We all make choices…

Cities need infrastructure, architecture, people to fill the streets.

They need parks and hospitals and hundreds of other things.

But a lot of video game cities need something more: monsters!

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Today, Vivek looks at one of the real classics.

But… “I rejected these answers; instead, I chose something different.

I chose the impossible.

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I chose Rapture!”

venture to cast your mind back to Bioshock.

What do you think of?

Im sure that anyone who has played Bioshock remembers the sound of those diver’s boots thumping around Rapture.

The booming thud, thud, thud letting you know that a Big Daddy is close.

And I think the reason they work is down to AI.

The Splicers of Rapture automatically attack you, but this lumbering, terror of the deep is more complicated.

This key in of player agency and fluidity elevated immersion by humanising the Big Daddy.

It makes Rapture feel alive.

Of course, you cannot talk about the city of Rapture without mentioning the creator, Andrew Ryan.

He wanted society to rule itself with, No Gods or King.

He wanted to focus on scientific advancements above anything else.

However, the heavy reliance on Plasmids by the inhabitants of Rapture caused them to become insane.

And at the heart of it all?

Thud, thud, thud.