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Bioshock infinite weapons guide8/31/2023 ![]() ![]() Probably the two most tacked on and somewhat confusing features are the Elixirs and Gear. Gottle o' Gear – Drop the Elixirs and Gear The Solution? Again, either reduce the overall number and have them upgradeable to a higher degree or make their use in certain situations more clearly defined. stealthy/gung-ho, lethal/non-lethal, melee/ranged – there simply didn't seem to be much point. The crux of the point, here is that because the game doesn't allow enough freedom in play style – i.e. Once you've got Posession and any of Murder of Crows, Devil's Kiss, Shock Jockey, Bucking Bronco or Undertow, you're basically set for being able to turn enemy weapons to your side and momentarily stop enemies in their tracks. ![]() There is a choice of eight, with again each one upgradeable, and while there is more discernible variation than with the guns, the game simply didn't feel like it really encouraged you to use them. Yup, not only are the weapons tediously complicated but so are the vigors. Maybe introduce a couple of much more powerful weapons later in the game but make it clear they're only going to be of occasional use – just imagine the impact of the crank gun if introduced just occasionally in the later battles, and if it were just a bit more poweful too. The solution? Drop half the guns (by all means have peculiar ones but just keep the total number down) and perhaps have a few more upgrades for the standard guns. All the other choices just forced me to second guess myself constantly each time there was an opportunity to buy upgrades. I used the Carbine (rifle) and shotgun almost exclusively throughout the whole game - only occasionally grabbing one of the heavy weapons if dropped by an enemy – and managed perfectly well, particularly as a good aim meant that most heads could be popped from miles away. It's not just the breadth of weaponry on offer, though, it's also that they don't actually seem to make much difference. With all these weapons also each having several upgrades, it's a bewildering array. The standard selection of pistol, shotgun, rifle, RPG, Magnum (in all but name), machine gun and sniper rifle are fine but then we have the Heater, the Burstgun, the Crank Gun, the Volley, the Repeater and the Hail Fire. This one takes a little while to manifest itself but by three or four hours into the game it's utterly fatiguing having to decide which guns to use. Just for NPCs to jostle about or come up with a few stock phrases when you interact with them, and for there to be a little more freedom in where you can and can't go in the game world.ĭrop the weapon(s)! – Reduce the weapon count What's more, games set in wildernesses or in worlds where all you ever encounter are aliens can get away with this but in a game world that is constantly filled with supposedly normal human beings it is completely game breaking. Not to suggest that the game has to be a complete sandbox but the level to which Bioshock Infinite has divested itself of interactivity makes it feel positively archaic. It's not just the NPCs, the world itself is full of forced limits that stop you being able to explore it to any greater depth than standing back and taking in the view. Violence will get them going but aside from that only every now and then if the script is set will stealing invoke a response. Run into an NPC, jump on its head, run into its shop, go behind the counter and empty the register, and you'll got nothing more than, well anything. It is incredibly jarring to be faced with one of the finest looking game worlds ever created then find that NPC characters don't respond to you, except in the most scripted of circumstances. Columbia is a beautifully realised world visually but that beauty really is only skin deep. The single most overwhelming disappointment in Bioshock Infinite's gameplay is how un-reactive the world is. Hello, is it me you're talking to? – Better NPC interaction Spoiler alert: While I don't explicitly reveal any key story elements in this extended blog/feature, many facets of the game are touched upon so those wishing to play the game blind may not want to read on. ![]() Rather than follow in the footsteps of the games narrative style, though - I don't want to drip feed the story of what went wrong - I feel a list coming on. But, while genuinely stunning as a piece of art, as a game it is deeply, deeply flawed. Its introspective exploration of player – and indeed human – autonomy in a multiverse is breathtaking. Bioshock Infinite is one of the most stunning examples of game story-telling that I've witnessed. ![]()
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