"That’s the direction we're trying to go. And you're making a lot of those choices throughout the game. ![]() "Then that power goes in your character sheet. "You basically get to choose one of those powers, but you have to choose right then," Levine said, referencing a similar system in Heroes of Might and Magic as inspiration. But in Infinite, there will be two types - stable, which can be purchased knowing what its effect will be, and potluck, which presents the player with a random choice of a number of permanent powerups, then and there. The same way you make choices about what weapons you carry around in Halo, you're making that with vigors."įor those who want to customise their playstyle, Infinite's nostrums serve a similar role to tonics. "You pick them up more like weapons in a traditional FPS and they have a number of charges to them," Levine explained. Players will also be restricted in the number of vigors they can carry at one time. Vigors, on the other hand, will come in varying strengths, but the most powerful will only be good for a small number of charges. "You basically felt like 'Well, if I fire this plasmid versus that plasmid, I can only get one round, where here I can get 50 rounds, but it's much less powerful.'" "One problem we had with Eve is that all the plasmids had to be roughly equally as powerful as all the other plasmids because they all ran from the same Eve system," the designer said. ![]() Irrational Games lead Ken Levine told MTV Multiplayer that the introduction of a limited charge system on vigors should address weaknesses in the plasmid system BioShock: Infinite's vigors and nostrums are distinct from BioShock's tonics and plasmids in more than just name.
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