What makes 1999 mode hard




















You do have to play differently to make it work. Hard is the recommended though, and I'd say you're probably safe with that. Creeping forward with 15 health and hitting F5 everytime you clear a room without dying. It's gonna be fun for a second playthrough, but its not the way to play the game for the first time. They wrote about how they did that so that they could just focus on the story and atmosphere.

Though, it seems like the default Medium setting is probably people's best bet unless they're quite familiar with FPS's and instead want to try Hard. I think I'm going to go for the G.

I played my first run on hard mode and it was a decent challenge. Seeing very little difference in mode. Same mechanics, very little difference. I have no idea why they hyped it up so much. I have died maybe So it's still worth it to play through the game again but it isn't as big of a challenge as they make it seem. Just fight smart and you'll be fine. User Info: squiggy User Info: PoetSaskia. I started on hard and it was too easy and the game was going by too fast and it was ruining it for me.

Now that I'm into mode, I can see that this is the best game I've ever played. Going to see what the fuss is all about, and how rewarding the experience.

User Info: XxGhaleonxX. I have every trophy except the telescopes and the two mode related ones. I unlocked Mode for Bioshock Infinite, and I'm a little curious why they chose to call it " Mode" instead of "Very Hard" or something like that. What was so special about ? It's intended to be a difficulty that hearkens back to the " hard old days " of FPS'es, as Ken Levine explains:. We call it the mode because our first game came out in , System Shock, and it was a tough, tough game.

We wanted old school fans to have a sense of the game that was pretty unforgiving, as BioShock 1 was not particularly unforgiving. I designed it to get through it. The sense that I get from reading multiple interviews with Levine is that he views the "modern" shooter as having been made easy for the masses. They wanted to give the hardcore player a chance to play a more challenging, strategic game. They hid the Mode option either by entering the Konami code or playing the game through on some other difficulty so that the average gamer wouldn't stumble on it by accident.

It's a reference to System Shock 2 , which was released in August Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. That's because it's so tough Ken Levine doesn't want "the non old-school, hardcore gamer" stumbling into it. I spoke to Irrational Games creative director Ken Levine recently about mode, an enhanced difficulty level named for the year the studio released its challenging action role-playing game System Shock 2 or perhaps the Prince album.

BioShock Infinite 's standard modes are crafted with today's more relaxed game in mind. Health and ammo are relatively easy to find, resurrection is a regular occurrence, and selecting one skill over the other won't necessarily cripple you in other areas.

In mode the player picks a specialization and sticks with it, and his or her actions will be ruled by that choice. Ammo will be hard to come by. Every small sliver of health will be precious, and if you die you'd better have the resources needed to revive, or it's game over. For the hardcore gamer, mode could be the best thing that's ever happened. And for the non-hardcore gamers? Who exactly is mode for? For one, it's for the student that approached the creative director and co-founder of Irrational Games after a speaking engagement at Levine's old college to tell him he had a bone to pick with him.

His complaint? That none of the choices in BioShock seemed to have any real permanence. In this case he agreed. While there were permanent decisions in the game, none of the choices the player could make felt as if they changed the way the game was played irreversibly. Levine loved the idea so much he decided to "go down that road" with BioShock Infinite , but not before making sure it was something the fans wanted.



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