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Weapon limit, because in the original you found weapons in scripted areas, in this you grab them where ever.
Save, yeah that sucked.
A save on exit would have been very good to have. Nothing in game really requires the need for a quicksave system but to come back to the game and find you've lost progress when you exitted last is never a good thing.
None of the guns are truly interesting enough to want to use more than two. The oddly named vox ones are just a remix of the regulars with nothing special about them. At first I saw the red weapon icon and half expected fire rounds. But it's one of those games where you pick a pair you like and stick with those throughout.
Also, why did they remove alternative ammos? I liked those.
No, it doesn't.
It's streamlined, if anything. It's not an exploration game like the first, it's an intelligent take on the modern shooter. This isn't a rehash of bioshock, it's something familiar but different.
The weapon limit enhances the game. It's not arbitrary, the entire game is designed around the limit. Vigors are hotkeyed 1-8, so it's not something that was a byproduct of consolisation but a concsiouss design choice. The fact you collect ammo for every gun constantly, and that each combat situation either has the type of weapons you need placed about the area or held by the enemies, means you can always switch to something more suitable or if you run out of ammo for a favourite weapon. It promotes variety, and thinking on your feet, and is definitely a good thing.
Regenerating shields are NOT a bad design by default. And they do not make the game easier. Bioshock one let you carry round instant use health packs... you didn't have to wait for your shield to regen. Shields make the game different, and as this is primarily a shooter they make much more sense.
The lack of quicksaves... I can see why they did it, they wanted to streamline and set the pace themselves... but it can make for ome frustrating moments if you have to leave after a particulary long section and haven't reached a checkpoint yet. This is the only point you've raised that I consider a flaw.
Bioshock Infinite is NOT an exact copy of Bioshock, it's a very compentent, warm, and intelligent take on the modern shooter, and that's a good hting.
I've wirrten more about this here: http://hereisthecity.com/2013/04/08/a-history-of-violence/
I like all types of shooters from Quake, Unreal, to Halo CE, and Bioshock Infinite. I used to play competitively, I have a deep appreciateon of the genre.
There are examples of modern shooters lacking, but there are many examples that are just as great as the older classics in their own way.
To be fair, saying "shields are not a bad design choice" is troll worthy.
Not really.
Give me a logical arugment why they are?
Why are they any "easier" than being able to stock 9 instant recharge health kits (Ie: Bioshock)?
*facepalm*
To be fair, saying "shield are not a bad design choice" is troll worthy is troll worthy.
Who the hell are you to decide id all shields are bad? That is the height of design arrogance.
Apparently Borderlands 1 and 2 are terrible, as are all Space 4x games, and all the Halo games, ect. ect.
You must like very few games.
I complain about health regain on its own, yes. Makes games very boring.
Different game entirely.
Normal health and all weapons made BioShock 1 and 2 very frantic, tense, fast paced. Yet, they were still very well received. Can you imagine half life 2 with regen hp and 2 weapon limit? No..
Because you had to be quick with pressing that heal key, otherwise you were dead.
Also, you could actually run out of health kits on the hardest difficulty. Or, you could get into a huge fight and nearly use all of them up. In the new one, not only do you have a health bar which never drains, you have a shield over it too. It's just too anti-climatic.
So, the ability to regenerate your health instantly 9 times in a row made Bioshck tense, but having to wait for your shield to recharge while you remain vulnerable isn't?
And you acknowledge the differences in games, but go on to make the point that two regeneration and twoweapon limits are bad because they would change the way Half Life 2 felt?
I asked for logic, dude...