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I've played the single player, but at the time i rented it i didnt have xbox live. I was wondering how well the Multiplayer playsout. Is it as good at Choas Theories?
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no, its not at all.
Chaos theory had a really high learning curve (unlike DA) though so it might be hard to get into. DA pretty much took away everything that made splintercell MP interesting. I hope ubi realised their mistake, but I wouldn't be suprised if they didn't, as they have always been pretty bad with pleasing fans/dealing with customers. feedback. My main complaint with the MP change was the way they just took stealth out of the formula almost completely, things such as: 1. Heart Beat monitor - what were they thinking, honestly? I can understand if they decided to implement it just when a spy is hacking, but to have it going 24/7 is just stupid. It means there is no reason to crouch/walk slowly (or be stealthy in general). This also means that it is pretty much impossible to get a stealthy kill against an experienced player that actually knows how to work the heartbeat(which isn't hard in the slightest). Getting a perfectly stealthy kill in PT/CT was probably one of the most satisfying feelings in the game. This was probably the worst thing about DA. Who cares about hiding in shadows when the merc constantly knows that you are there - and don't say use the 'new' alarm snare things because they were **** (you couldn't even shoot them to the other side of the room if I remember correctly). 2. Taking out the sound detector - This was pretty awesome in PT and CT. It added to the stealth because you had to be careful and walk slowly (definitely in theory anyway), I would have thought that that would have been pretty obvious. I missed that feeling of sitting somewhere in a room pretty close to a merc and he/she had no idea you were there, or even if you were a merc against really good spies and having a moment were you thought: " how the hell did the spy manage to get in there without me knowing?". In DA the mercs are pretty much aware of a spies presence no matter what. 3 Taking out all the gadgets was a bit too extreme, although, I never was a big fan of the whole offensive taser-smoke-flash and grab thing in PT/CT. You still could be pretty smart with them (alarm snares, sometimes sticky cams, the radar thing/the old heartbeat radar thing which was very useful when you in position to hack but didn't know how close the enemy was). I was never a big fan of laser mines, but that was mostly because of the cheap spots you could place them, which was ubi's fault for letting the player do so. 4. Horrible lag as usual in Ubi games. 5. The way you can always hack different spots on the map in DA after you have finished downloading was a bit abused as well. Although, it wasn't an awful idea, I just think that they could make a good mix of the original idea with this. I think it would be good to have had separate hacking meters for each node on your arm hacker, instead of just one that covers all , because that was just too easy to always just run back and forth between 2. Changing these little things would definitely make the difference. For a "stealth" game, it really wasn't all that stealthy. I know Ubi like to make profits and appeal to new fans, but they could at least be careful about it. Splintercell games have always had the hardcore following so they could at least please them because it is these people that spread the word about the game possibly being good, so that newbies can try it out/get into it. You might be suprised at the number of 360 fans that are looking for something really competitive and deep, besides fps games like Cod4 or halo 3. It was pretty funny to see that most people stopped playing DA after about a month, like many people have said on this forum. Of course CT had it problems. A lack of maps being a major one. It did have its very cheap aspects to gameplay - the way a spy could flush out a merc using gadgets, even though the merc is perfectly aware that he is there. -Small things such as security failure messages or hearing really loudly that a camera has been shot out (so that you now know the spy must be in the steam room in the clubhouse for example). -camping spots for mercs, and lack of entry options for the spy in order to get to a node. I actually really liked the idea or the mobile hacking thing when I first heard it because of this reason. - Overpowered merc motion tracking (being able to see a big black blob over the spy, even when he was perfectly still). -Not enough time for spies to be completely stealthy, so that forced them to be more on the offensive which was always a problem. The large amount of spy lives also gave them the more reason to run about/ not be stealthy, but I could easily live with that. It had its problems, but it was still far better than the pile of **** DA was. I don't even know why I'm posting on this forum, no one is ever going to read it. I just had an urge to check out this forum after waking up this morning, thinking back to how many good times I had on PT and CT for some reason lol. |
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I completely agree with everything you said DementedPanda. I'll give DA one thing though, it was 3vs3 instead of 2vs2, and some of the maps were pretty good. Too bad they had to put in the heartbeat sensor, and it was such a laggy mess.
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The beastly long post pretty much sums it up. SC:CT was a LIFE CHANGING game for me....... Ok well maybe not that good, but I'd definitely rate it as one of the top games I've ever played, because of the dynamic, in-depth SvM mplayer setup. DA just let me down hardcore, despite more fluid movement, it seemed to take a lot of the depth out of the game. I hope Ubi fixes this, but with the way the new game is looking, who knows?
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