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Thread: Bioshock Infinite
26-03-2013, 11:09 AM #101
26-03-2013, 11:11 AM #102
It's nothing special anyway, they're giving you the standard in-game tat usually seen in pre-order bonuses: extra cash, and some things called the Handyman Nemesis, Sugar Rush, and Fleet Feet. You can probably figure out what they do, and you know they're not going to be essential in any way.
More info here.
Last edited by LTK; 26-03-2013 at 11:14 AM.
26-03-2013, 11:17 AM #103
26-03-2013, 01:07 PM #104
Anyway, I think this tweet was quite nice...
26-03-2013, 01:10 PM #105
26-03-2013, 01:13 PM #106Immersive Sims on Steam WIP
Thrust Issues: A Marvelous Guide to Fencing in Dark Souls 2
Without directions a lot of people wind up going round in circles...
26-03-2013, 01:15 PM #107
26-03-2013, 01:39 PM #108
- Join Date
- Jun 2011
I dont mind the faces much, but I cant fail no notice, specially the women with weird eyes and flowers hat. Shes everyone mother and wife.
26-03-2013, 04:49 PM #109
26-03-2013, 06:41 PM #110
- Join Date
- Sep 2012
Haven't played any of the other Bioshock games, but this seems pretty sweet
26-03-2013, 07:24 PM #111
Give me a quick save you cretins. Yes the trickier combat sequences mostly have a save point before them but when you are just out and about exploring it can be 25 minutes between save points. Ridonkulous I say.
26-03-2013, 07:26 PM #112
26-03-2013, 07:46 PM #113
Granted, I am the type to thoroughly explore a game world, but who in their right mind wouldn't in a world as sumptuous as this?
26-03-2013, 08:01 PM #114
Yeah, I had no idea that was the case until Serenegoose mentioned it. I can't believe the WIT made absolutely no mention of it. Looking at the Eurogamer review, it has a little box with info about 1999 mode:
When you die in BioShock Infinite, you are brought back to the life but you lose some money and local enemies regain some of the health you've taken off them. One of the reasons 1999 Mode is so much more difficult than any other setting is that dying often uses up all your money and then you can't respawn, so you're sent back to the main menu and have to resume from your last autosave prior to the section where you died.
Apparently they're also doing away with the traditional "You died, reload" convention, just like they avoided this in the earlier Bioshocks with the Vita-Chambers. I never liked that you were essentially immortal in Bioshock because of those, but it didn't matter because I could simply choose not to use them and load a previous save instead. Hell, Bioshock 2 even gave you the option to disable Vita-Chambers outright. Why didn't they do that here? Why are they making wrong what used to be right?
26-03-2013, 09:04 PM #115
26-03-2013, 10:25 PM #116
I'm playing through on 1999 mode. You don't loose all money, you loose a lot of it. Also when you die most of the enemies in the area get their health restored fully. Run out of cash and its back to a checkpoint, which on some levels can peaty much mean you replay the level.
I'm enjoying it to a degree. I feel punished for dying as opposed to the vita-chambers from the first game.
26-03-2013, 10:29 PM #117
26-03-2013, 10:45 PM #118
It possibly is if you are gungho about it. I've totally died twice thus far as so I take it cautiously in most cases and use whatever I can in the environment.
Is ammo a problem for people not playing 1999 mode? Trying to work out if this mode makes me scavenge more.
26-03-2013, 10:50 PM #119
Yep, it is.
I'm playing on normal and ammo often runs out, despite me searching every nook & cranny (trouble is, ammo is there when you don't need it, when you're full. Same with food & salt). Especially when a fireman turns up. They just eat bullets. Dread to think what's around the next corner.
26-03-2013, 11:14 PM #120