User blog comment:Evans0305/Game Theory: BioShock/@comment-1330314-20110820154108/@comment-2250991-20110820183606

Thanks. Didn't like how overused the puns were, either, although it's ironic that he missed the opportunity to have a image from The Little Mermaid when he said "under the sea", like IGN did in their BioShock summary.

I'm also glad that he took a screencap of our Wikia, especially when it's addressed as "BioShock's official Wiki".

As for Pyrex, It's mostly because the way it's chemically made, and how structured it is when it's curved with the least expansion, like the corner supports inside of buildings. There's more info on it here:

http://en.wikipedia.org/wiki/Pyrex

The Pyrex glass was one that I knew would hold up, but the concrete portion was always a difficult one because of it's erosion possibility. Atlas did bring up a point that Rapture is the world's fastest growing pile of junk, so it could also explain why in BioShock 2, almost every building ends up crushed and destroyed. However, if this kind of problem was thought up for solution in the game's story, the Wales brothers probably worked the Art Deco aspects as facade detail over spherical and cylinder frames of Pyrex and stronger metal, or even the concrete could be a mix of other bonding agents (I barely finished chapter 5 of BioShock: Rapture, so I don't know if they did or didn't do this).