- Vending machines, ruins the immersive nature. Who puts ammo and stuff in vending machines?
- Too many things, ammo types, weapons, plasmids, etc. You don't need or use 1/3 of it, so it feels like filler.
- After killing you 20th Big Daddy and your 100th Splicer the combat gets stale. Respawning makes it worse.
- Death is meaningless with the chambers, same is true for the health packs and plasmids and upgrades related to health.
- Hacking. It was cool the first few dozen times, the mini-game gets old fast and kills the immersion.
- Money, I have to buy junk yet I can't hold more than $500. Running back to bodies for cash is fun, really.
- No NPCs to interact with, everyone is dead or dies immediately. It feels like a nightmare world instead of a real one, but the "scary" nightmare feel wears off after a couple of hours.
- Combat gets too easy too fast. The first few Big Daddies require a lot of thinking and work, after you get upgraded plasmids and weapons you can kill all slicers instantly and BDs in 20 secs.
Hmm, I don't really agree with most of these points.
I liked the variety of Ammo types and Plasmids as the game allowed you to experiment and try different aproaches.
While it's true you didn't 'need' anything other than a shotgun with electric buck, I feel sorry for people who didn't experiment with the plasmids such as enrage, telekenisis, active cammo, wrench lurker, cyclone trap etc, all these are very fun and can be extremely effective if used properly. For example, cyclone trap 3 literally launches people like 120feet into the air...now that's just good times!
It does get a little repetitive, but again if you're having fu experimenting with different approaches and plasmids, this doesn't really get old. I like the fact that the big daddies could be easily dispatched with the right technique, it made you feel very powerful near the end of the game. And there is tons of challenge with these guys in the beginning, especially on hard.
The plasmid vita-chamber effect didn't bother me at all either. When you say there's no penalty for dying, that's not really the case. If you don't mind wasting your time backtracking, and potentially letting a little sister slip away, and thus wastimg more time waiting for he to re-appear, then this is true.
Personally, it makes the game no easier than other games which use a quick save feature. And this is primarily what I used in Bioshock, I almost never used the chambers, I'd simply quicksave and then reload if I died. I hate backtracking, and don't like to waste resources, so I'd just rather do it right the first time. By including a quick-save feature, the designers allowed you the freedom to not use the vita-chamber system, if you didn't take advantage of that freedom, is this the games fault??
The arrow I turned off 30 seconds into the game. Again, this game gives you options to increase your enjoyment, if you don't use them, don't blame the game.
I guess the major fault with Bioshock is that it never forces you to think ouytside the box, therefore many people go through the whole game using 1 or 2 different techniques, and it obviously gets repetitive. But if you experiment I find the gameplay exceeds almost anything else in the genre.
I never had problems with Money, and never really had to backtrack for any cash (excpent in the rare cases where there was a couple hundred bucks somewhere, I'd go back and get it), but I tend to be pretty stingy in games, and didn't buy-out many hacks either. The hacking mini-game did get repetetive, but 90% of the time it was unnecessary.
- Turrets and Camers can simply be destroyed
- Vending machines offer only a 20% discount
- You can invent auto-hack tools to aid in Safes, the only object which really needs to be hacked.
Also, not to be overlooked is the excellent research feature in the game. Having an option to photograph each specific enemy type, with 4 levels of bonuses associated with each is just an awesome little addition to the gameplay.
Some of my favourite moments in the game where just causing chaos, and then walking around photographing everyone going nuts, while they attack my security decoy
To me that's that sort of thing is the definition of innovative gameplay in the genre.
I did find some faults with the game, and would've definately like more NPC's in the game to give it more life, the fetch quests do get a little old, but this is a case where the positive dwarf the negatives, and I would definately rate it a 95%+ (read: one of the best games ever made)