BioShock E3 Previews
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Luckily you'll have plenty of methods for taking down foes. The first is proximity mines, which are handy in that you can set them wherever you like (on the floor, wall, or ceiling). When an enemy gets too close, boom goes the proximity grenade. The most basic use of the grenade is to set one on the floor and let it do its work. With a little creativity, however, the proximity can be much more interesting. You can attach it to a barrel, for example, then use your telekinesis to pick up the armed barrel and toss it at an opponent, effectively creating a superbomb. You can also use the proximity mine in conjunction with other accessories like the cyclone traps, which create miniature cyclones on the floor; when an enemy steps on it, he or she will be tossed to the ceiling, where your planted mines can be waiting for them to turn them into mincemeat.
The second is at IGN:
Ken demonstrated how enemies standing in water get electrified if you shoot a lightning bolt at the liquid. If you ignite someone or some environmental object, like oil spilled from barrels, with the fire-spewing plasmid, the object or body will set whatever it touches on fire as well. If the engulfed enemies fly to water to douse the flames, you can always shoot an electro bolt into the pool to put them down for good. Telekinesis can be tossed around pretty much anything in the game. Like before, it's clear the amount of variety to this game's combat, in addition to its storyline and slick graphics, of course.
And the third is at ActionTrip:
Simply put, the action shown in the demo blew me away with its intensity. The idea of the enemy AI interacting between each other and having behavioral patterns proves vital to creating an extremely immersive and intense interactive environment. Not only that, but the bio-modified powers of the main character that act almost as castable spells in first-person realize the full potential of what might have been hinted in games like Dark Messiah of Might & Magic.