We can never know how they work, but we know that they work. That they change your body into something that hurls fireballs or make people like you when they really want to kill you is just a possibility in the Bioshock universe. Just like some 19th Century drugstore owner invented Coca Cola, vigors are an accident made by mixing strange compounds that happen to work like magic. Originally posted by tspendragn:I think vigors are probably like the drugstore version of plasmids. So, it really changes from player to player, but IMO, vigors are more interesting to keep changing, mostly if you try to do combos with it. On Bioshock 1, there's plasmids that I didn't even touched, like the one that make security attack the opponent, and the one that freeze. I used all vigors through infinite, some more than others, I give you that, but I used all. The last difference was added in Bioshock 2, which put your plasmids in a different button, this way we can use plasmid and shoot at the same time. The other difference is that on infinity you have a hotkey that switch between two powers, function that you don't have in B1. The difference is, opposing what you said, on B1 you have a limited number of slots to put your plasmids (6), you can't have all at once, while in infinite you have all at once. Both have a menu that pause the game and you can choose which one you want and both have hotkeys for each plasmid/vigor (by default, B1 use the function keys while Bi use the numerical keys, it's the only difference here). At least using a keyboard, it's basically the same thing. I just played Bioshock 1 again and I don't get your commentary. Also, I felt that I was only using 3 in infinite. You could access them all at once, instead of just having 2 at a time like in bioshock infinite.
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