CheeseDestroyer
07-30-2007, 03:26 PM
Here are my opinions on the multiplayer so far, and what Conviction should learn from each.
Pandora Tommorow's multiplayer was fresh, original multiplayer that raised the bar of online stealth gameplay. People, at this time, have never really seen much of the next gen graphics, and had pretty low expectations in terms of graphics and connection back then but there were a lot of problems. Both the Spies and Merc's animations were choppy, sluggish, and unnatural. Try grabbing a mercenary. It just doesn't look right. And no one really enjoyed playing mercenary.
Chaos Theory's multiplayer (not including cooperative mode) was merely an upgraded Pandora Tommorow multiplayer mode with a few new match options, and new maps. Overall, it was a good multiplayer game but some of Pandora's problems were still present. Animations were still choppy and lacking, mercenaries were still unappealing, but overlooking these problems, it was still a hell of a good time. This wasn't much of a jump, but it was a good move sticking to what worked.
Double Agent's multiplayer was somewhat of a let down for me. I had been reading up about Double Agent and was a victim of it's hype. In some ways, the multiplayer was improved, in other's, it strayed away from the previous games and made the game unbalanced. It did have slick new graphics that balanced out framerate/lag factor, and gameplay quite nicely. Ragdoll was introduced and it actually reacted to the players movement (One time I played DA online, and got knocked out. A dead spy fell ontop of my body rather then through my body. And as i got up the body slipped off of me, realistically responding to the mercenary's mass) The animations were greatly improved, and everything felt so fluid and natural. The agility moves for the spies were also badass. Now, onto the not so nice things. The gadgets suffered a severe downgrade in Double Agent as there were much less gadgets, many of which were somewhat useless. The jammer, for example, was a good concept, but it only lasts a short time making it pretty much the crappiest gadget for the spies. Adrenaline syringes were good. Flashes are OK, but smoke grenades turned into ****. They aren't as effective as they were in chaos theory. Oh and dropping the elbow attack was a dumb move. It was the only thing that spies could use to defend themselves up front. And lastly, SPIES SHOULDN'T HAVE FREAKING HACKING WRISTS THAT CAN HACK FROM A DISTANCE, they should have to risk themselves, walk up to a panel and hack it.
Ok, now Mercenaries. The grenades were buffed too much and are too strong. Second, the drones are a pretty good idea, but they should have a greater distance. But HERE is where I draw the line. Proximity Detector and Motion Detector. I DESPISE THIS ELEMENT OF DOUBLE AGENT. WHAT THE HELL. Proximity Detector is so freaking over-powered, it makes the mercenaries pretty much unbeatable. Bring back the old fashioned "sound" sensor on the merc's hud/crosshair. Motion Detector being activated all the time is also overpowered, but if proximity detector was dropped, it wouldn't be so bad as they are a bad combination and make the mercenary still overpowered. Lastly, I miss the Third Echelon Spy costume and the Argus PMC Mercenary costume, make them available please (if SvM is even in Conviction)
Conviction should mix everything that worked in all the Splinter Cell's into one game.
Conviction should include the following:
-HAVE SPIES VERSUS MERCENARIES PLEASE
-Bring back the gadgets from CT and PT, while adding new ones.
-Bring back the Spy elbow strike, and give spies new moves to stun mercenaries such as a front kick on mercenaries charging/beserking at you.
-Drop the Drone, Proximity Detector.
-Include slightly upgraded visuals that MAINTAIN a decent connection over the internet.
-Include the fluid animations of Double Agent.
-Allow the choice from Argus Merc's, to Upsilon Merc's costumes.
-Allow the choice from CT's spies to DA's spies costumes.
That is my rant for today and thanks for reading.
Pandora Tommorow's multiplayer was fresh, original multiplayer that raised the bar of online stealth gameplay. People, at this time, have never really seen much of the next gen graphics, and had pretty low expectations in terms of graphics and connection back then but there were a lot of problems. Both the Spies and Merc's animations were choppy, sluggish, and unnatural. Try grabbing a mercenary. It just doesn't look right. And no one really enjoyed playing mercenary.
Chaos Theory's multiplayer (not including cooperative mode) was merely an upgraded Pandora Tommorow multiplayer mode with a few new match options, and new maps. Overall, it was a good multiplayer game but some of Pandora's problems were still present. Animations were still choppy and lacking, mercenaries were still unappealing, but overlooking these problems, it was still a hell of a good time. This wasn't much of a jump, but it was a good move sticking to what worked.
Double Agent's multiplayer was somewhat of a let down for me. I had been reading up about Double Agent and was a victim of it's hype. In some ways, the multiplayer was improved, in other's, it strayed away from the previous games and made the game unbalanced. It did have slick new graphics that balanced out framerate/lag factor, and gameplay quite nicely. Ragdoll was introduced and it actually reacted to the players movement (One time I played DA online, and got knocked out. A dead spy fell ontop of my body rather then through my body. And as i got up the body slipped off of me, realistically responding to the mercenary's mass) The animations were greatly improved, and everything felt so fluid and natural. The agility moves for the spies were also badass. Now, onto the not so nice things. The gadgets suffered a severe downgrade in Double Agent as there were much less gadgets, many of which were somewhat useless. The jammer, for example, was a good concept, but it only lasts a short time making it pretty much the crappiest gadget for the spies. Adrenaline syringes were good. Flashes are OK, but smoke grenades turned into ****. They aren't as effective as they were in chaos theory. Oh and dropping the elbow attack was a dumb move. It was the only thing that spies could use to defend themselves up front. And lastly, SPIES SHOULDN'T HAVE FREAKING HACKING WRISTS THAT CAN HACK FROM A DISTANCE, they should have to risk themselves, walk up to a panel and hack it.
Ok, now Mercenaries. The grenades were buffed too much and are too strong. Second, the drones are a pretty good idea, but they should have a greater distance. But HERE is where I draw the line. Proximity Detector and Motion Detector. I DESPISE THIS ELEMENT OF DOUBLE AGENT. WHAT THE HELL. Proximity Detector is so freaking over-powered, it makes the mercenaries pretty much unbeatable. Bring back the old fashioned "sound" sensor on the merc's hud/crosshair. Motion Detector being activated all the time is also overpowered, but if proximity detector was dropped, it wouldn't be so bad as they are a bad combination and make the mercenary still overpowered. Lastly, I miss the Third Echelon Spy costume and the Argus PMC Mercenary costume, make them available please (if SvM is even in Conviction)
Conviction should mix everything that worked in all the Splinter Cell's into one game.
Conviction should include the following:
-HAVE SPIES VERSUS MERCENARIES PLEASE
-Bring back the gadgets from CT and PT, while adding new ones.
-Bring back the Spy elbow strike, and give spies new moves to stun mercenaries such as a front kick on mercenaries charging/beserking at you.
-Drop the Drone, Proximity Detector.
-Include slightly upgraded visuals that MAINTAIN a decent connection over the internet.
-Include the fluid animations of Double Agent.
-Allow the choice from Argus Merc's, to Upsilon Merc's costumes.
-Allow the choice from CT's spies to DA's spies costumes.
That is my rant for today and thanks for reading.