![]() ![]() The fact that OPs citation implies an optional remedy (compromise which the writer doesnt agree with) doesnt mean the idiom itself has that extended meanikng - its just that the writer has used it somewhat loosely. This leaves most progression feeling a little shallow as it takes the role-playing out of the RPG. Biting the bullet always means accepting the inevitable pain associated with some inevitable remedial action. Whilst there are a multitude of options to choose, most of them consist of one of a handful of traits like increasing your HP. The base gameplay and decision making throughout Bite the Bullet is nowhere near as complex as the huge skill tree might make you think. The combat may be easy and it’s over in a second as you run past, mowing down even more ghouls. This all being said, the metal music and visceral combat are very satisfying. No matter what decision you make, the run and gun nature of combat leaves most fights feeling pointless outside of key boss battles. This would usually pose an interesting conundrum each time a particularly good bonus could be earned from eating meat but this is, ultimately, not much to worry about. How tanky your build is can be affected by each decision to eat. All three of these are needed for each action and can positively affect certain moves, but too much can slow you down in return for extra HP or damage. Each piece of food has a calorie, fat, and protein count that affects your minute-to-minute movement. This brings one to Bite the Bullet’s main form of micromanagement. ![]() This turns the formula into no risk, and when that reward is rarely worth the few minutes it takes to get to it, what are you left with? This fundamentally comes down to what makes risk versus reward systems work – whilst not a painfully easy experience, exploring within Bite the Bullet doesn’t feel like a risk. The easiness of levels and mediocre drops make most exploration tedious rather than promoting a nice sense of risk versus reward. Not only is this rather easy to do but there is little incentive to do otherwise. Whilst the level of uncertainty to each run is good, Bite the Bullet’s crushing guns and easy traversal system make large chunks of each level entirely skippable. Each level you go in is somewhat randomly generated, with unique paths but similar level design. Despite the areas being defined, the specifics are not. Choosing a specific board gives you a sense of level progression as the first is the easiest and the last is the hardest. In Bite the Bullet, areas are defined with their own colour palette and objects, and can be chosen at will before joining a mission. I chose Chewie, a seemingly intentional nod to rambo, and landed in the first level. ![]()
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