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+ MadeOfPlasticine: Just like in "Franchise/DeadSpace", while enemies can take a lot of punishment before going down, it takes surprisingly little force to hack them apart. Your [[ShockStick stun baton]] in particular turns out to be surprisingly effective at amputating limbs despite being, ostensibly, a less-than-lethal blunt weapon.
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** A specially egregious example is when [[spoiler:Captain Ferris]] suddenly opens the airlock to the exterior of Callipso which, as was shown at the beginning, has a partially breathable atmosphere. The room is tiny and the pressure differential should also be rather small, but the game still vents Jacob as if he had been exposed to the vacuum of space.

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* AntiFrustrationFeatures: Similar to ''VideoGame/DeadSpace'', the ammo that you find is based on which weapon you're using the most, so you'll always have a decent amount of ammo for whatever your preferred gun is. However, the amount of ammo you get is low enough that you still need to rely on the melee combat system for most of the game, only using your firearm as a finisher or the last hit in a combo.

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* AntiFrustrationFeatures: Similar to ''VideoGame/DeadSpace'', the ammo that you find is based on which weapon you're using the most, so you'll always have a decent amount of ammo for whatever your preferred gun is. However, the amount of ammo you get is low enough that you still need to rely on the melee combat system for most of the game, only using your firearm as a finisher or the last hit in a combo. Note that what the game actually does is prioritize spawning any ammo which you have less than 2 stacks of in your inventory. This can become a frustration feature if you keep selling off ammo for a weapon you don't use and the game keeps giving you more of it instead of ammo for the gun you do like. It also means you shouldn't purchase any guns you don't plan to use, even though they don't take up inventory space themselves, as owning a gun will start spawning ammo for it.
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* MeatSackRobot: The new main antagonist enemy in the ''Final Transmission'' [=DLC=] is the Biobot, a Security Robot which has had a number of its mechanical systems replaced with organic components, seemingly Biophaged ones. Due to its organic components, it's not ImmuneToBullets like the regular robots are, but it still has several times the amount of health regular Biophage monsters have. Audio logs reveal it was an attempt by Dr. Mahler to create a controllable Biophage host, as an alternative to Warden Cole's Subject Alpha project. They're tough enough that Jacob breaks his stun baton hitting a barely functional prototype one. The first two you encounter are treated like MiniBoss encounters. Towards the end of the [=DLC=] you get a kinetic hammer that lets you fight groups of them in combat. [[spoiler: Considering the events of the DLC are revealed to be a DyingDream, it's unknown whether or not they actually exist.]]

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* MeatSackRobot: The new main antagonist enemy in the ''Final Transmission'' [=DLC=] is the Biobot, a Security Robot which has had a number of its mechanical systems replaced with organic components, seemingly Biophaged ones. Due to its organic components, it's not ImmuneToBullets like the regular robots are, but it still has several times the amount of health regular Biophage monsters have. Audio logs reveal it was an attempt by Dr. Mahler to create a controllable Biophage host, as an alternative to Warden Cole's Subject Alpha project. They're tough enough that Jacob breaks his stun baton hitting a barely functional prototype one. The first two you encounter are treated like MiniBoss encounters. Towards the end of the [=DLC=] you get a kinetic hammer that lets you fight groups of them in combat. [[spoiler: Considering the events of the DLC are revealed to be a DyingDream, it's unknown whether or not they actually exist.exist, though one of Mahler's audio logs seems to imply they did exist at one point and were where Mahler developed the technique she uses to hook Jacob's dying body up to a life-support system to keep him alive temporarily.]]
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* PlayingPossum: After the early 2023 patch, Biophages can sometimes mutate and get back up after being killed; they can even do this if you've already stomped the body for loot. About the only way to absolutely make sure this doesn't happen is to either impale them into spikes or give them a TurbineBlender death.

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