only changed following BioShock's reception.
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