This is not the stealth in shadows the games used to be, they are just hollywood Jason Bourne style ass kicking with the optional set course of being able to not do that. It’s either action or avoid the action, it’s not stealth just because you aren’t spotted and it’s not better because it’s pushing this whole “play the way you want” business. It’s watered down soda with too much ice.
+Snampired I’ve played it, I’ve played them all. Splinter Cell and Thief are part of my all time favorite games and stealth is my favorite genre. Blacklist and Conviction are nothing like prior splinter cell and both try to push you into evasion based gun battles where you’re a predator and not an unseen agent getting the job done. The game plays like Uncharted if they allowed you to bypass the large cover shooting arenas by sidling up the edge of cover and pressing A to move to the next. This is hiding via small walls in clearly stagey, gamey, arenas and none of it feels natural or intuitive.
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+FuzzleLand So that is implying that Blacklist is less natural than any other SC game in the past… That is a joke if I ever heard one. Maybe you don’t remember, but in past Splinter Cell games there was 90% of the time one path only that you had to take to avoid confrontation (and I’ve played all of them through at least 3 times, Chaos Theory at least 6 times). Now there are 3-4 paths and loads of gadgets to help you navigate the levels unnoticed. You have a very weird definition of stealth if this doesn’t count as stealth to you. I am very happy that they took it this direction as opposed to the older “just stay in shadows” gameplay because it was totally unrealistic. And in blacklist there are more than one “shadows states” or whatever (how much you are hidden in shadows). Now it’s actually pretty realistic. Try playing on the hardest difficulty, maybe that’ll change your tune.
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