The crispness problem is: In order to provide difficulty, designers now have to overwhelm your shields all the time, which means designing situations that are spammy (get hit from all directions so you can't process what is going on). These are confusing and not fun. These feel messy to play but they happen all the time because they have to. Or, like Infinite does, have super attacks that take away all your shields at once *and* 1/3 of your health, which feels steeply unfair.
Also, shields train the player to ignore getting hit most of the time, which becomes grating at the end when guys start hitting hard. (You trained the players for one thing but then gave them another!) I think shooters are much stronger experiences when it matters if you got hit. In shield games you get hit all the time, like flies buzzing.
- Johnathan Blow
Original Link - http://kotaku.com/the-problem-with-bioshock-infinites-combat-468530143
Honestly I loved infinite but the shield issue is annoying.
Like the old quake games I could be having an insane fight on like 10 health and win the entire battle on skill after battling for 10 mins. Unlike now where I fight for 30 seconds followed by 10 second camping gaps for shield recharge.
Overwhelm us with smart enemies not spammers. Ones that I have to strafe jump towards while avoiding their fire and shooting at the same time.
Bring more predictions weapons. This is what made rocket launchers fun, bring more weapons that have such prediction qualities.
Thoughts?