
Just because the various versions of the splicers, genetically altered humans, are the standard enemies in the game, they still manage to exhibit as much personality as the rest. They're not zombies; they're totally aware. They're regretful of their condition, yet realize that there's no outlet for them, no opportunity to express themselves or be creative, like an intelligence crippled by hopeless drug addiction. That's true in a metaphorical sense as much as it is in the literal; they're trapped in an underwater city, after all, much like you. It's almost as if BioShock's enemies want you to kill them, to put them out of their misery. Sometimes they seem overly xenophobic and at others whimsical, gallivanting about with an ironic sense of humor.
They're such eerily spirited foes you may even come to pity them. The Big Daddies, for instance, Rapture's lumbering guardians, will wander around stages banging on outlets from where their wards, the Little Sisters, would normally emerge. If you've killed or freed the little girls, as you frequently must, the Big Daddy will invariably knock again and seem genuinely confused over why nobody's coming out as they lumber and groan their way to the next outlet. It's another example of the wonderful details that make Rapture seem so alive.
If you wanted to it's entirely possible to plow through BioShock using only the most powerful plasmids, but where's the fun in that? You can set up sonic traps for enemies that fling them into the ceiling with deadly force, attach sticky grenades to environmental objects and hurl them at enemies with your telekinesis plasmid, hack security bots to fight for you, or use the decoy plasmid to keep your enemies constantly guessing your real position as they absorb bullets from your commandeered machines. So while there certainly are methods of attack that can be deemed the most effective, you're really missing out on what makes this game so thrilling if you fail to experiment.
And experimentation is something you'll almost be forced into against Big Daddies, who appear in every stage of the game. You'll find the game is designed to force you to fight these things, and the damage they deal and punishment they can absorb requires quick reflexes and inventive, on-the-spot problem solving. This goes especially for those playing on the hardest difficulty setting, but even on medium Big Daddies put up quite a fight. Should you die, which as long as you're not playing in easy mode you certainly will, you get revived at checkpoints called Vita-Chambers. Though you get back some health and Eve, a bar that governs plasmid use, enemies don't. For instance, if you've been hammering away at a Big Daddy for five minutes and gotten him down to around a quarter of his health, that's exactly how much he'll have after you die and return to battle. It ensures enemies can eventually be killed with enough persistence, which might be a nagging feature for some.
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Posted: 16 Aug 2007
Also Available: PC