Tuesday, 19 August 2008
BioShock's Too Hard! Cry! Complain!
Slowly worked my way through BioShock's Hard difficulty a few days ago. Having the last 40G points absent from my pointless 360 game-complete roster was something I was no longer prepared to tolerate. I'm not one to complain (heh), but Holy Moses! What a total spam-fest! Very little has been done to make the game in the least bit enjoyable for the first few hours. Instead, it's just a values hike on enemy endurance that leaves the user locked in a respawn energy leaker drudge, with weapons that wouldn't bruise a peach. Thanks a lot!
Try and fight one of the child mech warder Big Daddies and you'll piss ALL of your ammo away, and find yourself having to make endless distance jaunts from the nearest (infinite continue) Vita Chamber, to the scene of your latest defeat. That's if Mr Bubbles and co haven't wandered off to do something more productive. Hard also exposes the sheer lack of imagination ascribed to enemy attack patterns - the dive duds Daddies for instance will do little more than repeatedly charge crush you at near teleport speeds. This leaves you longing for a super jump Plasmid that never turns up.
This anti-fun holds fast right up until you get the camera and are finally able to do some damage research on Rapture's mutant parade. You'll get a middle portion of fun, challenging gaming before the goal posts are again moved for the last third and your again left with attrition inch warring.
I regret bothering. Hard difficulties, when done correctly, allow for a a denser, considered gaming experience. Barely explored weapon sets gain new uses and value as you try and puzzle out the best tool for each job. Not here though. No sir. Your most crucial weapon here is limitless patience.