Tom Calancy’s Splinter Cell: Blacklist
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Neon
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PostPosted: Tue, 2nd Apr 2013 01:27    Post subject:
BobblyDrillBoy wrote:
You are welcome to kill me but I love Conviction, one of my favourite games of all time.

And I've played and completed every Splinter Cell game ever.


Favourite..games...of all time....



BTW, have you seen those?





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BobblyDrillBoy




Posts: 92

PostPosted: Tue, 2nd Apr 2013 01:40    Post subject:
I've seen all the reasons people hate the game, but I find it incredibly fun to play. There's plenty of great games with bad AI... Crysis, Civ 5, pretty much any racing game ever.

I honestly don't understand why people hate on it all the time. Is it because it took the Splinter Cell name and changed the style? I get that. I'd have preferred two separate franchises too. But it certainly isn't a bad game.
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dsergei




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PostPosted: Tue, 2nd Apr 2013 06:57    Post subject:
Neon wrote:

Bitch please Reaction Dishonored is pretty much the best stealth experience of this gen imo.


Dishonored doesn't have any stealth mechanics unless you don't use the unlimited blink.
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Neon
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PostPosted: Tue, 2nd Apr 2013 11:55    Post subject:
dsergei wrote:
Neon wrote:

Bitch please Reaction Dishonored is pretty much the best stealth experience of this gen imo.


Dishonored doesn't have any stealth mechanics unless you don't use the unlimited blink.


Scratch Head
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tonizito
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PostPosted: Tue, 2nd Apr 2013 11:57    Post subject:
dsergei wrote:
Neon wrote:

Bitch please Reaction Dishonored is pretty much the best stealth experience of this gen imo.


Dishonored doesn't have any stealth mechanics unless you don't use the unlimited blink.
...did you play the game? Laughing

How did you escape from prison then?


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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dsergei




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PostPosted: Tue, 2nd Apr 2013 13:04    Post subject:
I did play the game and enjoyed it quite a bit.

But the stealth element itself got extremely boring and easy as soon as you got blink. Blink, strangle rinse repeat. No variety at all. Sad


Last edited by dsergei on Tue, 2nd Apr 2013 13:08; edited 1 time in total
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The_Zeel




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PostPosted: Tue, 2nd Apr 2013 13:07    Post subject:
yea dishonored was a derpy game, no comparison to old splinter cell, thief games.
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Neon
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PostPosted: Tue, 2nd Apr 2013 13:22    Post subject:
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tonizito
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PostPosted: Tue, 2nd Apr 2013 13:39    Post subject:
dsergei wrote:
I did play the game and enjoyed it quite a bit.

But the stealth element itself got extremely boring and easy as soon as you got blink. Blink, strangle rinse repeat. No variety at all. Sad
Stealth elements?

The stuff that's part of, you know, a stealth mechanic? Laughing


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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dsergei




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PostPosted: Tue, 2nd Apr 2013 13:51    Post subject:
Yes, the stealth element of the game is based on certain mechanics. You can't argue that Dishonored has any kind of depth and variety there.

Hell, Thief 1 had more complex stealth. Enemies there reacted to gradual visibility change, light and shadow mattered, different sounds, open doors, missing items.

In Dishonored all of that is GONE. Simple cone of vison with binary reactions and 3 levels of sound recognition. Plus you are given a very overpowered ability with unlimited uses that takes most if not all the challenge out of stealth.
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tonizito
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PostPosted: Tue, 2nd Apr 2013 13:57    Post subject:
dsergei wrote:
Simple cone of vison with binary reactions and 3 levels of sound recognition.
...which still form a stealth mechanic. Smile


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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dsergei




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PostPosted: Tue, 2nd Apr 2013 14:03    Post subject:
"Dishonored doesn't have any stealth mechanics" was obviously an exaggeration. Sad
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ixigia
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PostPosted: Tue, 2nd Apr 2013 19:36    Post subject:
I consider Dishonored an excellent 'modern' stealth game but I see your points about AI complexity, lack of a shadows system, overpowered abilities etc. That depends on how the player decides to use them though. Razz

I've played through he game keeping my superpowers to a minimum, and trying to sneak past enemies instead of strangling them and I have to say, it was damn satisfying.

It's true though that with this generation our standards might have been lowered when it comes to stealth mechanics. We're so used to cinematic fuckyea stuff that any attempts to bring back the old times are welcomed with open hands, and praised even if they're not 100% perfect. It's inevitable. Sadly, pure AAA stealth games will never be released anymore, so a game like Dishonored is basically the best that we can have these days (and it's damn fine to me Very Happy). Unless of course someone starts some epic kickstarter project to bring back the stealth genre to its old unforgiving glory.
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Muki




Posts: 313

PostPosted: Fri, 5th Apr 2013 21:10    Post subject:
IGN interview with Jade

Quote:
Whether you’re playing in multiplayer or co-op or single-player, you have the same base,” Raymond explained. “You’re not feeling like, ‘okay, I’m booting up a different game for multiplayer.’ You can see on the map where your friends are playing. Do I want to jump in and join them on a multiplayer mission? ‘Oh, my buddy’s online. Maybe we want to do a co-op mission together. Or I can play single-player. I see that someone beat my score in this other thing, so I’ll jump into that mission.’ You see all of these things lit up on the map as options that you can play. All of the economy system is linked. Stuff you do in one mode can affect the others. You can invest in your multiplayer, invest in leveling up Sam, or invest in leveling up the plane, which affects all of your missions. All of it is fully integrated.”

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ixigia
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PostPosted: Fri, 5th Apr 2013 22:28    Post subject:


Mrs Jade should shut the fuck up and launch herself into the glorious porn industry so she can jump on all the co-op missions that she wants Cool Face
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Neon
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PostPosted: Fri, 5th Apr 2013 22:46    Post subject:
Well, the PC multiplayer community of modern Ubi titles is pretty nonexistent (see: each AC game and SC:Conviction) so I doubt any of us will have any problems with it. Laughing
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prudislav
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PostPosted: Fri, 5th Apr 2013 23:08    Post subject:
Muki wrote:
IGN interview with Jade

Quote:
Whether you’re playing in multiplayer or co-op or single-player, you have the same base,” Raymond explained. “You’re not feeling like, ‘okay, I’m booting up a different game for multiplayer.’ You can see on the map where your friends are playing. Do I want to jump in and join them on a multiplayer mission? ‘Oh, my buddy’s online. Maybe we want to do a co-op mission together. Or I can play single-player. I see that someone beat my score in this other thing, so I’ll jump into that mission.’ You see all of these things lit up on the map as options that you can play. All of the economy system is linked. Stuff you do in one mode can affect the others. You can invest in your multiplayer, invest in leveling up Sam, or invest in leveling up the plane, which affects all of your missions. All of it is fully integrated.”

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hackers will ruin this day 1
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Neon
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PostPosted: Sat, 6th Apr 2013 13:21    Post subject:
Some other "great" bits from her interview with IGN

Quote:
“No matter what, any franchise, you have to keep on innovating, because otherwise you’re making the same game over and over again, and who wants to play that? Why bother buying a new game if it’s not innovative?

The things at the core of the franchise that made it popular from the start and that we feel make it special and define Splinter Cell. How do we bring those back, but in a more modern way? The more action-oriented elements – the killing in motion, the fluidity, being able to traverse the environment in a seamless way – are all things you expect as a default these days in games.

But how do we get that to mesh with the Splinter Cell experience and still deliver the non-lethal takedowns, the ability to ghost through levels, all the gadgets that people want to see? How do we evolve those gadgets in this gameplay that can be faster at times? It was an interesting challenge.”


Quote:
"Everything needed to be integrated and be the same, whether you’re playing with a buddy in co-op, whether you’re playing multiplayer, or whether you’re playing single-player. We wanted a seamless, integrated experience.”



And actually an interesting bit:

Quote:
As for the possibility of releasing both current and next-gen versions (like Double Agent did back in 2006), Raymond simply said “we have a very good PC version coming out that’s been announced. So I can’t say that’s not something we consider, obviously. The PC version has a lot of optimized graphics and a lot of other optimized features. It’s also a version where we’re planning on some additional features for online. There’s some additional community and other online features we won’t have in the console versions.
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tonizito
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PostPosted: Sat, 6th Apr 2013 13:33    Post subject:
Neon wrote:
Some other "great" bits from her interview with IGN

Quote:
“No matter what, any franchise, you have to keep on innovating, because otherwise you’re making the same game over and over again, and who wants to play that? Why bother buying a new game if it’s not innovative?

The things at the core of the franchise that made it popular from the start and that we feel make it special and define Splinter Cell. How do we bring those back, but in a more modern way? The more action-oriented elements – the killing in motion, the fluidity, being able to traverse the environment in a seamless way – are all things you expect as a default these days in games.
In a (once) stealth oriented franchise? Sure, if you're a complete retard. Facepalm Laughing


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Shocktrooper




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PostPosted: Sat, 6th Apr 2013 13:59    Post subject:
talking about innovation at all costs and expected fulfillment of perceived gameplay standards in the same quote, thats jaded
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ixigia
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PostPosted: Sat, 6th Apr 2013 22:53    Post subject:
tonizito wrote:
Neon wrote:
Some other "great" bits from her interview with IGN

Quote:
“No matter what, any franchise, you have to keep on innovating, because otherwise you’re making the same game over and over again, and who wants to play that? Why bother buying a new game if it’s not innovative?

The things at the core of the franchise that made it popular from the start and that we feel make it special and define Splinter Cell. How do we bring those back, but in a more modern way? The more action-oriented elements – the killing in motion, the fluidity, being able to traverse the environment in a seamless way – are all things you expect as a default these days in games.
In a (once) stealth oriented franchise? Sure, if you're a complete retard. Facepalm Laughing

There was a time when you needed to be careful with your human-like slow and realistic movements, timing was crucial and a step into the wrong direction meant certain death. But now, with Panther Sam, clumsy movements and planning are a thing of the past! He just devours his prey with the pressing of a single button. He's being spotted? lol, you can jump out of the windows and the retarded AI will fall for it, every single time xD *me points at Neona's videos Laughing

(BTW a similar thing happened with Tomb Raider too Cool Face )
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Shocktrooper




Posts: 4566

PostPosted: Sun, 7th Apr 2013 05:11    Post subject:
haha yeah, try to kill yourself by falling down a cliff in Tomb Raider, its more challenging than regular in-game navigation. whenever you come close to a source of danger some magical force creates temporary invisible walls or carefully autopilots Lara around. her arms must be made of magnetized rubber or else it wouldnt be possible to grab edges that clearly were missed. the game autosaves periodically, its not possible to get even slightly frustrated or having to replay sections. on the contrary, sometimes I botched a stealth section and wanted to replay it but I couldnt because the game saved right after the encounter. it was Ubi that started with that crap (AC games etc.) and I got the impression that Squeenix is trying to copy Ubi on many levels, started noticing this back when Sleeping Dogs came out
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Neon
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PostPosted: Mon, 15th Apr 2013 12:55    Post subject:


Where's the stealth? Scratch Head
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fable2




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PostPosted: Mon, 15th Apr 2013 13:02    Post subject:
it's so stealthy that you can't even see it Cool Face
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madness




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PostPosted: Mon, 15th Apr 2013 13:08    Post subject:
If hanging from a chopper, flying off into the sunset while stuff blows up is not stealth, then I don't know what is! Cool Face
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Norton86




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PostPosted: Mon, 15th Apr 2013 13:15    Post subject:
They used the budget on lens flares instead of stealth
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tonizito
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PostPosted: Mon, 15th Apr 2013 13:17    Post subject:
Neon wrote:


Where's the stealth? Scratch Head
0:10 - " 'MURICA..." Laughing

It's the tardo stealth, means "stealth is killing everyone without being detected yo lol wut"


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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tolanri




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PostPosted: Mon, 15th Apr 2013 13:30    Post subject:
Looks pretty good so far.


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LeoNatan
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PostPosted: Mon, 15th Apr 2013 13:35    Post subject:
tolanri wrote:
Looks pretty good so far.

Laughing Laughing
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xExtreme




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PostPosted: Mon, 15th Apr 2013 13:38    Post subject:
What the hell is wrong with Sam's face? Laughing Laughing Oh got this gets worse with every trailer released.
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