Without having jumping, it won't happen, except they coded such narrow paths that way that you do a split-jump.
Without having jumping, it won't happen, except they coded such narrow paths that way that you do a split-jump.
Don't get me wrong. I would like to see it too.
But well, it was unnecessary to say that above since this doesn't really fit to the thread.
Since I don't know what needs to be changed, I can only assume. But I would change the narrative the way so it doesn't interfere with the gameplay and the control of the player over "his" character, allowing the player to have a sandbox playground but at the same time being able to tell a story.
Last edited by Andre202; 06-30-2012 at 03:18 PM.
Variable speed gives more control over your walk/sneak which in turn gives your animations a personal touch and increases re-playability. It is also tied directly into the AI sound system.
Analogue controllers where created to give you more control over your character and the Developers have a responsibility to use it.
For me it's a no buy without it.
I want the Splinter Jump, too. And, I want to be able to actually jump like in SAR.
Ubisoft, please prove me wrong.
True variable speeds linked to a super sensitive audible system.
"You're MINE !"
Re-intorduce classic Splinter Cell Gameplay elements.
intel gathering, hacking, computers, emails, keypad locked doors, retinal scanners, classic-style-in-game interrogations.
If I could ONLY choose one of the above elements it would probably be classic-style in-game interrogations like CT had. Get rid of the Conviction/Blacklist cinematic/cutscene style interrogations.
The way Splinter Cell was created and what it should aspire to be.