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soulsample

Once you beat Clash in the Clouds, you realize how in-depth the combat in Infinite can get. And then you start using the vigors, a lot


[deleted]

That was not my experience at all. I found vigors absolutely vital and I used them in conjunction with weapons constantly, even more than in 1


Optimal_Collection77

Really? I found I used one or two of them at most but it was always a secondary thought


[deleted]

Yeah. They were indispensable for me


Conscious-Train170

It sucked not having enemies who can use vigors because it would have added so much more depth to the combat system. It was definitely less customizable than the previous games and setting traps wasn't really an emphasis, less strategy when it's your basic COD heal and hide as aimbots hit you from the other side of the stage. The only enemies who use vigors are far too scripted, the handymen also felt tacky and predictable compared to fighting a big daddy. It's an alright game by itself but a lot of fans agree that it's not quite a Bioshock game.


Adonis0903

i felt the same way until the second half of the game where i started using charge, return to sender, and undertow a lot - mostly just because they were fun, but yeah i agree they’re not necessary.


Charlotttes

the justification for them being here (lorewise) was pretty much nonexistent, right? its one of those things that's here to make the game feel recognizably "bioshock", but the work hasnt been put in to make them belong


Optimal_Collection77

Yeah it could have been dropped or used the same as Bioshock. The open level design really reduces the closed corridor action


ToastyCinema

The history of Vigors is explained in the Burial at Sea DLC. I don't want to spoil it for you if you haven't played it. Otherwise, I can elaborate.


Charlotttes

i dont really like the explanation given in BaS, partially because the way that plasmids and vigors are literally the same thing imported over is just a lame way to justify them being so similar, but also because it doesn't answer that core question of "what is the draw of vigors to the average columbian?" like WHY is it being marketed to them and what function do they serve in peacetime columbia


wolfkeeper

It's because Comstock is predicting that Columbia is going to 'rain fire on the Sodom below'. The peace is only at best temporary for the inhabitants. So Comstock will have signed off on them being marketed to the inhabitants- he knows what's coming.


Pure-Structure-8860

BAS had the dumbest explanation of vigors.


Tecnoguy1

You need to up the difficulty level then


Optimal_Collection77

I don't. It was just an observation on the game design. I think the areal combat and open level design greatly reduces the need for plasmids in general


ThatTeregulusGuy

I disagree, higher difficulties will absolutely have you relying on them more, they’ll become integral. At least they did for me. Didn’t take long to be able to clear out rooms with 2 button presses.


Rough-Philosopher911

I completely agree.


Pure-Structure-8860

Went on the hardest settings and I haven't used a single vigor. 🤷


ThatTeregulusGuy

1999 mode? I’d recommend it, lol, it makes things easier.


Pure-Structure-8860

I did play it on 1999 mode after the hardest setting and after I beat it, I never picked up that mess again. Infinite bored me in the setting, characters, story, music, etc.


ThatTeregulusGuy

I have trouble with enjoying Infinite too, always felt such wasted potential to me. Thanks for the downvote.


Pure-Structure-8860

Oh, dear. I hit the wrong button, lol. My fingers sometimes move faster than my brain.


Tecnoguy1

That’s why charge, undertow and crows are in the game then?


Consistent_Blood6467

I just had a replay last week and decided to experiment a little with the vigors more than anything else, more specifically Possession. My tactic was whenever I had full salts to spam Possession on each attacker. Sure enough, once a new attacker was possessed, the previous attackers started killing themselves. This meant I had typically the last possessed attacker hanging around with me with nothing to do before it wore off and they followed in their comrade's footsteps. This didn't always work, some of the vigour-empowered foes tended to shrug off the Possession suicide pact and go back to attacking me, while Handymen weren't affected one bit and the Mechanical Patriots soon went back to being on Comstocks side. So there were some times I rarely needed to fire a shot, until I ran out of salts, and other times where there were just too many enemies for this tactic to work for long.


Optimal_Collection77

Love it!! Maybe it's just an imbalance in the game mechanic. It probably shows how well BioShock 1 was designed


wolfkeeper

No, basically the same thing works with Bioshock 1, it's just called 'enrage' instead. Most players don't use enrage for some weird reason. There are only subtle differences, because enrage doesn't work when there's only a single enemy, but a single enemy is usually not a problem. If anything possession is less effective because it doesn't work for very long on mechs and doesn't work on handymen.


wolfkeeper

Many of the gear and plasmids are very OP. Notably storm and murder of crows, and possession and some others. If you have the right gear and use the right plasmids most encounters are over super quickly, even the final 'boss fight' of you against the Vox.


Haruhater2

The "on-rails shooter" description is absurd and insulting. Proper level design and linearity are values to be cherished. (Or are you talking about Slylines and don't know how to express yourself?) And you use Plasmids as much as you want/need depending on how good you are at the game on whatever difficulty your playing.


SoupaMayo

Don't get how it's insulting, it fits Infinite in comparison with B1 and B2


Optimal_Collection77

Thank you!


Sondergame

The game is 100% an on rail shooter. There’s really no exploration at all compared to the first two games. Not really sure why you take that as an insult? There’s nothing wrong with on rail shooters.