Looking at online images and video of Rapture from the Bioshock game, the exterior shots of the underwater city could be achieved by going for an “even darker and more smoggy Bladerunner” look whilst adding some bubbles and the occasional fish.
In the pre CGI world of movie special effects, underwater shots were often achieved with “dry for wet” methods, where the model stage is smoked up and lit with blue gels. With a few touches (and suitable sound effects) these did a good job of simulating the dark, murky world under the sea. “The Abyss” is a good example.
So in Bryce terms, you’re looking at using fog and haze, and/or volumetric materials to simulate underwater suspended particulates. Bear in mind that Fog and Haze do not respond to lighting sources within the scene. Volumetric materials can respond to such lighting but will result in longer renders.
I hesitate to counter the Bryce Master (David), but given the specifics of Rapture (self-lit underwater city at night), I would get a building with lights into your test scenes quite early on to see what effects work best for that particular scenario. This will have different requirements to scenes of coral reef in daylight.