Each time a Vigor is used, a portion of Booker's Vigor gauge goes down. However, you can't just use these Vigor powers all willy-nilly. These are highly creative, such as being able to possess an enemy, whether it be human or mechanical, the power to shock a foe into submission, and another that calls upon a flock of crows to rip an enemy to shreds. Vigors, of which there are eight within the game, give Booker the power to unleash what one could call magic onto foes. In addition to standard guns, Booker obtains special powers and abilities through coming across Vigors, Infusions, and Gears. Weapon ammo and weapon upgrades can be purchased with money found all around Columbia at specific vending machines to increase the power of his arsenal.īooker gets a hold of some serious hardware. There's everything from standard handguns, machine guns, shotguns, rocket launchers, sniper rifles, among many others to tackle whatever challenge is thrown your way. You can even do sky rail executions by targeting an enemy on the ground and pressing a single button to launch into them in glorious, violent fashion.īooker can carry up to two weapons at a time. Where this involves combat is that you can use one hand to ride the sky rail while the other picks off foes on the ground. You can speed up, slow down, and switch directions effortlessly. Six Flags and Disney World have nothing on these rides. There an abundant number of these around Columbia, and with Booker's Sky Hook wrist attachment, you can ride these. Such a fun scenario comes with Columbia's cargo transit system, the sky rail. In contrast, Infinite's Columbia is far more open, allowing considerably more varied combat scenarios. Rapture in both BioShock and BioShock 2 was rather claustrophobic, obviously because it was underwater and all, but it limited the amount of combat options you had to utilize. It's a story that shows that video game plots and narratives can be as engaging as other media when done right.Īs for the gameplay itself, BioShock Infinite plays like what you'd expect a first-person shooter to be like, but the level of polish that the gameplay has and the tightness of the controls make for a really rewarding experience. Each act of the game is well done, and there really is no weak link to be found, unlike how the original BioShock sort of fell apart halfway through. There's a continued mystery throughout the game, and when all is resolved during Infinite's twist ending and final conclusion, a great sense of satisfaction will most likely be given to the player. It's this realization that makes BioShock Infinite's story so fantastic. However, once the pieces of puzzle fit into place, there's this ah-ha moment where everything suddenly makes sense. The story is quite nebulous, with the player seldom really knowing what's going on. The goal now is simple- find a girl named Elizabeth and escape with her from her confines in Columbia. The chair propels Booker miles into the sky, upon then the sight of Columbia, a breathtaking city above the clouds is revealed. His objective is stated short and succinctly: "Bring us the girl and wipe away the debt." However ambiguous this mission is to the player, Booker takes it on, entering the lighthouse, reaching its top, and enters into a chair. He's taken to a lighthouse on a secluded island courtesy of a mysterious married couple.
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