FF-ing hope so. To be precise, I want it to be STEPLESS VARIABLE SPEEDS linked to AI NPC hearing system. In fact, I'd rate this a higher priority than Michael Ironside's voice.
Yes
No
I don't know
FF-ing hope so. To be precise, I want it to be STEPLESS VARIABLE SPEEDS linked to AI NPC hearing system. In fact, I'd rate this a higher priority than Michael Ironside's voice.
"You're MINE !"
It's very true that no one asked for a sprinting feature, but we got one. And, it's a magic sprinting feature at that. You automatically jump over stuff, bash doors etc. Plus, you can kill/knock out people at the same time. Who wants that? Things like this make games fun to watch - not fun to play.
As for variable speed, you can't sneak properly without it. Sure, you can leapfrog from marker to marker, but that's not sneaking.
Splinter Cell is getting so automatic it's almost like all you have to do is click 'next'. It's the same kind of experience as installing new software, but it tells you a story and instead of a progress bar you get fancy animations. The objective text is like the when it says " ___________: Step 1 of 4". And performing a move is like selecting a drive or something: "Would you like to kill three guys? Yes/Skip."
Alas, I went off on a tangent again.
So, no, I don't think there will be variable speed. If there is, it will probably be automatic anyway![]()
Ubisoft, please prove me wrong.
Last edited by Andre202; 07-28-2012 at 05:30 PM.
I'm sure they'll include it. They didn't in SCC, but then again they didn't even have time to include moving bodies, so I'm guessing it was something they didn't have time to do right.
This time, there is no reason not to include it. Including it will really help make you feel like you are Sam, instead of ust playing Sam. Dropping it kills immersion in my opinion.
No question about it. I enjoy Michael Ironside's voice characterization of Sam as much as everybody, but the deal breakers for me with Splinter Cell are going to be issues like variable speed, forced action, unnecessary scripting, unrealistic climbing speeds, etc. Sam's voice and appearance don't even factor in with me. Sure, I'd like Sam to appear older and sound "right", but most of what I liked about Sam was that he was an underdeveloped character. I think that fit well with the whole stealth theme, as it lent to air of uncertainty about him. What I enjoy about those games is the experience of infiltration, completing objectives, somewhat realistic vulnerability, and decisiveness and risk. The "story" had to be there just to serve the context of the mission. In other words, it dictated why the mission was important and worth my time, but it didn't encroach necessarilly on how the mission played out, that was in my control almost entirely. What made the missions exciting had little to do with Sam's character backstory, and everything to do with his skill set for managing a mission. Variable speed, patience, quick and deliberate action, etc, were all the things that made that work for me.
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I think Variable Speed is a major factor in achieving the deepest hard core stealth set, along with dense audible game play, but I don't think they will be in the game, or at least, not at a level that would satisfy the Legacy fan base. I think what we will have instead is a larger variety of speed choices, like creep, walk, jog, run and sprint.
But no, probably not a sliding scale of speed that respond to control stick pressure.
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for the night is dark and full of terrors
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