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Bioshock


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Me personally? The 'run into an area, kill 20 baddies' aspect of it. It was obvious when a battle would take place because you'd see the tears everywhere. At least in BS1 and 2 you could be walking and get attacked/find one guy by himself being crazy who could whoop your ass. In here you were guaranteed to find like 2-3 more and possibly start a chain of events every single time.

 

Vigors were for me uninspired as well. I much preferred the powers in say Dishonored in terms of usefulness. Tears were much cooler sounding before the game got redone. We were left with tears that opened up hooks, ammo and cover instead of tears that made a rolling train appear, gave us an alternate route, etc...

 

But mainly running around with regular weapons alongside a plasmid. The first two titles had the narrow/claustrophobia feel to it which adds tension, you never knew what was hiding in a corner. In here they had to make the same tension by making you fight 20 guys but it was always expected. Especially in the later game where if you saw a big open area you KNEW shit was gonna go down and not only because of tears.

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Can't tell if you're talking about Ken Levine or Bioshock Infinite or the whole series or what; but so far aside from Bioshock Infinite I think the gameplay in his stuff has been pretty solid; it's the real driving force for me moreso than his stories (which are still really awesome). I've heard some complaints about acceleration in Bioshock but the puzzle solving in regards to using the environment as a weapon is really solid and the pokemon-esque elemental combinations make every kill more satisfying then your typical shooter would offer. His first person games always have some really innovative quirk to them that somehow always ends up working really well; I mean he practically reinvented stealth with Thief and SWAT 4 is still my most favourite tactical shooter of all time for its on-the-fly commands and required threat assessment.

 

EDIT: Ah, I guess you were talking about Infinite. I agree with you, but not so much that I would hold it against Levine's design philosophies overall.

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Me personally? The 'run into an area, kill 20 baddies' aspect of it. It was obvious when a battle would take place because you'd see the tears everywhere. At least in BS1 and 2 you could be walking and get attacked/find one guy by himself being crazy who could whoop your ass. In here you were guaranteed to find like 2-3 more and possibly start a chain of events every single time.

 

Vigors were for me uninspired as well. I much preferred the powers in say Dishonored in terms of usefulness. Tears were much cooler sounding before the game got redone. We were left with tears that opened up hooks, ammo and cover instead of tears that made a rolling train appear, gave us an alternate route, etc...

 

But mainly running around with regular weapons alongside a plasmid. The first two titles had the narrow/claustrophobia feel to it which adds tension, you never knew what was hiding in a corner. In here they had to make the same tension by making you fight 20 guys but it was always expected. Especially in the later game where if you saw a big open area you KNEW shit was gonna go down and not only because of tears.

 

 

So your issue is that it's a bit too video gamey? I agree. I wish they could have worked the fighting into things a bit better.

The tears were cooler in previews, but what about how they were in the game? I was okay with them but I don't feel either way about them.

Why don't you think the powers were useful? They were in fact very useful. Also check the glitch video that was just posted. Powers being used all over the place.

 

 

Skyrails were awesome for getting in and getting out and also for recharging your shield/going for supplies.

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My issue is that the previous games did it better, at least imho. If I wanted to play Serious Sam I would have played a different game. If a game reverts in quality of gameplay I'll complain. But by all means use sarcasm to invalidate the point of others, you've never done that before.

 

My argument over vigors was more on the uninspired aspect, the usefulness point I used to compare to something like Dishonored. I didn't like the 'here's the crowd control ones' and 'here's the offensive ones'. Later on you got cool ones like the water tentacle one and the absorbing damage one but at that point you were pretty damn far in the game.

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Previous games did it differently. I wouldn't compare this to SS at all. It's more enemies than previous games but you're also given much more effective and fun to use powers. I don't see what relevance getting things later in the game has. That's true for every game ever. Before you even get the water tentacle you can still charge at enemies to close distance. The absorbing damage one you get to use throughout the almost the entire end area.

 

I don't see what was so uninspired about them though. We have enough FPS with mechanics like this where there's only so much you can do. They still made the animations interesting and gave you some good variety.

 

If you weren't using the powers to their full potential that's your fault and not the games. This is what always happens in FPS that have mechanics like this. The first Bioshock, Resistance, etc.

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So I've come to a conclusion on why Handymen and that boss might spontaneously die.

 

Enemies with AoE (Area of Effect) attacks have the potential to clip out of the playable area. When fighting the Vox Handyman, he probably threw himself off the platform as most of the area is surrounded by an abyss. That would also explain why I didn't find the Gear he dropped. As for the boss, looking back at the video, I saw a glimpse of it stuck at the corner of the wall leading to the Crank Gun. It's possible that it initiated its AoE attack, and thus clipped through the wall and dying.

 

EDIT: As for the second fight.

 

 

Lady Comstock was reviving some corpses on a balcony... while she was below it. I jumped off the balcony to get away from those soon to be enemies (I was low on health), and afterwards is when I heard her scream out in defeat.

 

 

Edited by Atomsk88
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Just finished on 1999 Mode.

 

If you've played before, given that you didn't use the Konami Code, it's not as hard as you might think. I mean, you should know what weapons to upgrade based on your preference, and what Vigors are effective where and to your style of "Booker." The Siren is possible, though I did luck out on the second round.

 

Now the only trophies I need are the Handyman one... and for some reason I'm still missing two telescopes or kinetoscopes (or one of each). I can't believe I didn't notice the rooms on the last airship for the last voxophones. <_<

 

EDIT: On April 20th, 2013, at 5:25 PM (MST), I officially have Platinum BioShock Infinite.

 

Turns out the Sightseer objects I was missing were the two at Monument Island Gateway. I thought I had already got kinetoscope there, but it gave me the prompt "Sightseer 36/37." Then it was obviously the telescope I had passed by after you can Sky-Line strike an enemy.

 

I actually had "Lost Weekend" to do too. The one where you kill five enemies while drunk. The best/easiest method is to get drunk at The Graveyard Shift bar in Shantytown and kill the NPCs. Yeah, kinda cruel, but the only other moment I can think of is fighting Vox later in the game with a single bottle of Absinthe. While it might get you drunk with one bottle, once you begin fighting, the effect wears off fast.

 

As for Heartbreaker, this is the exploit I was talking about. There's another one out there, but it's not as reliable as this. Trust me, I did this method twice because the knuckle cracking animation blocked one of my shots.

 

 

And considering my Chapter Select was stuck on 1999 Mode (you can't select difficulty in 1999 Mode), I didn't feel up to the task of running through a third of the game on Easy Mode.

Edited by Atomsk88
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Thoughts on Infinite:

It's been a couple days since I've finished it. This game, like Red Dead Redemption and the Mass Effect series, was one of the rare games that stuck with me even after I completed it. I'd be lying if I said I fully understood everything right after I finished it, but it made sense after some pondering (and internet message board reading). Seeing Rapture at the end was fantastic, and probably would have been better for people who actually played the original. The entire game, I was expecting a battle with Songbird at the end. I like the twist at the end with Songbird becoming an ally instead of the end boss, but I found that entire battle to be frustrating and a little anti-climactic. Still, I think experiences like this, and Uncharted 3 demonstrate you don't need some big final bad guy.


Tried the original Bioshock the next morning. It's good, but I definitely can't stand shooters that use R2 to shoot on the PS3. C'monnnnn!!!!! 

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