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February 2012

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Parent Post: Bioshock

Author: Jeremy

Email: jeremy.thornhill@gmail.com

Url:

Body: Well, the vending machines help, but the selection at any location is limited and they may not always have what you want. At no point in the game could I fire willy-nilly with my weapon of choice - I'd always have to have at least 2 "primary" weapons in case one ran out of ammo. The ammo scarcity (or, more often, limited carrying capacity) forces you to think about conservation. For me, once I hit "act 3," I almost always had a good supply of ammo for at least one of my preferred weapons - but one big fight could still take you from full capacity to almost empty. It's something I could never stop thinking about, and I'd always try to plan my fights to waste the least amount of ammo. A note about difficulty, in general - I played on hard, with the resurrection tubes disabled, and I still sometimes felt the game was too easy. The toughest fight that I recall is actually the first Big Daddy battle, where your ammo and plasmid options are really limited - I found myself hammering down first aid kids and barely squeaking through that. But later in the game there are two weapon types - electric buck and electric gel - that are so ridiculously overpowered that they can trivialize any encounter (even the final boss) by effectively perma-stunning an enemy. These are controlled by scarcity and low carrying capacity, but once I started seeing U-Invent machines I was able to always have enough gel on hand to take down Big Daddies, and that turned them from brutal and dangerous encounters to complete pansies. I feel like this is how it's designed to work - that you have the "god mode" gun that you essentially save for the boss fights - but the way in which it works makes these fights really feel lame.

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