The save system is weird.
A small design issue I'll agree, but it decides on the pace of the game, how you handle puzzles and how careful you have to be before turning the game off. BI does this the weirdest way, with pre-defined checkpoints and no way to save in-between, and I do mean no way. It doesn't save after you bought items or upgrades, acquired new powers or spent lock picks, it only saves when it feels like it. You're not supposed to be dying all the time in BI, I agree, but if you're not very good at FPSes or play on very hard difficulties, it might happen, and then you're going to make a mistake if you restart from the checkpoint. You'd better lose some money and restart at almost the same spot.
That's two days ago and I've been playing for about an hour. |
Manual saving seems like it would do the trick, I'm not sure what it means for the game in general but I'm positive that it wouldn't mess up with that many systems and it would prevent frustrating situations.
I'm confused by the way some systems are used.
I'm not sure BioShock Infinite needed to be a 'loot game'. I really love seeing little numbers pop up when I hit things and that's a pretty nice touch (even tho it's mostly useless) but there are a few things here and there that would've been done differently.
I love numbers in my videogames, in this case it's a 5 |
No need for me to ever use something else than the guns I'm currently upgrading, what if I buy tons of upgrades for the shotgun and never find a shotgun again? I know that it's a ridiculous example, but what if there was only one copy of the Heater in the whole game? If you happen to find it and might like it after a few upgrades, you can't sell it and you've only one spot left for your other guns.
Not too sure what to upgrade. |
I really like murder of crows. Never used the crow trap tho. |
I wish that maybe you could see yourself wearing the gear. |
Most of these ideas are interesting but they feel a bit out of place. First of all, the weapon system shouldn't restrict you to carrying two guns at once if you can upgrade them as you play through the game because you can't buy everything at once. Or maybe it should let you do that but you could get access to all the weapons you own in weapon closets or boxes or whatever.
The vigor system should offer more than traps as the alternate fire, there's got to be a way to make these powers different and interesting. Instead of a possession trap, you could have a shield that possesses enemies that hit you. Instead of a crow trap, maybe you could channel crows that deals more damage to enemies but force you to keep casting the spell, instead of a levitation trap, you could have the reverse effect - slamming down the enemies you just levitated to the ground.
The gear system needs to be re-thought. Either you give the gear in a set order, or you leave some choice to the player as which gear he's going to get, or give players gear based on what they actually do.
The world is vast and interesting.
Especially at the beginning of the game, I felt like money and lockpicks were pretty scarce, especially if you were trying to lock things that needed five picks for some reason. I don't remember where that safe is anymore, I don't even know if I can get back to it and uncover its secrets.
No money, no lockpicks, no problems! |
You're pretty, BioShock |
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