1. #81
    LuckyBide's Avatar Senior Member
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    Originally Posted by Fraeulein Go to original post
    Just stopping in to say “geeeeezus Christ on a bike with the dogs”. I have been attempting panther on the Charlie Russian Embassy mission. ��
    So I do bring this up on occasion. I started my stealth playing with a game called No One Lives Forever. It had dogs. There were grand plans the devs had for the dogs to roam the map, but they ditched them. Their plans were similar to what you kind of want. In the end it wasn’t doable because of time and animation. But you did have a cute “poodle” gadget. The poodle was intended to lead the dogs away or distract.
    Having a friendly dog interaction would be cool as maybe a “reputation bonus”. NOLF also had intended to have that. If you had interacted with someone in a friendly manner, you earned extra points. There was an interaction with a guy trying to sell you a monkey. That was intended to be one of the weird interactions that would earn you a bonus.
    So maybe that could be a thing.
    I love the NOLF games, these games are so great and unique ! It's been a long time since I played them though.
    I didn't know about the plans that the devs had for the dogs. That would have been really cool to have map. But the games already are masterpieces, it's just a shame that the franchise is stuck in a copyright issue...


    Originally Posted by CoastalGirl Go to original post
    I barely touched Infiltration, too. In theory it's great, but they had such good environments and to chop them up with lasers and whatnot was sad. I stuck with Hunter (no detections, all hand-to-hand).
    Oh yeah for sure, I talked about "infiltration" mode because it's more my thing but there were enough modes in DO to please everybody. And they'd have to keep that if they plan to bring it back.


    Originally Posted by CoastalGirl Go to original post
    I like that. Time of day and weather should be standard, but something like the thermal penetration option is great, too. Being able to really customize the difficulty would be such a nice improvement. I suppose it adds to testing, but if they do it right, it'd be worth it.
    Definitely. I really like how serious and precise it's done in this game.
    I'm pretty sure they could do the same for Splinter Cell. Just imagine: having multiple difficulty options and on top of that a level editor. Such a combination would give the game an almost endless replayability.
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  2. #82
    Originally Posted by LuckyBide Go to original post
    Oh yeah for sure, I talked about "infiltration" mode because it's more my thing but there were enough modes in DO to please everybody. And they'd have to keep that if they plan to bring it back.
    With an OCP, I think Infiltration would have been fine. The other modes weren't really for me, especially the PvP. In Conviction there was no reason to do Last Stand, either, because the maps were the same and Hunter was so much more fun. In Blacklist I didn't have much choice, though - I played Charlie's missions because I liked the embassies.

    Definitely. I really like how serious and precise it's done in this game.
    I'm pretty sure they could do the same for Splinter Cell. Just imagine: having multiple difficulty options and on top of that a level editor. Such a combination would give the game an almost endless replayability.
    And to be able to cater to various types of stealth players in that way would be such a big improvement, too. Even though "classic" Splinter Cell is already a sub-genre to begin with, we know that there's still a lot of variation.
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  3. #83
    LuckyBide's Avatar Senior Member
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    Originally Posted by CoastalGirl Go to original post
    With an OCP, I think Infiltration would have been fine. The other modes weren't really for me, especially the PvP. In Conviction there was no reason to do Last Stand, either, because the maps were the same and Hunter was so much more fun. In Blacklist I didn't have much choice, though - I played Charlie's missions because I liked the embassies.
    Yeah. The portable EMP is an OCP on steroids but it's not really stealthy.
    I wonder how much players enjoyed the fans, I would be curious to know the stats for each mode.
    Some of them would definitely do a welcomed come-back among fans.
    Embassies are always a great location in stealth games ^^


    Originally Posted by CoastalGirl Go to original post
    And to be able to cater to various types of stealth players in that way would be such a big improvement, too. Even though "classic" Splinter Cell is already a sub-genre to begin with, we know that there's still a lot of variation.
    Exactly. Stealth games should not try to cater to all types of players like they did this last decade but instead cater to the different types of stealth players. Agreed with this !

    There are many types of action RPGs and players love how difficult are the games made by From Software (Dark Souls, Sekiro, Elden Ring,...). The same should be told and accepted to players about the stealth genre, and Splinter Cell is the representative of the difficult and hardcore stealth segment.
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  4. #84
    Originally Posted by LuckyBide Go to original post
    Yeah. The portable EMP is an OCP on steroids but it's not really stealthy.
    Their purposes are just different...one's more "blackout so you can kill everyone", and the other is "silently disable a light bulb so you can sneak past". I miss the OCP...

    I wonder how much players enjoyed the fans, I would be curious to know the stats for each mode.
    Some of them would definitely do a welcomed come-back among fans.
    Embassies are always a great location in stealth games ^^
    Well Ubi must know because they tracked everything... I remember getting into the top 150 for one of the campaign levels and being really surprised.
    For the side missions, I hope they have good data, but also are careful with interpretation. They mixed things up in a different way from Conviction, so they might assume that I really liked the gameplay in Charlie's missions because I spent a lot of time in them. In reality, it was just because of the level design. Grim's missions had the better gameplay for me, but the overall the environments weren't as smooth to navigate.

    Exactly. Stealth games should not try to cater to all types of players like they did this last decade but instead cater to the different types of stealth players. Agreed with this !

    There are many types of action RPGs and players love how difficult are the games made by From Software (Dark Souls, Sekiro, Elden Ring,...). The same should be told and accepted to players about the stealth genre, and Splinter Cell is the representative of the difficult and hardcore stealth segment.
    I hope that when they do start talking about the game, that they at least mention something like that. It definitely fits with what they said initially.
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  5. #85
    LuckyBide's Avatar Senior Member
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    Originally Posted by CoastalGirl Go to original post
    Their purposes are just different...one's more "blackout so you can kill everyone", and the other is "silently disable a light bulb so you can sneak past". I miss the OCP...
    Definitely. And I miss too, it's such a great gadget !


    Originally Posted by CoastalGirl Go to original post
    Well Ubi must know because they tracked everything... I remember getting into the top 150 for one of the campaign levels and being really surprised.
    For the side missions, I hope they have good data, but also are careful with interpretation. They mixed things up in a different way from Conviction, so they might assume that I really liked the gameplay in Charlie's missions because I spent a lot of time in them. In reality, it was just because of the level design. Grim's missions had the better gameplay for me, but the overall the environments weren't as smooth to navigate.
    Yeah they definitely kept track of these stats, I remember Jade Raymond loving to talk about her stats and data during an interview...
    It's been a long time I didn't play these missions in Blacklist, though I do remember that Grim's missions were indeed the most enjoyable ones.
    I'm always careful about data, I just don't like developers making games by only taking into account the data and that's how Blacklist felt to me as a game. In my opinion it's counter productive to work this way and it limits creativity.

    Originally Posted by CoastalGirl Go to original post
    I hope that when they do start talking about the game, that they at least mention something like that. It definitely fits with what they said initially.
    They would win me over and even get 1000% of my attention if they say something like that
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