Sunday, March 17, 2013

All the Powers of Bioshock Infinite Explained

One of the major differences of Infinite than Bioshock 1 & 2 is the substitution of the Plasmids for the Vigors. Booker DeWittt has the opportunity to earn Vigors, which allow him to possess unique powers and abilities normal characters cannot.

The player can only use Vigors when they have enough Salts, a limited resource represented by a blue meter in the bottom left of the screen. Like Eve in the original BioShock, Salts power the use of Vigors, and an empty meter means no powers can be used until the player finds more.

As you play as Booker and attempt to save Elizabeth from whatever peril she may be in you can earn eight Vigors in all, and each has its basic use as well as a 'trap' version. Players can use Vigors by hitting the left trigger, or the button can be held down to leave a trap behind for enemies to walk into.

Vigors can also be upgraded by purchasing modifications at special vending machines.

Bucking Bronco

Bucking Bronco is a Vigor that allows Booker to briefly raise enemies into the air and hold them in place for a short time, allowing him to attack without them fighting back.

Charge is a high-impact melee hit that allows Booker to target enemies at a distance and then charge toward them.

Devil's Kiss
Devil's Kiss is created by Fink Manufacturing and is a fire-based Vigor. Players throw a fire ball that burns nearby enemies, or can create a burning trap that lights up any enemies who walk through it.

Devil's Kiss Aid can also be purchased, splitting the fire ball into mini clusters that have a greater effect and do significantly more damage.

Murder of Crows
Murder of Crows is obtained early in BioShock Infinite and lets players unleash a swarm of crows that will attack enemies. The trap version is referred to as a Crows' Nest, which will unleash crows upon any enemy who walks across them.

Players can purchase the Crows Trap Aid upgrade, which turns the corpses of any enemies killed by Murder of Crows into Crows' Nests.

Possession gives Booker "irresistible charm" and allows him to confuse enemies into fighting for him instead of against him.

Possession only affects machines at first, but can later be upgraded to affect humans. Players can also purchase Possession for Less, which makes the Vigor require significantly less Salts to use.

Possession is the first Vigor the player discovers, handed out as a "sample" in Columbia before the player begins searching for a way to Monument Island.

Shock Jockey
Shock Jockey is an electric power that offers the ability to stun enemies, similar to the Electro Bolt Plasmid in the original BioShock.

Holding Shock Jockey will give you the ability to create an electric trap.

After upgrading, you can turn any enemies killed by Shock Jockey into electric traps.

Undertow is a telekinetic power that allows the user to pull an enemy closer to them as well as push an enemy away from them.

A quick press of the button will send enemies flying while holding the buttton will allow you to grab an enemy and pull them in for punishment.

Return to Sender

Return to Sender absorbs incoming fire (projectiles, etc.) from enemies and allows you to redirect it. After some upgrading, you will even be able to return these shots to the shooters and is great for huge firefights.

IGN has more info on gear and weapons from Bioshock Infinite, which is releasing this March 26th.


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