RaptureRebornMMORPG Wiki
Advertisement

Sitemap  :


"Gianourmous" - Something that is absurdly/stupendously Oversized, which could only be the result of Ignorance or Stupidity or Dishonesty.


split out ^^^ content signs... statues ...


"Apparently, to some people Big is better" - Andre The Giant

"Apparently, to some people Big is better" - Mini-MEE

-

A Compensation Complex (in Psychology) :

What the Player sees of Columbia is composed so bizarrely horrendously oversized .

Was it that Comstock was SO insecure - Columbia's ornamentation is something a Flim-Flam Artist[1] might overdo to 'Awe the Rubes' TO try to make sure he isn't exposed for what he really is ( "Rubes" Tar and Feather 'Flim-Flam men' who cheated them, when they are 'found out' ) ...

'On the Otherhand' : Game Management/artists who make everything over-blatant maybe don't think the Players ( of the expected Player demographics ) will bother to notice anything 'subtle', and so employ Scream to be Noticed ( Push the Player's Face into It ) to make sure their work gets seen ...


--- --- --- --- ---

Floaters


You Yourself can judge how ridiculously large that Angel 'Statue' is. With a little real knowledge you can understand how Fantastical it is ( and abrogates Player's relevancy to the 'story' ).


"I expected 'Awesomeness' more sophisticated than would impress a 3rd Grader." - A Game Commentator


--- --- ---

Biggiferous Game Setting in Columbia :

Because the game designers made them (buildings) big (ridiculously oversized) on the outside, they made them big on the inside. Amazingly cavernous and largely vacant store interiors, public places (over)sized for a city, when Columbia has the population of a large village. Such needless grandiosity is soon ignored by the Player when the inevitable gunfight erupts or the Manic_Magpie container scrounging happens.

Overly Huge Signs and details have been created as if the Players could not 'be counted upon' to notice or be interested in seeing such for themselves. Equivalent : Take the Advertising Sign idea/game-element from Rapture, and let's make them 10 times bigger to cover the over-sized buildings, and also coverup the lack of other details.

(( It is kind of strange to have Crass Commercialism in the Flying Eden/Ark, No ? It is like the game had one too many rewrites and a desperation caused by the wasted effort became schizoid in its intent and presentation. I don't think there were huge billboards advertising Kool-Aid in the Jim Jones' Jonestown Compound, do you ?? Other over-sized signs have rather odd verbiage to have made a HUGE sign for. ))


--- --- ---

GianourmityMore
All That Ridiculously *HUGE* Stuff For Columbia in Infinite BS


The real 1893 Exposition drew nearly 26 million visitors. How many thousand of inhabitants could Columbia possibly have in it ?? ( It is 'spread out', but the sections really aren't that large ).

Here's a picture of a real train station for a town of 20000 from that period

HannibalStation

For a game, 'Big' can be used to hide lack of detail ( and if you aren't near it, then you need virtually little/no effort-requiring detail work to be done ).

Consider Real World Practicalities :

  • Something built *HUGE* costs a *HUGE* amount of money.
  • It being *HUGE*, it takes a *HUGE* amount of maintenance (a constant liability).
  • It being needlessly *HUGE* doesn't generate more income.
  • Being *HUGE* can waste alot of space/resources needed for more important things.
  • Consider that *HUGE* budget Infinite BS had, it still didn't make a *HUGE* amount of profits ( when adding in all the marketing expenses (kinda like *HUGE* signs) the game may not have even 'broken even' ).
  • Columbia being *HUGE* and spread out, simply made it hard to get anywhere ( with pathetic transport to boot ).
    • HUGE* things all run/glombed together onto each other loses alot of potential aesthetics ( so much of Columbia just looks like a half-assed mess ).
    • HUGE* gets old after a while.
  • "Ram it in the Players face" *HUGE* steals the Players ability to DISCOVER it for themselves.
    • HUGE* can be done with "a wave of the hand", no matter how implausible it all is.


--- --- ---

HandyGianourmity
Hugeness Fatigue


( Infinite BS & that DLC was chronically diseased by Hugification ) ... After a while, it is plain that making stuff huge just does NOT substitute for better scene detail. ( AND LOOk how they have absurdly enlarged that Handyman figure from what it originally was to be - Hint the head was supposed to be normal sized. )

---

Why put up huge EXPENSIVE signs (and monuments) that hardly anybody sees ?? ( Or have to strain their necks to look at, and THEN not at any proper viewing angle  ??? ). Again, its clear Real World realities don't intrude in this odd idea of "America" of Levine & Co.

"I Will Have NO Padding In MY Games" - Emperor Titus

A shop ( typical in Columbia being 4 X larger than a real shop would be ) with 100 customers has enough problem making a profit ( or just breaking even ) when they have to pay the rent, wages, inventory -- WITHOUT the shop being ridiculously oversize, and ALSO having an immense ( eyesore ) advertisement sign ( which HAD to be paid for initially, and then the costs of maintaining it provided - and then having it lighted, costing with a power bill 4 X what the INTERIOR of the shop uses ). Advertisement is never cheap, and usually is made only as large/expensive as serves its purpose. You need only look at "1900" internet pictures to see what REAL was actually like.

-

(( Maybe it is a projection of the current "Big $$$ Game Maker's Mentality" - Thinking that you HAVE TO expensively market/promote to be a success, that without that, trying to sell un-exceptional/incompetent goods usually fails ( BTW, something like half the whole budget for Infinite BS went into this 'Marketing' activity -- SOMETHING reported as NOT UNUSUAL in today's game industry ). But then I wonder, after near 200 million US Dollars being spent in total, did Infinite BS even 'Break Even' to get back its investors money ??? --- NOW that game studio is out of business. That is not exactly what most people consider a 'Success'. ))


--- --- ---

ProjectionEnourmity


Note the buildings lower right are closer - so statue (further away) is that much larger.

Enormity - Oh that's just done with floaties ... No, it is a serious disconnect to a 1900 World, and a game where simple Size serves in the place of imagination.

-

Gianourmity666


Some Things in Infinite BS Were Just Plain TOO HUGE to be Part of the Real World.

Stuff costs, and money seems to have just magically grown on trees for such extravagances to ever get built ( even if they were built realistic in any way, it is a mystery how to pay for it all ). Signs were so huge ( look at any of the period pictures further below and see what size they really were kept to ). Obscenely WRONG mechanical things - the lazy stupidity really did not stop in this game.

-

Most interiors are far too large ( airy sky city except that it all had to be paid for - rather than just magically getting built ). This isn't the 'Exposition' itself. 'Columbia' was only a small part of the 1893 Exposition - and would cost far more than other exhibitions because of its 'special' attributes. Countries from around the World built and paid for a great deal of their parts of The 1893 Columbian Exposition.

Sorry, Comstock didn't scoop up parts of the rest of the Exposition, as he did not have control til almost 10 years later. Much of the 1893 Exposition burned down or was demolished soon after the fair was over in Oct 1893 ( and all those building's, with their cheap temporary construction, would have been falling apart soon anyway ). I offer a Merging for Columbia to try to explain it, but that still leaves the too large aspect of the many pieces.


--- --- ---

The Hand of the Prophet - Is Hugeness Next to Godliness ?  :

A Gianourmous Zeppelin. What better a setting for a final Boss Battle ? IT Would have helped if it actually looked either MORE or LESS like a 'Zeppelin', instead of some strange kludge. Was it to be a portable Amusement park - with its own Rollercoaster Skyline ??? But IT WAS BIG - that seems to be the designers chief goal.

This reminds me of the giant 1000 ton tank Hitler wanted ( named 'Maus', mouse) : Wholly excessive and ineffective - unmaneuverable, overly complex, too big for its roll, and terribly expensive to build and operate. At the time it was contemplated, such a monstrosity was able to be destroyed by the same tactics (dive bombers) which spelt the doom of the Battleship.


--- --- ---

ItTakesEffort
Another Huge Over-sized Sign ... BUT ALSO FRICKEN HUGE Decorative Balloons


Methinks the level Developer needed to fill/pad the scene, so they just scaled up their original.


--- --- ---

( SEE Finkton_Mega_Factory )

Columbia's Massive Industry ? ( Still Would Be A Mole On Andrew Carnegie's Butt ) :

Ugly for ugly's sake ( a feeble puppet show used to condemn this 'Evil' American Society ... ) Massive Industrial factories shouldn't even exist there. Rather useless and nonsensical ( Who are the customers ?? A few thousand Crazy Cultists ?? ) While at the same time it is unexplained about the 'Hows' and 'Whats' for a place which consumes basic commodities (ie - Food) - is required to be fully supplied to keep the people alive, but has no source of supply FOR THOSE THINGS.

Elsewhere I've explained why Rapture cannot mass-manufacture much at all : Any mass-production machinery paid for 'up front' pushes costs (and prices) past that of hand crafting. There is too few customers to justify such a production scale. Columbia would be a similar micro-economy ( and in an age having even fewer machines and less knowhow, which in later decades would at least have made some mid-scale mass-production possible ).

What is produced which requires such huge-scaled manufacturing In-Game ? The thousand other (more important) products made by a hundred small industries is NOT evident. THAT is skipped over/ignored/avoided ... while being essential in a Real_World place. It is a cardboard-cutout economy.

It is really just an unaccountably *Huge* Industry FACTORY caricature which was contrived to FOIST a defective Management VS Labor ( Class War/Capitalist ) theme, WHEN it was really impossible/illogical to even exist there. But the gamewriters had to have their portrayal of their 'Evils' of Exceptionalism America, 1900.

(( The game FORCES stupidity towards the Players - Dim things which proper Fantasy Storytelling avoids. Hey Kenny : Please don't dump obvious BS on the Players while making believe y'all are clever -- It is NOT clever at all. Good storytelling avoids getting trapped in that situation. America of that time was something real/historic. Creating a dim distorted puppet show and pointing and saying 'See, Look How Evil That Is !!" ... THAT is just plain dishonesty. )).



--- --- ---

MORE GIANOURMOUS STUFF


"THERE'S AN ART TO MAKING SOMETHING SEEM REAL - THIS AINT IT" - Reginald Perrin



Big Signs Cost Big Bucks :

Did Fink (or other) find some magic beans in a Tear that allowed Humungus Giant complicated signs and monstrous gold statuary to grow up like trees ? That might be the only way Columbia could be so full of these ridiculously over-sized (and costly) objects. The section built as the 1893 Exposition used Show City (El Floato), would only be a small PART of the larger later Columbia ( and no you didn't just take the other ground exposition buildings and levitate them - That would only be years later, and THEY were made of fiber filled plaster and chicken-wire -- All quite temporary and unable to last much more than a year ).

Ditto for the rest of Columbia's HUGE buildings costing ALOT of money, which can't possibly be paid for from Tax-Payer monies or even the cultist population. Real cities are built over many decades with business (and money) flowing in from a whole regional areas - something that is IMPOSSIBLE with Columbia's Limited Economy.


--- --- ---

BurningBricks11
Gianourmous Swaths Of Red Cloth


Acres of it Apparently.

What a load of giant level artist BS. Bigger is Better - Perhaps to someone who doesn't trust the Player to ever see their 'great artistry' and 'skill'. Funny thing is : By this point in the game, half the Players did not even give it a glance. I can look at such things, but I did with sadness about how ridiculously it was done - AND FOR WHY they thought it had to be done that way.


--- --- ---

GrandCentralStupidity
Columbia's Grand Central (Depot) of What ?


Do mere "towns" ( does Columbia even have more population than a village ? ) have "Grand Central Station"  ?? ( or any such like-labeled thing ?? ) -- Particularly when ALL the track stays within the 'town' ?? There is no valid explanation for such to exist, and too many reasons against.

A Pretentious naming it seems ( and obviously so to anyone smarter than a moron ). It is Hubris, perhaps the result of some kind of Inferiority Complex, or Delusional Propaganda. The game writers really should have 'made a bigger point' about all this overblown grandiosity ( and maybe 'taken a stab at' how it might actually be ruinously 'paid for' - Other than "Cuz" the chronic 'The Quantumz Did It' ).

No indicator was given of ANY Passenger Transport use by the 'Skyline' system other than the dubious and suicidally dangerous 'Skyhook' use. Gondolas, bridges, flying chunks of the 'city', barges, etc,...

With all the other dyslexic transportation systems in Columbia, I can't think of anything less efficient for people to TRY to get around. A few chapters of logic and care were missing in the game.



OKGianourmous
Giant Signs


Cities With Millions of People have Signs like this ....

Not some magical Fustercluck of a floating asylum ...



Roomy
Incredibly roomy


Is it a bit reminiscent of the Bathysphere interiors - except bloated up like everything in Infinite BS.




Absurd Unneededly-Huge Interiors


Perhaps they were needed to contain those oversized Chalkboards ???



THEN

And the INFINITE Gianourmous Stupidity then Leaked into 'Burial At Sea' Rapture  :




And Existed in the Skybox Window Views of the Earlier Rapture Computer Games :

So they also did 'Huge" for visual impact in BS1/BS2, but in Infinite BS they WENT FULL DIMBULB.


--- --- ---

Burial at Sea's Huge Interiors  :

The Same style as 'airy' Fantasy Columbia - EXCEPT that Rapture isn't supposed to be so airy/voluminous. The few props and furniture bits present in so much open space looks terribly empty. The original games were more closed-in ( As it would be in a place where space cost money and had to be paid for ). The game developers just didn't get it. Just looking at a Real World store might've given them a clue. Big IS NOT Better, when such things are NOT supposed to be so ridiculously large.


--- --- ---

Burial At Sea Had 'Reality Challenged' Developers ? Badly Used LARGE Spaces  :

Size ( gianourmity ) of the BaS game's High_and_Market_Street area - having blank walls when they should have been 'wall to wall' with shops ( and signs and maybe MORE art ? )

"SPACE COSTS" ( You don't waste it when you run a business in the Real World )

In the DLC, the gamemakers/detailers would have had to come up with more Content ( costing $$$ and time ), as they could not easily have a 'Blocked Door' like you could in 'ruined' BS1 Rapture ( which was much more moderately sized anyway ).

-

Didn't Have Time ( DLC was Rushed ... ) ?

Didn't have Data Space to fill all that Space ?

Then, DON'T HAVE SUCH RIDICULOUSLY HUMONGUS SPACES.

-

"We just did what we did in Infinite BS: ?


THERE WAS LITTLE EXCUSE THERE EITHER.





REAL WORLD

Use of Sizing and Signs ( or appropriate LACK of them ):

Compare the above pictures to these things from around that era. Note how small the signs are and the general lack of huge weird complex advertising props - EVEN IN VENUES WHERE SUCH EXAGGERATIONS MIGHT BE LIKELY !!!.






Since Burial At Sea Was Similarly BLOATED

What real world shops look like :



--- --- ---

WE COULDA HAD - COLUMBIA'S STOCK MARKET:

ColumbiasGianourmousBank-StockExchange
Seriously, THIS would NOT be Over-Sized in BLOATED Columbia


INVESTING IN PRAYERS in Levine's Infinite BS (( He shoulda thought of THAT - With that great understanding of Religion/America he demonstrated )).

-

Stock Exchange - Even in Rapture, how much of a Stock Exchange could they really have with only ~20000 people, and hardly any large companies ??? But remember : "The Plot Says So" (( Levine & Co - They just dropped in ideas like a chicken does shit in a barnyard. ))


--- --- ---

Gianourmity Where It Is Warranted :

PennylvaniaStation1910BeauArtsStyle


Beaux Arts style ( pretty much what they used in the Rapture [AE] stations )

Pennsylvania Station was in Manhattan New York City - with a population of near 5 Million when it opened 1910. We aren't sure what Columbia had, but it was more like a Town's Population ( probably well less than Rapture's ~20000 ). Hell, the Skyline in Columbia wasn't even shown to be used to carry Passengers ( when it could/should have been ).


--- --- ---

ColumbiaBookshop


So the level artist couldn't figure out a realistic way to handle yet another cavernous interior, something so prevalent in the game. So, they made the bookshelves 25 feet high.

Well, it is likely that no one dare buy a book in Columbia that isn't "The Prophets Own" ( right next to the Cash Register ), lest it possibly implicate them in some suspicious activity -- which might get them a long stay in the Columbia Police Station Jail, or a 'vacation' on the 'Work Barge'.

The 'Books' on those overly tall shelves are probably just painted on and the titles being nonsensical, as REAL books might be accidentally read by some citizens -- and that might give them 'Ideas'.

-

So much is just 'filler', which apparently did not warrant much effort for better Worldbuilding.


--- --- ---

Progressive


Inside houses are enormous interior spaces ( even for well off 'Whiteys' ), with so much wasted open volume. Palatial ( but without palatial decoration ). I've seen and been in many 'rich peoples houses' from that Era (seen in Big World Famous Museums - actual rooms ...), and THEY AINT THAT BIG. (( You'd also think that a city bunch of wacko cultist cranks would be almost paupers, and there's no logical way the US Government would/could have funded shit like this. )) Again, it is these game 'artists' employing SIZE in place of DETAIL. Portraying Interior house/apartment rooms with the size of small barns is simple ignorance/idiocy, and that goes hand in hand with the rest of Columbia, the 'game prop city'. Simply more steps for the Player to make, while 'hurtling along' their linear game path. You also have the 'Made Big For Combat' game maneuvering space design, which even Rapture had too much of. But Infinite BS has it 'In Spades' - EXTRA-LUDICROUS.


--- --- ---

BaS Kashmir
In Burial At Sea, Welcome Center's Kashmir Restaurant is made Ridiculously Huge


The Gianourmity Continued in Infinites Follow-On DLC...


--- --- ---

THIS IS RAPTURE'S NOT SO 'ENOURMITY' INSIDE

NotSoHuge


Infinite's Columbia had Gianourmous as its major feature :

  • Oversized Columbia's creators somehow thought 'BIG is better'.
  • It 'Fills in' the space - just stretches the same details bigger. ( The Garish Lighting in Infinite maybe looked better )
  • Long Maze Path passages in the game used/needed that 'Big'
  • Further away, details are not subject to as much scrutiny
  • Repetition of the same decorations and patterns and architectural design is EASY.


--- --- ---

The Game "Red Dead Redemption 2" (2018) Had an Industrial "City"

PRDR31075030354

Modeled somewhat after New Orleans in the same Era. Its Industrial Buildings were fairly modestly sized :



--- --- --- --- ---


  1. Flim-Flam Artist - a conman ...
  2. Hydrogen is easy to make. Helium you CANNOT.
  3. "Wows the Rubes ..." Both those Inhabitants of Columbia and the Game's Players ...
  4. Huge signs makes sense when they are visible from a long distance, and don't when noone looks up to see them.

.

* Click to JUMP TO TOP *

.

End of : *** Gianormous Infinite BS ***

.

.

.

.

.

...... Sitemap ............ Page_Index ......

.

.

.

Quote_Disclaimer

.








Now for an Advertisement from Ryan Industries ...









,

Spoiler Warning !

This WIKI contains plot details about the BioShock games.

.

.

.

Fantasy ? ? ? I Andrew Ryan Reject This !!!

Is not the Player due a proper Sci-Fi game paid for by the $60 Sweat of their Brow ??? The Game Companies say " NOOOOOOOOO ! The players will eat whatever rubbish we set before them !! "

"SO I left the Parasites and created "BioShock: Rapture Reborn" , a MMORPG place where the Player will FEEL they are in a real 'World Under the Sea', and the Players IMAGINATION will Pull The Great Chain !!! ..... "

.

.

.

RI2

.


WARNING - This Website is *** NOT SAFE FOR WORK ***

.

BEWARE "NSFF" - 'NOT SAFE FOR FANBOIS'

*** Warning - Fanboi Head Explosion Zone ***


Contrary Opinions are Being Offered HERE !!!!





|||||||||||||| Sitemap |||||||||||||| Index |||||||||||||| Humor ||||||||||||||





WHY DO I BOTHER ?

Because I WANT computer games to be better than what we typically get from the Game Industry, and perhaps by pointing out ClapTrap like BioShock Infinite, strong criticisms being voiced might serve to SHAME the makers of such substandard games, and MIGHT cause them to DO BETTER in Future.

-

I wont hold my breath that this will happen though.




Note - This Wiki is for people who have the ability to NOT lose attention for content posted in MORE than 144 Characters of TEXT


RyanDollar

Money makes Rapture go round...

Drink *CalciO* And Achieve Greatness !!!



Lighthut


RaptureX


Rrrrr2


Sorethumb


Logoplate


Greatchain


WelcomeToRapture


Pack


AnimatronicRyan


Plasmids


GAME OVER


Abitcloser


Pointything


Motifff


TheKey


NeededBetterVetting


Raptureprint2



WARNING - YES, This whole Wiki is a 'Thought Experiment', and YOU are the Test Subjects !!!!!

( So are YOU Alive or Dead as per this whole Concept ??? )


.

.


*WARNING* - This MMORPG contains blood and gore, intense violence, mild sexual themes, strong language and use of alcohol and tobacco.


.

.


*WARNING* - Fanbois May Find The Content of This Wiki Confusing and Distressingly Contradictory to Their Narrow Miniscule Mindsets. Some Head Explosions May Result


.

.


*** Fanboi Spoilage Alert ***  :

The contents of this Wiki may Collapse the Fanboi's vision of the BioShock games from being "The most greatest awesomeness thing evah !!", into just one of the many average games ... ( Your reason for existing may decline severely and/or your entire viewpoint of the universe may be utterly crushed. )

You have been warned.


.

.


MANY Images on the Rapture Reborn Wiki are taken from the BioShock video game series or from websites created and owned by 2K Games, the Copyright of which is held by Take-Two Interactive Software, Inc. All Trademarks and Registered Trademarks present in those images are proprietary to Take-Two Interactive and its subsidiaries. The use of such Images to illustrate articles concerning the subject of the images in question is believed to qualify as fair use under United States Copyright Law, as such display does not significantly impede the right of the copyright holder to sell the Copyrighted material and is not being used to generate profit in this context.

.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.


.



Final Disclaimer : I am aware that various Fanbois think any kind of negative or different comments about BioShock makes me a "Poo Poo Head" ( in their minds ), and they feel fully justified in their 'Being So Offended' by my contrary ideas, and for their fervent wish to Silence anyone talking/thinking expressing such things ...

But I don't give a Rodents Rectum about such small-mindedness and slavish infantile infatuation with a game ( or its writers ), Nor for those who merely complain-whine out of their own Attention Whoring mental issues.

"GLORY TO THOSE WHO THINK FOR THEMSELVES" - Democritus



.

.

Advertisement