Aardvaarkman said:
Treblaine said:
I mean Big Daddy, brilliant design, brilliant concept... ruined by the approach. I mean the developers went on the record saying it was supposed to be like big-game hunting. But that impression is RUINED by how they are no threat at all till you attack them, you can't run up to an elephant in big game hunting, the point of big game hunting is half the time YOU are being hunted.
I don't understand this argument. Elephants aren't very aggressive creatures. They are not hunters. You can walk up to them without being attacked.
It's the same with Big Daddies. They aren't aggressive. They are also very vulnerable. They rely on their antiquated suits to survive. They aren't some kind of über-monster or predator. They are genetic misfits encased in sub-par armour.
Your comments leave me wondering if you understand the premise of the game.
Don't pick apart the semantics of big-game hunting, it certainly doesn't leave the impression of easy kills. FYI, elephants that are hunted do NOT allow people to get close to them and worse than that, when started they will kill who startled them. It's only the ones in protected parks that are so fine with humans even then viewing from a distance.
In WWII in the Normandy Campaign there were specialist Bazooka crews sent out to take out tanks in the dense hedgerow, they were told to approach it like Big game hunting. Now that is not the point where you pedantically point out that elephant aren't trying to kill you like enemy tanks, nor make implausible statements like big game hunting is as easy and trivial as walking up to them and casually shooting them behind the ear.
It's the same with Big Daddies. They aren't aggressive.
It's worse than that, they are almost completely passive. The Cops in GTA were more of a threat, if you bumped into their car or did anything other than avoid them you'd get a 1 star rating and they'd be gunning after you. But you can body slam into a Big Daddy with your gun drawn and he may act miffed but he won't initiate any attack till you attack them first. I suppose maybe if you ran into them 20 to thirty times they might attack you.
They aren't some kind of über-monster or predator. They are genetic misfits encased in sub-par armour.
Well that's lame. You don't feel like a clever hunter stalking prey, you feel like a bully setting up pranks on a mentally disabled person who can't recognise the obvious threat in front of them.
Big Daddy from a design point of view are supposed to be intimidating, not pitied misfits, but because they make the AI so damn docile they are simply moving furniture.
They compare far worse than other big bosses of video games like Nemesis from Resident Evil 3, he'd stalk you throughout the game and at any time he might enter your area and will attack you on sight. Not in designate boss fight areas but areas you thought you had cleared.
Your comments leave me wondering if you understand the premise of the game.
Having Big Daddies being far more dangerous, like roving panzer tanks, does not contradict their role in the lore especially after they are repeatedly attacked by splicers and it is their benefit to have dead splicers for the Little Sisters to harvest, they would attack on sight and everyone should run scared from them... as the splicers actually DO, but only the very first encounters. You see it in the first time you meet a Big Daddy, Splicers hear one coming and run away, you are only ignored as you are totally immobilised.
Later it's completely different, splicers and big daddies wander around with each other totally ambivalent to each other.
I mean it should have been if you were spotted by one when you weren't ready you'd have no choice but to run, or play dead. Escape would be based on how they were slower and larger, you could get through holes and hide in places they couldn't get.
I think you are working backwards from "the developers did everything right" rather than think how elements don't work together.