How about you put that all into a bunch of cohesive arguments rather than breaking sentance down under a microscope. It seems to me like you are picking holes in arguments to remain in some sort of remance of...something. I am not interested (and I doubt anyone else is, other than yourself) in drilling down into that much detail.
Unfortunately, rational argument on a technical topic such as 3D graphics requires attention to detail. It is easy to slip into hand-waving arguments that don't actually make sense. But perhaps it is time for a recap:
1. Bioshock's FOV may not be to your individual taste, but it is not wrong in any objective sense. At typical viewing distances, it is close to the fraction of the video field occupied by the screen. Such a FOV results in a perspective-correct view, with angles, distances, and sizes of objects exactly the same as if the screen were a window into the game world. This is a geometric fact, and can be verified in multiple references on 3D graphics and simulation, as I've already cited.
2. Virtually all objections to Bioshock's FOV are coming from people with a strong pre-existing bias that 16:9 FOV must always be wider than 4:3 FOV, many of whom have not even given the original version of the game a fair chance. Bioshock has received
the highest reviews of any game for the XBox 360 and sold over 1.5 million copies in the first 3 weeks. FOV is extremely important to the player experience, as the very existence of this forum demonstrates. It is hard to imagine any game meeting with such success if the FOV were defective in any genuine way.
3. Claims that being able to see more vertically with the same horizontal FOV (on a 4:3 monitor) constitutes "zooming" or some other kind of alteration of perspective are wrong. Changing the shape of the viewport window cannot affect perspective. This can be verified in any reference on 3D graphics. Human perception also does not work this way. This can be verified by the simple test of examining whether the apparent size or distance of objects outside your window changes if you pull the shade part way down so that the part of the window that you are looking through is either 4:3 or 16:9. You will find that raising or lowering the shade does not change the perspective of objects outside. This is true even if you look through only one eye (to simulate a flat screen by eliminating binocular depth perception). This proves that your brain understands the geometric fact that perspective does not depend on the aspect ratio of the viewport.
3. No single FOV is perfect for all games. A FOV such as Bioshock's provides maximum realism and accuracy of perspective, but sacrifices peripheral vision, so that a game must use other mechanisms (such as Bioshock's audio cues) to compensate for the lack of peripheral vision. A wider FOV simulates peripheral vision at the price of screen distortion and reduction in the apparent size of objects, and may be more appropriate for a game that emphasizes fast action over suspense and atmosphere. Some people may prefer one approach over the other, but this is a matter of individual taste.
4. Bioshock is not advertised as providing a wide-FOV multiscreen display on nonstandard ultrawide multiscreen configurations, so failing to provide such enhanced support is not valid grounds for complaint. Given the very small market penetration of such systems it is unreasonable to expect developers to base their development strategies on what works best for such systems.
5. FOV is absolutely fundamental to 3D graphics. Manipulation of FOV for dramatic effect or for cinematic "camera" effects such as zoom is routine. Any skilled 3D graphics designer pays careful attention to FOV. The high quality of every other aspect of the game demonstrates that the developers are highly skilled and competent. Irrational/2K developers have stated that they tested multiple variations of the 16:9 FOV before choosing the one that worked best, but this really goes without saying; any experienced game developer does this as a matter of course. The notion that an experienced designer would simply accept the default FOV of a graphics engine is ridiculous. Claims that all Unreal 3 engine games are using the same FOV are false; Gears of War has a different FOV than Bioshock, as does Rainbow 6 Vegas. Rainbow 6 Vegas is even "horiz+", using a wider FOV for 16:9 than for 4:3
6. Bioshock's FOV was originally designed to optimize gameplay on 16:9 displays. For 4:3 displays, the designers had two options: crop the sides or expand the game vertically. Keeping the same FOV is easiest and most economical, because it does not involve the additional cost of playtesting and possibly revising the game to prevent play from being harmed by a narrower FOV than the game was originally designed for. Although it is clear from Irrational/2K's public statements that they did not deliberate as extensively on the 4:3 FOV as the 16:9 FOV, the absence of complaints from 4:3 screen owners indicates that it was not a bad choice. As with FOV, no single approach for handling different aspect ratios is best for all games, and other games may well choose to crop the sides.