Results 1 to 2 of 2

Thread: Ubi Devs! Just two little things, Plus some praise!! ;) | Forums

  1. #1
    This post is directed at the Ubi dev team, I'm aware that I'm just one voice among many at this point, but I'm hoping there are others in this forum that will agree with me, and bump this thread, hopefully bringing these two small things to your attention. I'll start with the nitpicking, and then move on to the praise. I'm also aware that my opinion here is based entirely on the small amount of footage I've seen, but I feel that I (we) should probably pipe up sooner rather than later if any changes can or will (Or even need to be) made.

    So, as other posters have no doubt mentioned, the 'Mark & Execute' gameplay dynamic has me a bit worried.

    As seen in this video, at about 1:40 - 1:50 it appears that the player has used the reticule to target his two victims, hit 'RB' to 'mark' them, then hits and holds 'Y' and ONLY 'Y' to actually execute the maneuver.

    It *looks* cool. No doubt about that. Sam Fisher is totally bad ***, but... I want to be a bit bad *** too.

    The problem that I'm beating around the bush to get to, is that the player really isn't doing all that much during those (admittedly brief) moments. I think that a timed trigger pull would add a lot more 'awesomeness' to this mechanic.

    So, just to over explain a bit:

    You choose to 'mark' the targets, push 'Y' to execute, then Sam does all his wicked good aiming, and we are the ones who decide when to fire. Fire quickly, targets go down quickly, fire too slowly, and you're going to take hits, or miss altogether.

    Now, as I mentioned, this opinion is clearly based on what I've seen so far. Perhaps the demo was on a specific difficulty level, or it was set up this way to show off the system. I obviously don't know for sure, but I think making that kind of mechanic optional would be in everyones best interest.

    The second tiny little nitpicking I have is seen here almost right at the beginning of the video. Right at 0:10 - 0:12.

    When Sam walks over a gun he doesn't have, it just pops right up onto his backpack.

    Could there not be an animation for this? I think Sam is bad *** enough that he could pick up a gun and place it (somewhere) on his person on the fly.

    I know, it's probably a lot to ask, and an insane amount of work for the dev team to do something like that, but I thought I'd voice it anyway.

    So, nitpickings aside.. I absolutely love what I've seen so far. The game looks incredible, looks like it plays incredibly and I can't wait to get my hands on it. I was over joyed when I found out the series was back into the more than capable hands of Ubi Montreal and I'm sure you guys will continue do an excellent job with it. The way you've incorporated the story into the game play looks wicked good.

    This game is easily my most anticipated of the year, and I thought you guys stole the show at E3 and that's against all 3 platforms formidable line ups.

    Keep up the good work, and my money will always have a place in your wallets!!

    To the other forum members who agree with me on any of the points I've put across in this post, please, bump this thread and add your own praise for what these guys have done. Because it looks to me like this next iteration of the Splinter Cell series is going to be the best so far... and that's saying a TON because Chaos Theory was friggin' amazing.

    Thanks!
    Reply With Quote Reply With Quote

  2. #2
    This post is directed at the Ubi dev team, I'm aware that I'm just one voice among many at this point, but I'm hoping there are others in this forum that will agree with me, and bump this thread, hopefully bringing these two small things to your attention. I'll start with the nitpicking, and then move on to the praise. I'm also aware that my opinion here is based entirely on the small amount of footage I've seen, but I feel that I (we) should probably pipe up sooner rather than later if any changes can or will (Or even need to be) made.

    So, as other posters have no doubt mentioned, the 'Mark & Execute' gameplay dynamic has me a bit worried.

    As seen in this video, at about 1:40 - 1:50 it appears that the player has used the reticule to target his two victims, hit 'RB' to 'mark' them, then hits and holds 'Y' and ONLY 'Y' to actually execute the maneuver.

    It *looks* cool. No doubt about that. Sam Fisher is totally bad ***, but... I want to be a bit bad *** too.

    The problem that I'm beating around the bush to get to, is that the player really isn't doing all that much during those (admittedly brief) moments. I think that a timed trigger pull would add a lot more 'awesomeness' to this mechanic.

    So, just to over explain a bit:

    You choose to 'mark' the targets, push 'Y' to execute, then Sam does all his wicked good aiming, and we are the ones who decide when to fire. Fire quickly, targets go down quickly, fire too slowly, and you're going to take hits, or miss altogether.

    Now, as I mentioned, this opinion is clearly based on what I've seen so far. Perhaps the demo was on a specific difficulty level, or it was set up this way to show off the system. I obviously don't know for sure, but I think making that kind of mechanic optional would be in everyones best interest.

    The second tiny little nitpicking I have is seen here almost right at the beginning of the video. Right at 0:10 - 0:12.

    When Sam walks over a gun he doesn't have, it just pops right up onto his backpack.

    Could there not be an animation for this? I think Sam is bad *** enough that he could pick up a gun and place it (somewhere) on his person on the fly.

    I know, it's probably a lot to ask, and an insane amount of work for the dev team to do something like that, but I thought I'd voice it anyway.

    So, nitpickings aside.. I absolutely love what I've seen so far. The game looks incredible, looks like it plays incredibly and I can't wait to get my hands on it. I was over joyed when I found out the series was back into the more than capable hands of Ubi Montreal and I'm sure you guys will continue do an excellent job with it. The way you've incorporated the story into the game play looks wicked good.

    This game is easily my most anticipated of the year, and I thought you guys stole the show at E3 and that's against all 3 platforms formidable line ups.

    Keep up the good work, and my money will always have a place in your wallets!!

    To the other forum members who agree with me on any of the points I've put across in this post, please, bump this thread and add your own praise for what these guys have done. Because it looks to me like this next iteration of the Splinter Cell series is going to be the best so far... and that's saying a TON because Chaos Theory was friggin' amazing.

    Thanks!
    Reply With Quote Reply With Quote

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •