Summary of Contributions - Fontaine Futuristics
I made everyone's favorite inanimate object, the Unstable Teleport Plasmid.
Highlights from FontainE Futuristics
GIL ALEXANDER PAST AND PRESENT - I CREATED A MONSTER (THAT YOU DON'T WANT TO KILL)
Players love the split past-and-present personalities of Gil Alexander. His past-self is your stalwart ally. His present-day self is your fierce opponent. Past-Gil wants to die. Present-day-Gil wants to live.
There has been much debate over whether it's the right choice to end his life:
The concept for Gil was inspired by the short story “The End of the Whole Mess” from the sci-fi anthology “Wastelands” and my own fear of late-age dementia.
FRANK FONTAINE'S PLASMID SPECTACULAr
Back when Fontaine Futuristics was a thriving crucible for technological progress, Frank Fontaine would present the Power of Plasmids to his guests.
However, Gil Alexander runs Fontaine Futuristics now. And you just become an unwitting participant in his version of Frank Fontaine's Plasmid Spectacular stage show. I hope you survive.
The intent of this sequence was to further cement Fontaine Futuristic's place in Rapture's history, build Gil as a character, and give the player a memorable and exciting encounter against Assassin Splicers and the Alpha Series enemy types.
CRAFTING A MEMORABLE EASTER EGG - THE UNSTABLE TELEPORT PLASMId
I'm a fan of video game Easter eggs and believe they have the power to create some of the most memorable moments in gaming. They help form gaming communities.
People love posting videos of their reactions to finding it.
One guy named it as his "favorite character in the BioShock series"!
There's a 17 page discussion about everybody's "favorite inanimate object".
HYPNOTIC POLYPS (ARE GROSS) - WORLD BUILDING THROUGH GAMEPLAY
The Hypnotic Polyps are physics objects that the player can throw at enemies using the Telekinesis Plasmid. When they explode they cause enemies to become enraged and attack one another.
The goal was to sell the idea that Fontaine's Plasmid Research Labs were built on a part of the ocean floor rich with Adam and other flora and fauna that would be utilized in creating Plasmids. The polyps are strewn about the Plasmid Labs, and tied heavily into the visuals for that space (which is overgrown with strange looking Adam-infused plant life).
The more I can create gameplay concepts that help build the world, the better.
PLASMID DEMONSTRATION MACHINES
Another example of world building through gameplay.
Fontaine Futuristics is on the forefront of Plasmid R&D. These machines "demonstrate" certain Plasmids: shooting them triggers nearby objects and enemies to come under the affects of the Electrobolt, Vortex and Incinerate Plasmids.
The Vortex machine is the best and has the feel of a sideshow carnival test-of-strength game. Pull the trigger, send the ragdolls flying.
I packed Fontaine Futuristics with as much visual and environmental storytelling as I could. Here are examples.
FIRED! FIRED! FIRED!
Fontaine Futuristics continues the "Shock" series tradition of storytelling by way of messages spelled out in blood, except that I was really tired of the "blood as ink" trope and was determined to try something different.
These messages are burned into the world by Gil Alexander and his special security bot. Present-day Gil believes himself to be the owner and operator of Fontaine Futuristics. Splicers that don't do their job (ie. collect lots of Adam for Gil) get "fired".
FRANK FONTAINE'S OFFICE
The two BioShock series' levels I was responsible for reference each other quite heavily. BioShock's "Neptune's Bounty" level references Fontaine Futuristics (the research institution) a few times.
In Fontaine Futuristics you visit Frank Fontaine's office. Frank (and his altar ego "Atlas) is the villain of the original BioShock. The visit to his office in BioShock 2 contains heavy references to his smuggling operations, secret altar-ego, and the fact that his life as Frank Fontaine is a sham (that picture of a family on the wall ain't real).