[QUOTE="turtlethetaffer"]I think one of the few things it had was the production values and, because of that, the atmosphere... The gameplay just felt clunky and lacked any sort of tension (lead to more frustration than anything) and I didn't find the story to be especially mind blowingly philisophical like some poeple did. Maybe it's because I played it just two years ago, rather than when it came out, but if that's why, then the game hasn't aged very well at all.
jg4xchamp
The gameplay has a lot of cool ideas, and if you experiment with there is something truly awesome about all the powers in the game. Setting up traps, using all the crazier vigors, upgrading specific items.
The problem is that basic aspects of the combat aren't fun. Guns don't really feel varied, a shotgun might as well be a sniper in that game after an upgrade. Enemies were just spongy while never selling the idea of impact(poor feedback), and you ultimately never felt strong. The game justified all of its behavior with vita chamber excuse relying on the lack of death penalty to justify the tedium in the combat.
You just hit the nail on the head. Great ideas, but, as you said, none of the weapons felt powerful at all and lacked impact. Â It made the game ridiculous to play near the end. Â Enemies became too obnoxiously resilient, and crafting tools weren't hugely common, so you couldn't just use the ammo they were weak to. Â Plus, fighting Big Daddys near the end was a huge exercise in trial and error. Â It was, to me, at least, "run in, do as much damage as possible, die, repeat." Â Sure, you could make electric shotgun shells, but they were almost never enough to finish the thing.
BTW I'm sure I've told you this before but I dig the Avy and sig :PÂ
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