Summary
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Plasmids and vigor add chaos and unpredictability to Bioshock's fire clashes.
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Transforming enemies into allies and hacking machines provide players with extra fire power.
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Giant Guardians like Big Daddies and Songbird make intense battles a must in the series.
Although there are only three main games of the series, Bioshock It is a franchise that many people still consider a very special and unique set of games that seems different from any other FPS on the market. All this to say, Bioshock It has a very distinct identity that has been created through the many trends and traditions of the series, which have been replicated in every game from the first.
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Although Ken Levine is currently occupied with the brand new Judah IP, the immense popularity of Bioshock It makes it likely that in the end a new voice will arrive, and if it does, these traditions will surely be there. Here are all the main trends that players can expect to find every time they return to the strange and wonderful universe of Bioshock.
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Plasmids
Powerful forms of energy that grant the player unique skills in combat
One of the main game features that helps Bioshock Distinguishing from other FPS games is the addition of plasmids. While the protagonist will always have their weapon or the fray weapon in one hand, the other will be limited to shooting the plasmids, which can be used in all ways. While fireproof a group of enemies in a crunchy swarm, insects can throw an out of guard enemy, leaving them wide open for players to be killed, and this is only scratching the surface of what the plasmids are on offer.
Bioshock Infinite would have indicated these skills towards the vigorous, and although they have the same purpose, there are some new ones that the players can get their hands on, including the confusion of broncho, which starts all the enemies nearby to prevent them to attack. The plasmids and vigorous are ultimately what the focuses achieved Bioshock Games so chaotic and unpredictable, especially when the enemies also begin to use them in battle.
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Transform enemies into friends
Players can always do some new allies if things start to become a little hairy
Next to the plasmids, another common feature of the games that makes the fighting so funny that they are part is the ability to transform the enemies into allies. This can be done in the first two games by making it sneak into a turret and hackending it, giving players a little more fire power when they move through an area or when they protect a little sister.

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This mechanic has been changed a little Infinite, Where “hacking” is obtained instead using the possession of possession. With the pressure of a button, players can transform mech and missile turrets that brand the machine gun and turrets, providing them with the assistance they need to get out of a sticky situation in a single piece.
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Giant guardians
These guardians never go down without fighting, making them a real thorn in the part of the players
Each of the games presents great and voluminous enemies that act as guardians to specific characters within the story. This would have taken the form of great dads and great sisters for the first two games, who lashed out against anyone who tried to steal their precious little sister from them. If the players had left the wrong part of them, they would be forced to an intense battle in which they will have to use every last bullet and health package to see it until the end.
With great dads who are not present inside Columbia, the Guardian of Infinite It would instead be the bird of sleep; A gigantic bird -shaped machine whose squawks that call to the spine can be listened to miles away. Songbird incessantly chases Booker for most of the game to do it save Elizabeth, which was designed to protect at all costs.
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Audio tapes
A clean mechanic that allows players to learn more about tradition as they explore
Most FPS games will give players an hour or two of gameplay, before slowing down things and providing a tradition through a movie or a game sequence after all the action has remained. This can end up slowing down the rhythm of history, so to try to avoid this common problem, irrational games have decided to introduce audio ribbons in the first Bioshock, which allows players to learn more about Rapture and his characters while continuing their adventure.
It doesn't matter if the players are simply eliminating resources or is making some splicers with plasmids, the audio ribbons do not stop if they don't want it. While multiple games have started to incorporate this mechanic since then, Bioshock He kept it in every single game, at the point where it would be very evident if he was removed for a future voice.
Rapture and Columbia are incredibly creative and extravagant clubs
Although the residents of Rapture and Columbia may not be so friendly, the cities themselves are absolute wonders to see, at the point where it seems that Ken Levine and the team try to do only one with the place for each new voice. Rapture is a city built completely under water, giving it a disturbing but also amazing aesthetic that has become one of the most iconic environments of all games.

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Then there is Columbia, an entire city that manages to remain in flight at all times, with every large district connected by tracks and travel planes. It doesn't matter what the story and the tone of A is Bioshock The game will be practically a guarantee that will always include a larger city than life that extends the idea of realism as far as it can go.
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20th century environment
Bioshock became synonymous with aesthetics of 1900
Although the Bioshock The games played with the idea of multiple timing, the aesthetic of the game always remains rooted in the 20th century. The first game, which is based in 1960, transmits it through music, which transports the players to the period every time he plays, together with the design of the Rapture himself with his sumptuous rooms and the vibrant propaganda.
Infinite Bioshockwhich reports it to 1912, highlights the period not only the design of Columbia, but also the way in which the characters dress, with Elizabeth which is an excellent example. The series has become synonymous with this period and is ultimately a large part of the reason why the games are so fascinating.
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Escort missions
Each game forces players to guide and protect a secondary character
Escort missions are not new in video games, but the Bioshock The games have always placed a great emphasis on them. In the first game, the players would need to drive and protect their sisters while collecting Adam; A system that has become even more important in the second game in which players take on the role of a great dad.
The second game would also present Minerva's Den, a DLC package in which the players would have been commissioned several times to protect the sisters from hordes of ruthless enemies, creating some of the most difficult missions in the series. For Infinite BioshockThe players would find themselves escorting Elizabeth not only for a mission, but for the entire game, even if considering how useful it is in combat, it is far from a negative thing.

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