From the Vault – Part Two of the Bioshock Pitch

by IG.Admin on June 21 2010

28 comments

From the Vault is back this month with Part Two of the original BioShock pitch document.   After the overwhelming response to Part One posted last month, we are especially excited to bring you this next and final installment, which will give you new insights into the controls, monsters, and original story of BioShock.


Avatar Image Posted this June 21 2010 11:46 am, under From the Vault,
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From the Vault
  • switchbreak | June 21, 2010 11:50 am

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    Haha, those PC controls look a little arcane. I like the mixture of sign-language and semaphore, and how moving backwards requires you to shed a single tear.

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  • June 21, 2010 11:59 am

    [...] 2 of the original Bioshock pitch has been posted on the Irrational Games [...]

    See Original Post at [gmzzz.wordpress.com]

  • Rye0077r | June 21, 2010 12:13 pm

    Very cool!

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  • June 21, 2010 1:49 pm

    [...] This post was Twitted by DonNorbury [...]

    See Original Post at [real-url.org]

  • NomarDll769 | June 21, 2010 3:49 pm

    This is amazing! I’m still blown away how much the game changed between the initial concept, and final release. It’s almost a completely different game.

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  • sunjammer | June 21, 2010 6:09 pm

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    I’m still a little sad the “Windows 95″ style of UI was somehow decided to be inferior. IMHO the homogenization of UI has contributed to make games less exciting. Back in the dizzy, learning the interface was as much a part of the game as the game itself. “What’s this button do? Neat!”

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  • katherine | June 22, 2010 8:19 am

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    Odd that the stop sign is a hexagon.

    So many changes were made to this idea, it is very interesting to see how it all started.

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  • Vengeful | June 22, 2010 11:52 am

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    It’s amazing how this concept turned into the amazing game that was Bioshock.

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  • June 22, 2010 4:49 pm

    [...] second half is now up for your viewing pleasure, and I must say, it tells the tale of a radically different game than the BioShock we played. From [...]

    See Original Post at [adibit.info]

  • June 22, 2010 5:05 pm

    [...] second half is now up for your viewing pleasure, and I must say, it tells the tale of a radically different game than the BioShock we played. From [...]

    See Original Post at [www.ageofgamers.com]

  • June 23, 2010 10:00 am

    [...] Read | Permalink | Email this | Comments [...]

    See Original Post at [www.fullversiongamedownloadsnow.com]

  • xxtlipxx | June 26, 2010 4:26 am

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    It still fascinates me how drastically the game changed from it’s first pitch 0_0

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  • alcor | July 8, 2010 4:03 am

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    This does not look like BioShock. It still looks really awesome, anyway.

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  • gabbyhayes | July 10, 2010 11:20 pm

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    Pretty cool look into what could have been.

    The multiplayer idea is pretty neat on paper but what happens when faced with experienced players that know the terrain and possible loadout of the single player?

    Worrying greifing possibilities.

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  • stingersplash01 | July 13, 2010 10:50 am

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    I want this game, who knows maybe when they complete the current incarnation of Bioshock we can this one, as this one equally as interesting.

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  • johnheeter | August 3, 2010 7:00 pm

    This is very cool I like seeing this kind of things from developers, even if they consider it embarassing haha

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  • heavengoneaway | August 12, 2010 2:03 am

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    Seeing as this is a design bible post-dated 2002, and using the original Xbox as a port possibility, user-generated weapons could have been a staple of the FPS genre by now, but they still have yet to be implemented. I thought this generation’s console-game-asset-modification forerunners like Little Big Planet, the latest Banjo Kazooie game, and Mod Nation Racers opened the door for broad customization regardless of genre, but alas. I guess a hybrid of this concept can be found in Borderlands. However, with the importance multi-player bears in FPS gaming these days, balancing against a limitless array of weaponry seems unachievable in either design or execution phases.

    The inspirational foundation for this iteration of Bioshock sounds cool, but I can see this concept shooting itself in the foot: The chief focus centers around human and aquatic integration, and yet “The majority of the game will take place indoors…” if you’re hyping the potential cool-factor of being a jellyfishtopusman, water is a must.

    When I first heard of Bioshock (meaning the game as it is today), the prospect of hunting down a bizarro-universe Walt Disney whilst trapped in a progressively deteriorating nightmare-vision of his Magic Kingdom–where the streets were paved with failure instead of achievement–was enough to warrant spending my time, money, and attention. It’s interesting to note that having moral choices directly influence game play was not even present in this game summary, and now the iconic image and relationship associated with Bioshock is how the player acts and reacts towards the Little Sisters.

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  • sukharevskaya | August 12, 2010 5:21 pm

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    I’m glad the direction with the story and gameplay you took intsead.

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  • rybow73 | August 19, 2010 2:46 pm

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    Yeah, I’m glad you guys changed it up a bit.

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  • rkaelin | August 19, 2010 4:13 pm

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    Fascinating — just to see where the story led you guys. I’m glad you changed it, too! In my opinion, turning the Splicers into half-crustacean monstrosities would have removed too much of their humanity and would have made Rapture’s story seem less tragic. Although — I will say this. The idea of a firefight on an airplane crashing to the ground sounds fabulous!

    And do I see a hint of Elizabeth in there? A small carryover into BioShock Infinite perhaps? ;D

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  • RedGomer | August 25, 2010 1:36 pm

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    Man I love this kind of stuff.

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  • maultify | August 29, 2010 10:47 pm

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    Truly fascinating – thanks for posting this. On another note, I think I speak for most fans of BioShock when I say that we all want to see another game of Rapture as it’s falling. The possibilities are incredible – seeing some of the locations when they were pristine, characters as they descended into madness, and the entire degradation of the environment. Please make this game!

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  • andrewu | September 5, 2010 9:10 am

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    Seems like the original direction would have made a good film.
    I do think if the whole bioshock series gets popular enough (not saying it is not, but you know, of maybe ±sigh± halo, popularity, of COD , then releasing the orginal concept of bioshock, would be interesting, looks like it would have been much better than games like lost planet)

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  • carlosspcywenr | October 6, 2010 9:54 pm

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    Nice. I’m glad to see the plane-crash was intact. And the liturgy, though I think Ayn Rand is much more apt.

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  • December 26, 2010 9:20 pm

    [...] The second part of the pitch for BioShock has now been uploaded by Irrational Games. [...]

    See Original Post at [beta.gamembo.co.uk]

  • magicmaker | March 17, 2011 11:46 pm

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    So different yet familiar…I like the volcano.

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  • March 30, 2011 10:43 pm

    [...] BioShock’s original Pitch Document – Parte 1 e Parte 2 [...]

    See Original Post at [girlsofwar.wordpress.com]

  • blahz7 | June 15, 2011 10:57 pm

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    Aha! So that is how you pitch a game…

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