3

… Okay, Bioshock 2 technically but. 

Deco Devolution: The Art of BioShock 2 - The Citizens of Rapture

The citizens of Rapture make BioShock what it is: They are not nameless, faceless enemies but people that once had dreams that went horribly awry.

Once again, much love for the art direction of the game but even more love for the sheer amount of thought they put into the Splicers. The fact that they thought of Rapture and its inhabitants before the games, and put that thought into the designs is incredibly cool to me. 

Not just the visual designs either; listening to the Splicers audio files tells a lot about how they were before splicing and, while they are incredibly exaggerated, they’re also not just bland archetypal ‘characters’. They took the archetype and just twisted it into little knots. And from that, made legitimately disturbing 'enemies’.