Poll: Bioshock Infinite: Two Weapon Restriction

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invadergir

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May 29, 2008
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Smertnik said:
I like it a lot. The limit adds a minor strategic element and makes the game feel less arcady. And it makes it easier for me to think of the protagonist as an actual human being instead of a pack mule with a bag of holding.
They could have had the best of both worlds and had Elizabeth hold a gun or two for you that she can toss you in combat. Maybe she can only hold a pistol or an smg. Would not break my suspension of disbelief.
 

CriticalMiss

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Jan 18, 2013
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I kind of dislike it. Even if they want to limit how much fire power you are carrying around, I don't see why you can't have two large weapons and a side-arm when Booker can apparently carry an infinite number of silver dollars in his pockets. They could even have made Elizabeth carry a spare weapon for you that you can swap out at any time but with the caveat that she won't throw you items whilst she is holding it (and obviously doesn't fire it). So you can choose between having an extra weapon on choice at hand or have her collecting stuff that could be useful.

I'm more unhappy about the shield though, it seems unecessary as if it is there just to appease people who expect regenerating health in a shooter.
 

Aiddon_v1legacy

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Nov 19, 2009
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it's not TERRIBLE, but I rather they had just kept Bioshock 1 and 2's weapon inventory and upgrade system. In general I felt like there were too many guns which led a lot of the weapons to feel a bit superfluous. Seriously, why are the Volley Gun and Hailfire two different weapons when the differences between them are rather minuscule? They could just given us a few key weapons and let us upgrade them to our hearts' content (though maybe maybe the resources to upgrade them limited so we'd have to specialize)
 

wooty

Vi Britannia
Aug 1, 2009
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SuperSamio64 said:
wooty said:
One thing I'm not happy about is these damn George Washington Terminators. Now THEY are a pain in the arse.
I dunno how far you are into the game, but once you get Return to Sender, you can literally stand in front of them, catch a fuckton of crank-gun bullets, and send them straight back. It's pretty funny.
Hmmm, I may have to try that tactic at some point. I'm on the 1999 mode playthrough and a change of approach is needed. Charging in.and beating them senseless seems to no longer work well.
 

Lugbzurg

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Mar 4, 2012
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There is no excuse for a two weapon limit in a shooter. Not even if it's a simulator.
No excuse. especially when it's supposed to have escapism going for it.
 

RJ 17

The Sound of Silence
Nov 27, 2011
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I really never had a problem with it. Considering the fact that you can till fill up ammo for weapons you don't currently have, no matter what weapon you grab you'll have plenty of ammo. Besides, just like in the first two games: I generally found my bread'n'butter weapon and stuck with it. First playthrough was the Sniper Rifle, now I'm working with a Shotgun and a Carbine.

The thing I miss more than having the full inventory of weapons is the SPECIALIZED ammo. God, I would murder someone in front of their own mother for some frickin' armor piercing ammo in Infinite.
 

Vykrel

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Feb 26, 2009
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definitely one of my few complaints for the game. i mean, i typically carry around a carbine and a machine gun because they are both well-suited for any enemy, and they both are easy to find ammo for.

but i want to be able to whip out a rocket launcher for when i run into a harder enemy. i dont want to have to carry around a power weapon for when i finally run into a tougher foe. im more likely to need a medium-power weapon at any given moment.

i think a 4-weapon limit would have been more preferable. maybe one slot for each weapon type. one for either pistol, one for the carbine/burstgun, one for the machine gun/repeater, and one for power weapons: sniper/rpg/volley gun/shotgun/crank gun
 

The_Echo

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Mar 18, 2009
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I really like it.

It puts more emphasis on the use of vigors (I find myself using them far more often than I ever used plasmids), and enemies drop their weapons anyway, so it's not like you only have one chance to pick up X weapon.
 

WouldYouKindly

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Apr 17, 2011
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It's a small annoyance, especially given some of the harder to kill enemies. I think it adds a fair amount of difficulty. It limits your options. It might be nice to have the two machinegun type weapons to have lots of ammo, but then you lack long range capability and hard hitting capability. I did find Charge upgraded with a shotgun and an RPG for the tough guys was effective, though high risk.
 

MBaskerville

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Apr 10, 2012
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I initially found it frustrating but found that in the levels they usually provided a gun for the job/environment. It kind of forced me to use different weapons sometimes which isn't a bad thing.
 

Agayek

Ravenous Gormandizer
Oct 23, 2008
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immortalfrieza said:
Exactly. Realism isn't really that fun most of the time, and in games like Bioshock Infinite, which isn't a particularly realistic universe to begin with, it makes even less sense. Besides, I'm pretty out of shape and even I could carry more than a shotgun and a pistol around if I needed to, at least for a while. A detective like Booker should be able to carry at least somewhat more than I could.
It's not the weight that's the problem IRL. It's just bloody awkward to be walking around with more than a single rifle-sized weapon and a sidearm. They just keep getting in the way and make it hard to move, which is a death sentence in combat.

OT:
I hate the 2 weapon limit. It's a mechanic that makes the controls simpler for consoles/controllers. That's the entire reason it exists and anyone that says otherwise is just making shit up to justify why they like it.

As a game mechanic, there's inherent problems with it. Specifically, that half the weapons go completely unused. For example, in Bioshock Infinite, I never once used the rocket launcher or the volley gun or any of the other situational weapons. I ended up using the carbine and the shotgun and nothing else because those are the best multi-purpose guns.

If you only have 2 guns, both of them need to be able to serve just about any purpose, because once you run out of ammo for one, if you're stuck using a rocket launcher or somesuch against a Fireman or half a dozen normal enemies, you're fucked.

Two weapon limits incentivize not playing with the fun weapons, and I find it rather aggravating.
 

VladG

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Aug 24, 2010
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Mr.K. said:
And it does add that air of amusement when people start to imagine how this is realistic and more tactical...
What? Of course it's more realistic this way! Where do you expect to carry more weapons, in the hand you shoot ravens out of? Where would you keep the ravens? In your fireball pocket?? Pfff!


Some people just have no appreciation for the finer details of this game. The tactical aspect of the weapon selection is SO important! Just think about it: you are going in combat COMPLETELY unaware of what's coming for you. That takes PLANNING. I have to carefully organize my 2 weapon slots to accommodate for any possibility. In other words I need to always carry the Rifle and Hand Cannon. Now THAT'S tactical!


There's a place for 2 weapon systems. Bioshock Infinte ain't it.
 

MeChaNiZ3D

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Aug 30, 2011
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Same thing happened in the Resistance series, weapon wheel in 1, 2-weapon limit in 2, weapon wheel again in 3. While I prefer the weapon wheel, once a game has been designed with one system or the other in mind, I don't really think you can just switch them over without imbalancing it in some way.
 

CityofTreez

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Sep 2, 2011
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People complained that the unlimited weapon style of the two games made the game too easy, so they remove it and people don't like it. Go figure. :p

I don't mind it, but I can see why people wouldn't like it.
 

Korten12

Now I want ma...!
Aug 26, 2009
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Lugbzurg said:
There is no excuse for a two weapon limit in a shooter. Not even if it's a simulator.
No excuse. especially when it's supposed to have escapism going for it.
Meh, if Halo had the ability to carry all of the guns. It would make the game way to easy. The ability to hold all guns just doesn't work in all games. If you could carry all guns in something like Call of Duty, it would make it very unbalanced (standard balancing issues aside.)
 
Apr 5, 2008
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Would have preferred no limit at all, or at least the option for two weapon and a pistol/sidearm. Better yet would be one weapon per slot, for a given number of slots (ie. sidearm, automatic, close-range, heavy, long-range, explosive).

Saying that, the game and its challenge were scaled to accomodate and it's good enough a game that one can forgive it its few flaws. 2 weapon restriction was much less annoying than the single-slot "autosave" in lieu of a proper save system. Fucking consoles. I would've also preferred two currencies so that Vigor and Weapon progression weren't in opposition to each other.

Anyway, great game, didn't understand the ending whatsoever but still looking forward to whatever future content the Season Pass gives me down the line. But first, I have 1999 "Scavenger" mode to complete!
 

Netrigan

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Sep 29, 2010
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I was initially taken aback by it, but the guns are bod-standard stuff and I quickly zeroed in on a couple of favorites and stuck with them as much as possible... which is pretty much most of the game as Elizabeth restocks you constantly. And there was almost always a couple of weapon alternatives located in battle areas.

The two-weapon load-out sucks beyond sucking on a game with more inventive weaponry. Such as I recently saw a review which took Duke Nukem Forever to task because weapons like the Shrink Ray were fun to use but not terribly useful, so few players were going to waste a slot for it.
 

Gunner_Guardian

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Jul 15, 2009
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I disliked it but I understand it's design purpose along with that flimsy shield, low salt pool and low ammo stocks. It's to balance out the fact that Elizabeth tosses you ammo and stuff all the time so you become dependent on her and thus a bit more attached.
 

Kael Arawn

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Mar 4, 2012
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I found the lack of an ability to carry 2x weapons frustrating so most of my first play through of the game I simply used the 2x weapons that I didn?t have the achievement for killing enough enemy?s with yet.

But overall I understand why they did it, it really was tied to the game play and all the vigors available at all times once collected made up of this in big way as they could tailor the combat to be much more frantic knowing what options we the player would be taking to the fight.

Must admit it has meant that the combat feels a bit lack luster on reply in comparison to bioshock 1 where the decision to what gun you carried mixed with customizable plasmids and different ammos radically changed the combat experience.
 

MrHide-Patten

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Jun 10, 2009
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Honestly going through Bioshock 1 I felt invincible with ALL those weapons, with the two weapon restriction I felt as least I had to think about what I needed going ahead or dapt depending on the weapons I had on hand, the weapon and limited ammo also made me use the vigors and alternatives more.

Having multiple weapons also makes me feel a bit spoilt for choice, like if I could carry all the weapons, I'd just use the RPG all the time, but finding weapons makes me want to use them.