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  1. #31
    Senior Member JaRuTo's Avatar
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    I will laugh so hard if you go through a puddle/stream in these stealth shoes and no one hears around you, haha.
    http://img29.imageshack.us/img29/6788/ghostplayermini2.png
    If you're looking something special from Splinter Cell videos, (last my project was called Tactical Espionage from Chaos Theory - advanced ghost style), visit my fansite channel at this address: http://www.youtube.com/user/jaruto7?feature=mhee

    Our ideas should serve as an inspiration for Ubisoft Torronto with new and innovative features in the right direction for Blacklist: http://forums.ubi.com/showthread.php...e-in-Blacklist

    We need a purist mode similar to what Hitman: Absolution have, but with our rules: http://forums.ubi.com/showthread.php...40#post8582940

    http://forums.ubi.com/showthread.php...list-Checklist Please support the checklist and hopefully Ubisoft will see the massive amounts of people who want to see certain, key features implemented.

    Ubisoft... please add in a true variable speed system with an integrated sound system and if you have the time...other abilities, gadgets, and things from the first SC games such as split jump, etc.
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  2. #32
    Senior Member SolidSage's Avatar
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    Quote Originally Posted by MerriIl View Post
    Despite all the new abilities that SCC had, you could still play the game like the originals if you were good enough. Despite some of the less-than-positive opinions of the added traversal mechanics (climbing, killing in motion) most of that is geared more towards the action players - and besides, those are all cool abilities to have at your disposal!.
    This is an accurate statement. Stealth was harder to achieve in SCC but it was there is spades.
    The biggest legitimate complaint regarding SCC stealth relates to the inability to Ghost the entire game...which is so odd to me. Buying a game so you can basically bypass ALL of the, well, playing, and just view the AI and their scripted routines??? It's not like Ghosting was difficult in the early games really. There was a pretty obvious shadow path and you followed it waiting for windows of opportunity. The most difficult thing about the Classic games was controlling Sam with any kind of precision and agility, especially during an action encounter.

    A good portion of SCC can be ghosted (50% approximately in co-op, a bit less in SP..maybe) and I think that is plenty.


    for the night is dark and full of terrors
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  3. #33
    Quote Originally Posted by SolidSage View Post
    There was a pretty obvious shadow path and you followed it waiting for windows of opportunity.
    No, the fun factor in the vintage games was to be had from fooling around with the audible factor. Pandora Tomorrow's AI hearing is still the sharpest of all SC's. Therein lies the stealth fun, not so much about figuring out the safe zones. SCC however, pretty much excised the (footstep) audible factor.
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  4. #34
    Senior Member SolidSage's Avatar
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    @Knot
    Right but that's not about ghosting as much as interacting with the AI in a way that you found fun, just like me enjoying getting into some aggro with SCC's AI.
    I thought 360 DA's audible game play was impressive, was PT really better than that? I don't remember it being such a large factor as in DA but time wears memories thin.

    Anyway, I was talking about the level of fun that could be had from earlier games, just that 'Ghosting' in them (for whatever portion of the game) was relatively easy as compared to SCC.

    I think deep audible game play might well be an enhancement to future SC titles. You could still drop a bunch of targets aggressively (killing in motion) while they were hearing you without an alert going off if it was done expediently, so I don't think there is a real barrier to it's re-inclusion. Just need to get rid of that "bad guy saw you so every related guard on the map immediately is alerted" plague that seems to be infecting LOTS of titles these days. I appreciated the target actually having to shout or get on the radio or RAISE an alarm in older games. These days it's like they're ants and all know what the other is seeing and thinking or something.


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