One interesting thing that no one has pointed out about Bioshock is how the death system worked itself into the story
Of course I turned off that mechanic after the first playthrough, but I did feel like that part of the story was deadened by quick-loading all the time.
And I also wanted to nod at Guild Wars for doing death penalties right. Some one said that was shit because it might make a section impossible after a while, and that was true, but if you had to give up, all you had to do was instantly warp back to town to remove the penalty. It gave you incentive to not die, but it didn't rape you for one mistake. Only after 4 or more mistakes did it really matter.
Also, another nod to Too Human for being retarded with the death penalty. It almost was slapping you in the face for not being good enough in a game that was hard. For a game where I heard the devs were OBSESSED with game flow, I have no idea why you'd implement a feature like that which slowed the flow down to a snail's pace.
You were Ryan's clone, and that's why you kept being revived at the vitachambers, because they were built for him.
And I also wanted to nod at Guild Wars for doing death penalties right. Some one said that was shit because it might make a section impossible after a while, and that was true, but if you had to give up, all you had to do was instantly warp back to town to remove the penalty. It gave you incentive to not die, but it didn't rape you for one mistake. Only after 4 or more mistakes did it really matter.
Also, another nod to Too Human for being retarded with the death penalty. It almost was slapping you in the face for not being good enough in a game that was hard. For a game where I heard the devs were OBSESSED with game flow, I have no idea why you'd implement a feature like that which slowed the flow down to a snail's pace.