Yet, crucially, Atomic Heart fails to nail down what made the BioShock series - as divisive as it is - work: a keen laser-focus on a few central themes. Both feature verbose, bombastic leaders dead set on making their grandiose dreams into reality combat repertoires mix traditional weapons with in-game “magic” (instead of BioShock’s Plasmids or BioShock Infinite’s Vigors, we have Atomic Heart’s Polymers) a confused, amnesiac main character has mysterious ties to said leader, forming the narrative crux. Both games place first-person adventure mechanics in elaborate utopias gone wrong. You can hold them off without too much trouble - but what's the point? They'll never run out, so it's much easier to just give the camera a zap with Shok and run ahead before it can pull itself back together.Atomic Heart wears its BioShock influences on its sleeve. They'll keep coming too, usually with another Pchela with a laser who will attack anybody who interferes with repairs. Little Pchelas (flying, bean-shaped robots) will come and fix any robot you destroy, dispatched by the robot assembly plant (the dome structures with holes in). Now, you might wonder - why not destroy them altogether? The answer to that is: they'll get repaired. It shuts them down temporarily, giving you the chance to just run past. They spot you especially easily when you're outside, as the damn things are everywhere, and while the game suggests using thrown objects to distract them, we suggest just giving them a blast of electricity with your Shok power. Both in facilities and in the open world, the Dandelion Cameras are an issue, drawing enemies to your area.
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