With regards to the sirens: If you use Shock Jockey (which you should never not be using since it's the single most useful Vigor in the game after the chain lightning upgrade) the enemies disintegrate into piles of ash. Unfortunately, this just makes the fight with the siren harder because she won't stand still long enough to hit. The real strategy is to just focus fire on her while she's resurrecting and then play with the little guys while she's goofing around.
My game was glitch-free, but maybe that's just me. I was playing on an Xbox 360, for reference, because I wasn't sure my aging graphics card could handle a game that new.
@ Where the vigors come from
@ Gameplay
I'm still sore about adding a shield to a Bioshock game, but there was more cover in this one, so I'll give it a pass. What I won't give a pass is only being able to carry TWO FRIGGING WEAPONS. At least Duke Nukem Forever let me have FOUR. Yes, that's right, I'm comparing Bioshock Infinite gameplay to Duke Nukem Forever gameplay, and the DNF gameplay is winning. I don't care if you want to add weapon restriction, but the option to carry four weapons would have been a godsend.
@ Ending
@ The Final Battle
I didn't really have an issue with it. Once again, though, I used almost entirely Shock Jockey, and I was relying pretty heavily on the Hand Cannon because achieveables. Just use the rails to move quickly and be sure to get the Motorized Patriots before they get the generator, and you should be fine. Then again, I played on normal so...
I will say that I'm happy they didn't have another boss battle like in Bioshock 1. The Bioshock 1 boss wasn't really a challenge of your skills so much as a war of attrition. This battle took full advantage of all the skills you had acquired and put them together into a massive battle. I liked how
My game was glitch-free, but maybe that's just me. I was playing on an Xbox 360, for reference, because I wasn't sure my aging graphics card could handle a game that new.
@ Where the vigors come from
Ohhhhhh. I had no idea where they were from. That little throwaway line probably should have tipped me off, but it was such a short line. I do wish they had made it a little more clear; I was angry about that yesterday.
@ Gameplay
I'm still sore about adding a shield to a Bioshock game, but there was more cover in this one, so I'll give it a pass. What I won't give a pass is only being able to carry TWO FRIGGING WEAPONS. At least Duke Nukem Forever let me have FOUR. Yes, that's right, I'm comparing Bioshock Infinite gameplay to Duke Nukem Forever gameplay, and the DNF gameplay is winning. I don't care if you want to add weapon restriction, but the option to carry four weapons would have been a godsend.
@ Ending
Ignoring the "that's not how that works" rant, it was servicable for me. I was hoping for more life-changing meta-commentary on gaming and game design, but I guess one can't have new earth-shattering revelations for every game, and the story was put together competantly. I thought the twist was presented well enough that it worked, even if the idea was cliched. I certainly didn't see it coming.
@ The Final Battle
I didn't really have an issue with it. Once again, though, I used almost entirely Shock Jockey, and I was relying pretty heavily on the Hand Cannon because achieveables. Just use the rails to move quickly and be sure to get the Motorized Patriots before they get the generator, and you should be fine. Then again, I played on normal so...
I will say that I'm happy they didn't have another boss battle like in Bioshock 1. The Bioshock 1 boss wasn't really a challenge of your skills so much as a war of attrition. This battle took full advantage of all the skills you had acquired and put them together into a massive battle. I liked how
the Songbird attacked targets based on your decisions, and it worked just like opening tears, so it was really an extension of your ability to focus on tears mixed with your ability to kill a bunch of dudes.