Screaming Meat
Unconfirmed Member
Well I think Nullpointer said it best
Having said that I guess bad is too harsh a word. I take it back. It is not the most fun mission to do and I will admit I had some problems attempting that mission without Fulton. Mission 45 is one of the worst missions if not the worst though. That one sucks so bad.
Not had the pleasure!
My biggest complaint about 16 is not really the difficulty (though I had my share of troubles), but the fact that everything they were trying to do with that mission instantly becomes pointless if you proceed as intended and die halfway through. The mission spoils itself.
I'm sorry, I don't follow. The developers intended for players to die halfway through?
For my take, all the parts I mentioned in my previous post.
Create a game that rewards patience and preparation and proper recon and careful movements, and then throw that all out the window by forcing a timer. Start that timer when the mission starts and only then tell the player the overall scenario - you know you have to fulton a truck, and know that it'll have some protection, but you don't know where its traveling from or to, nor do you know that nature of its protection - not until you get on the ground with your loadout and buddy and do some interrogating - at which point your loadout and/or buddy might not be right for the mission.
But lets say the player is ready for that, or quickly adapts to changing circumstances, the mission throws a big fuck you by having the most powerful enemies in the game - at that point anyway) magically spring into existence when the player gets close, no matter how stealthy that player is being. That's cheap, and its a designer cheating with their own rules, to force the player into a surprise bad-situation.
I didn't see it like that at all. I thought the mission was a nice surprise; seemingly insurmountable but actually very easy when some thought is applied and the
timer
I'm not against mixing things up. If they followed established rules for the duration of the game without a few surprises or rug pulls, it could get boring. I don't think that's bad game design, I think it is necessary to game design.
Even if you are in perfect stealth the enemies will all face you and shamble towards you - again a violation of the rules established in the game and reinforced in every mission and side op. You throw those ground rules aside and the world is no longer fair or consistent but capricious and forced.
Actually, that little quirk is established at the end of
Episode 1