Bioshock 2 how much adam
Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. Which method gets more Adam? Ask Question. Asked 7 years, 5 months ago. Active 1 month ago. Viewed 15k times. Improve this question. Memor-X Memor-X I think both ways give the same amount of ADAM. It's been awhile since I played, though, so I might be wrong about that.
Add a comment. Active Oldest Votes. EDIT: Formatting in the quote got wonky, just fixed it. People experiencing these accidental memory transfers will often see these memories as ghostly images. Memories and information can also be deliberately encoded into ADAM and be used to add new information to a person's mind and overwrite or alter existing memories, allowing one to use ADAM to, for example, enhance their intelligence.
Despite its ability to allow the user to grant themselves any kind of ability, many of the abilities provided by ADAM require energy. ADAM quickly became a much needed commodity. This led to the creation of the Little Sisters through Fontaine's orphanage , as young girls were found to be the only viable hosts. The exact date of ADAM's discovery remains unclear.
Unfortunately for Rapture, the extremely addictive nature of ADAM soon led to it becoming vital for Rapture's continued function; Everybody wanted it, everybody needed it. As the addiction began to worsen, the demand for ADAM conversely soon skyrocketed far beyond what Rapture could produce and soon withdrawal symptoms begun driving ADAM users insane, turning them into rabidly ADAM-addicted Splicers , driving them to start attacking and killing anyone nearby in hopes of acquiring more ADAM.
In an attempt to at least partially mitigate the problem, Yi Suchong adapted the Little Sisters to extract residual ADAM and EVE from dead bodies found around Rapture in plenty due to the growing chaos which could then be recycled back into usable Plasmids for sale.
The extraction of ADAM, however, made the Little Sisters targets for the Splicers, and as such, the Big Daddies of Rapture were marshalled into serving as protectors for them by bonding them to the Little Sisters and having them protect said Little Sisters from attacks with lethal force while they would extract ADAM. His hands-off approach to running the city meant that there was no regulation of ADAM and no research into and prevention of its side effects, allowing the abuse to continue unabated.
By the time when the terrible side-effects were made clearer, it was too late. However, obtaining a steady supply of sea slugs for a city in the sky proved difficult and necessitated a means of cutting costs. The result was a product he called " vigors. Vigors worked similarly to plasmids, as they were able to alter a person's DNA to give them powers , but had some notable differences. The most obvious was that vigors were drinkable , rather than injected. They were also heavily watered down compared to plasmids.
One of the biggest problems that came from commercializing ADAM was obtaining enough of it to meet growing demand. Finding enough sea slugs to harvest sufficient quantities of ADAM proved easier said than done. The slugs on their own did not produce enough ADAM, and they were hard enough to find. The scientists at Rapture found two possible solutions to the problem.
One was the Little Sisters, as described above. This process turned little girls into ADAM factories , and acted as the drug's primary source in Rapture. The second method was to r ecycle ADAM by harvesting it from the bodies of previous users, a task also given to the Little Sisters.
ADAM was even more difficult for Jeremiah Fink to obtain, due to the high costs of sending underwater expeditions from a city in the sky. Obtaining the slugs was therefore even more difficult than in Rapture, and what he could get was rarely enough to market to Columbia's population. His approach was to find a way to save costs and make the ADAM he could get last longer. This led to watered-down, drinkable vigors. While ADAM may have seemed like an incredible discovery, it turned out to come with unpleasant side effects.
One notable detail is that ADAM can transfer memories between users. This can cause extreme disorientation, especially when used in excess, and has caused problems for some of Rapture's residents. The fact that all the combat stats ramp up so rapidly when you push the difficulty slider up suggests that the game has plenty of room for players to have given up some power for story reasons, all without making the default setting unreasonably difficult.
Enemies have percent health and deal only It actually seems that the game is already tuned to essentially solve the design problem, but that Irrational added the ADAM gifts anyway, when the publisher balked at the choice to rescue or harvest affecting game difficulty.
Playing the game on hard while rescuing the Little Sisters would have been extremely difficult and frustrating. The survivor difficulty mode, which gives the enemies percent health, is an extreme challenge even with the gifts, and it might be close to impossible with percent ADAM. But modes like that exist for players who like extreme challenges, and players still would have had the option to harvest the Little Sisters for more ADAM.
The added pressure to do the "wrong" thing would be seen as an in-universe temptation, not an aesthetic choice or hope for a "better" ending. BioShock introduces a conceit: Here is a tonic that grants people superpowers. Here is how the residents of what was supposed to be a utopian city descended into madness and barbarity while competing over this precious resource. What will you do? Tempting a hero with great power that comes at a terrible cost is a pretty well-worn trick.
By stripping the choice of gameplay significance, Levine and company are instead left with a role-playing decision. When we are given the option to rescue or harvest a Little Sister, we are deciding whether we want to play as a good guy or a bad guy. That should have meant something outside of the ending animations.
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