BioShock 2 Multiplayer Removed Content

Before its final version, BioShock 2 Multiplayer was submitted to numerous ideas from its developers, 2K Marin. This article's purpose is to reveal all recorded content that did not make it to the game, or that was modified beforehand. However, since the following elements were removed or unused on purpose from the final version of the game, they should not be considered canon to the game's history, nor as an actual part of its universe.
==Characters==
The following details the changes made to the various multiplayer character during development, with varying degree.
===Danny Wilkins===
Concept art reveals that Danny Wilkins would have had a traditional football helmet as a unique cosmetic feature, similar to the ones worn by the Pigskin Splicer model from BioShock.Deco Devolution: The Art of BioShock 2, Weapons section, page 139. It even had its own icon made, seen on the right.
===Louie McGraff===
Concept art shows Louie McGraff's "non-Spliced" model as a much older man than in the final game, with suspender pants and with shorter spiky hair.
===Mlle Blanche de Glace===
Mlle Blanche de Glace was supposed to be a lot older and "road worn" than what we see in the game. Her lore was about how she had trouble finding jobs because much younger starlets got all the roles. Her nickname was also once "Starlet".Deco Devolution: The Art of BioShock 2, Citizen of Rapture section, page 39.
===Naledi Atkins===
Concept art for Naledi Atkins shows that her outfit once consisted of a dark green jacket with a waist belt, white/beige jodhpurs pants, white gloves and ascot, and long black boots.
===Suresh Sheti===
Suresh Sheti was originally going to be a female, a magician's assistant with a [[Wikipedia:The Rockettes
|Rockette-style]] tailcoat and fishnet stockings.Deco Devolution: The Art of BioShock 2, Citizen of Rapture section, page 43.
==Mechanics and Gameplay Elements==
===Landmark Statues===
Concepts for many different statues were made early on in the process when the size of the maps were uncertain. The idea was to give the player landmarks within the maps.Deco Devolution: The Art of BioShock 2, Environments section, page 114. Some of these statues are seen in the multiplayer versions of Fort Frolic, Dionysus Park, the Farmer's Market and the Kashmir Restaurant.
===Interactive Elements===
Concepts for multiplayer levels show interactive objects that would open new paths, block pathways or kill other players or operate just for novelty.Deco Devolution: The Art of BioShock 2, Environments section, page 119. Excluding the breakable walls and vent covers, the only examples of this are seen in:
*Neptune's Bounty: Where a player can shift a net full of fish or a crane full of scrap to block a turret's line of sight with a control lever. 
*Arcadia: When the player approaches the tree in the glass dome in the middle of the Research Laboratories, a green gas is released from it. 
*Kashmir Restaurant: The player can shoot the New Year's Eve cake in the middle of the dining foyer, causing it to splatter. The sticks of TNT hidden in the stalls in the restroom will explode when struck or shot.
===Poison Quills===
Poison Quills is a removed Plasmid from the multiplayer. The Plasmid would have allowed the player to throw a poisonous needle at others, causing them to lose their ability to use their Plasmids for 10 seconds as well as damage.
==Levels==
===Arcadia===
The entrance of Arcadia would have been a part of the multiplayer map as seen from concept art, instead of just being by the locked gates.Deco Devolution: The Art of BioShock 2, Environments section, page 118.
===Fleet Hall===
The Fleet Hall from BioShock's Fort Frolic was to be a multiplayer level. The stage of the Fleet Hall was supposed to have various sets built up, and the player could interact by dropping hanging walls to make new pathways, block pathways, and even kill other players. The idea was cut, being replaced by the Triton Cinema found in Dionysus Park in single player mode.
===Point Prometheus===
The museum was going to be very bright with flashing lights and contain skeletons of animals found on the surface. The generic housewife and businessman cutouts featured in the "Plasmids Wing" were originally of the multiplayer characters Barbara Johnson and Oscar Calraca, which were meant to surprise players who would shoot the cutouts, mistaking them for other players.Deco Devolution: The Art of BioShock 2, Environments section, page 115-117.
The map feature a giant seahorse display, with the main attraction being covered up. Despite this, a model was created for the uncovered display and seahorse, which was not used. The display reads "Hippocampus Gargantus", a Latin name for the giant seahorse. The model is not found in the game files for the multiplayer, but can instead be located in the game files for BioShock 2's DLC Minerva's Den. The model was repurposed for one of the items in Reed Wahl's bookshelf in his office in the Programming wing of Operations. The model in the bookshelf is drastically scaled down, and intentionally placed so the "Hippocampus Gargantus" text is obscured by facing the wall and only a few letters can be seen. The letters are not really noticeable unless looking for them. The model was also completely remade for 2016's BioShock 2 Remastered of BioShock: The Collection, making it the only model originally made for the multiplayer to get that treatment, as the multiplayer was completely cut from the remastered.
Seahorse Display Texture.png|The seahorse display texture.
Seahorse Display Model.png|The 3D model for the display.
Remastered Seahorse Display Texture.png|The remastered seahorse display texture.
A museum placecard, like the ones for the Electro Bolt Plasmid display and the Oddities Wing displays, was made for the Incinerate! Plasmid display as well, but was unused. It still exists in the game files.
Placard Incinerate colo.png|The unused placard for the Incinerate! display.
===Neptune's Bounty===
With the inclusion of Sinclair Metals, previously dubbed Ryan Scrap Metal, concept shows wrecked planes and ships in holding areas, possibly brought in from the seabed to be salvaged for parts or to be reduced into scrap.Deco Devolution: The Art of BioShock 2, Environments section, page 121.
===Fort Frolic===
As with the Point Prometheus map, a directory map was made for the Fort Frolic map as well, designed by Philip Simmons.Philip Simmons' Portfolio However, this mall directory did not make it into the final version of the game.
===Siren Song Studios===
A piece of concept art indicates that there was going to be a level set on a film studio's soundstage that produced a multitude of film productions as well as propaganda-type films. The studio would have housed sets ranging from old Westerns to urban streets and included a studio tour tram,Deco Devolution: The Art of BioShock 2, Environments section, page 113. similar to those given in American movie studios in the early 1960's that ran along a rail system. A caption entailed that there were ideas to have a film studio in Dionysus Park, but no concepts were surfaced.
===Athena Steam Works===
A concept art called "Athena Steam Works" shows a removed original idea for some sort of underground industrial area.Deco Devolution: The Art of BioShock 2, Environments section, page 112.
===Hephaestus===
The BioShock 2 Signature Series Guide contains a map of an old version of this level. In this map, there is a tunnel connecting the Core to the Heat Loss Monitoring through the stairs, passing beside the turbine room. In the final version, this tunnel doesn't exist and the stairs were replaced by a small room connecting the Heat Loss Monitoring to an unnamed office of the Crew Quarter by a vent and a breakable wall.
===Multiplayer Apartment===
A seen in concept art, the Multiplayer Apartment would have originally featured a Gatherer's Garden, instead of the Gene Bank.
===Mercury Suites===
The loading screen postcard for the map is actually of the Multiplayer apartment and not of Mercury Suites, although a post card specifically for this map was created and exists in the game files. This was presumably a mistake or a technical issue.
An early screenshot of the Upper Atrium shows that the bridge connecting to the central elevator structure would have a different design.
MercuryMultiplayerAtrium2.jpg|The alternate bridge.
Bio2M Mercury Suites Central Upper Atrium.png|Comparison to the final version.
==References==
 
Category:Removed Content