and didn't it bother you that scavenging for resources and murdering everybody you meet make no sense if the game world is in ruins and/or overrun by zombie monsters? or that the tonics don't make a lot of sense except that it's what people expected from a Bioshock game.
Nope.
I could leave it at that, but this
is The Escapist, where apparently "ludonarrative dissonance" and the actual creator's vision for canon are cause for outrage among the consumers, so I'll attempt to clarify.
It's a game. Not only is it a game, it's a game that takes place in a city floating in the sky. I can suspend my disbelief about the introduction of tonics to said city when there was no reason for them to exist, or for running around collecting money and bits and bobs for health or ammo. Especially since they're usually the player's choice. And you
don't murder everyone you meet, which in my mind was a marked improvement over the first
Bioshock. I absolutely adored the juxtaposition between shoot-fests and suddenly being in a crowded market and arcade next to a pleasant beach. Or the bar where you can go downstairs to play the guitar while Elizabeth sings, where the people only become aggressive if you've been aggressive first, or 'trespass' on their little sections for the sake of item collection.