How can you challenge a perfect, immortal machine?
A Man Chooses…
Even though System Shock 2 limits the user to simply choose between weaponry or Psionic ability, its specific powers and RPG structure of leveling changed the first person shooter genre with added detail that its successors would refine and mold to a near-flawless level. While the clunky inventory in System Shock 2 can be a source of player complaints, the refinement with BioShock allows players to enjoy the game at a more accessible level. The simple system in BioShock’s ancestor forces the player to organize their inventory and drop less desirable weapons when new ones were discovered. Thankfully, BioShock allows the player to cycle through all of their discovered weapons for the rest of the game thanks to a handy weapon selection wheel.
At the same time that players are able to stockpile their weaponry, they can also hone their Plasmid abilities. Changing the brand name from Psionic powers to Plasmids, you have a lot more choice in the way battles unfold. In some ways it makes the game easier to beat and limits the replay ability, yet it complicates the moment to moment gameplay. Plasmids appear less thoughtful and RPG oriented, although they’re more powerful than the Psionics from System Shock 2.
Plasmids in BioShock only have one tier, and three levels that become progressively more powerful, whether you purchase or find them throughout your stay in the underwater dystopia of Rapture. This more elemental and pure approach serves as a compliment to the standard warfare with weaponry, rather than a replacement or alternative to it. The twelve Plasmids range from the fantastic abilities to use telekinesis, enrage your enemy or fire off an electric bolt from your hands. Savvy players can get even trickier thanks to environmental abilities like an air powered trap to launch attackers into the air.
Plenty of redirection can come from using these powers on their own. What they do serve you with is a secondary source of attack that will aid in taking down the iconic Big Daddies. Of the many ways to take down Bouncer and Rosie Bid Daddies, telekinesis usually becomes the most viable option. The habitat is littered with proximity mines and explosive objects that can be heaved with telekinesis at the Big Daddies for massive damage. Telekinesis can also be used to place explosive objects in clusters to spring a trap before you catch the attention of an enemy. In some cases the target dummy Plasmid can save you ammo and single handedly end a Big Daddy when used near an RPG turret. The saddest of all techniques might be to hypnotize one Big Daddy and enrage another, so that one kills another of its own kind. Then again, you could just use a series of trap bolts with your crossbow to trip the Big Daddy to deal and make everything so easy late in the game.
Whatever the technique, from simple to elaborate, you must admit the sheer amount of hybrid techniques is an enticing evolution.
Comments