Well that went well. :/
This game just cannot get any GAF hype...
Well that went well. :/
There is no hype at all anywhere, bomba is the impression I'm getting (2mil copies)This game just cannot get any GAF hype...
Since I've only played SC:Conviction and SC:Chaos Theory, I wanted to know if those of you that are more experienced with SC series think that SC:Blacklist is going to be more like the Chaos Theory formula rather than the more action-focused Conviction?
A bad hybrid between the two.
This sounds amazingly stupid.
How so?
I think there is no hype because ubi isn't hyping it. One its not coming to ps4 and xb1, two they are too busy showing off AC4 and Watchdogs, and three I just don't think the game has the appeal it once had in like Gen 6.
"Stealth" games that try to please too many audiences end up being disjointed messes that are neither good at action or stealth. But this works for any genre, really.
See: Conviction, Absolution and MGS 4.
"Stealth" games that try to please too many audiences end up being disjointed messes that are neither good at action or stealth. But this works for any genre, really.
See: Conviction, Absolution and MGS 4.
I'm liking killing in motion, glad someone's finally trying to move away from twitchy manual aiming---it only really works the way it should on PCs, consoles have been needing an alternative for years and assisted aiming just doesn't cut it. It shifts the focus from reflexes and towards tactics.
What was wrong with the gameplay (besides the boss fights and those two awful rail shooting segments) in MGS4?
Michael Ironside, probably.I am still on the fence about getting this and I'm not sure why. The only SC games I didn't get on with were PA and DA, so it isn't the Conviction-ness of it... I wish I could pin-point what the problem is.
Great thread, btw.
Conviction was half baked, so I'll give them the benefit of the doubt that they actually owned up to their mistakes and are trying to correct them in Blacklist. Remains to be seen if it'll pan out though."Stealth" games that try to please too many audiences end up being disjointed messes that are neither good at action or stealth. But this works for any genre, really.
See: Conviction, Absolution and MGS 4.
Michael Ironside, probably.
Conviction was half baked, so I'll give them the benefit of the doubt that they actually owned up to their mistakes and are trying to correct them in Blacklist. Remains to be seen if it'll pan out though.
Absolution I did not follow the dev cycle too closely but when I played it ... well it was a pretty decent stealth game but definitely not of the Hitman variety, which was the real reason I was disappointed with H:A.
If you don't mind some mild spoilers you can watch the SDCC footage Gamespot recorded as it definitely showed even on normal that combat is still a tough nut and leaping out into stealth without observation can end quickly and poorly.
But with "AAA stealth" titles they are going to aim for some action features so if that's scarilege for you then I won't blame you for not buying it but I wish some people would just take a step back and realize they can't go back to when all you needed was to have stealth only, expect it to sell super well and have a AAA budget. You can only have two of the three here. I hate it but that's the plain truth of it these days.
I'm all for indies or someone trying a smaller budget title that focuses on stealth but those are pretty rare these days. All we can hope for is the dev team assigned to a franchise with a stealth pedigree realizes they should put a ton of focus on it (that is, creating a systemic game for stealth gameplay to take advantage of) even if they pretty much have to make it slightly more accessible by letting the PC become a bit more efficient in combat or something.
What was wrong with the gameplay (besides the boss fights and those two awful rail shooting segments) in MGS4?
Hitman is another example. They tried to make a different type of stealth game that is a huge departure from classic gameplay. Hitman was about having a sandbox level where you kill your target however you please. It is now about linear stealth sections where you duck and cover to slip through enemies/kill them.
Although I entirely agree with those points, there were genuine flashes of brilliance (read: the Blood Money forumla in Streets of Hope, the cornfield in Attack of the Saints, Hunter & Hunted etc.) and the crowd mechanic... man, that was simply awesome.
Conviction was half baked, so I'll give them the benefit of the doubt that they actually owned up to their mistakes and are trying to correct them in Blacklist. Remains to be seen if it'll pan out though.
Absolution I did not follow the dev cycle too closely but when I played it ... well it was a pretty decent stealth game but definitely not of the Hitman variety, which was the real reason I was disappointed with H:A.
If you don't mind some mild spoilers you can watch the SDCC footage Gamespot recorded as it definitely showed even on normal that combat is still a tough nut and leaping out into stealth without observation can end quickly and poorly.
But with "AAA stealth" titles they are going to aim for some action features so if that's scarilege for you then I won't blame you for not buying it but I wish some people would just take a step back and realize they can't go back to when all you needed was to have stealth only, expect it to sell super well and have a AAA budget. You can only have two of the three here. I hate it but that's the plain truth of it these days.
I'm all for indies or someone trying a smaller budget title that focuses on stealth but those are pretty rare these days. All we can hope for is the dev team assigned to a franchise with a stealth pedigree realizes they should put a ton of focus on it (that is, creating a systemic game for stealth gameplay to take advantage of) even if they pretty much have to make it slightly more accessible by letting the PC become a bit more efficient in combat or something.
...the reasoning is that they were trying to tell a story and those types of levels did not fit their storytelling as much as modeling an entire building and street to buy a suit.
More powerful 'open' combat options tend to negate the actual need to be stealthy, which is the principle idea behind a good stealth game; the player is the weakest playing piece and is forced to rely on their singular advantage: the ability to hide or move stealthily.
Pun of the year.(and for reasons Bourne of a different cloth), Conviction.
Agreed. Would you agree that Max Payne 3 was almost entirely about high-octane reflex-focused gameplay rather than deliberate tactics? I'm just saying I think it makes more sense for a tactical or nu-stealth (here i'm defining nu-stealth as action/adventure games where you can actively choose to avoid combat) game to have a set number of people you can take by surprise before getting injured or killed, and killing in motion accomplishes that.I see where you are coming from, but I have no problem with free-aiming on consoles. MP3 proved you can play a shooter on a gamepad and still retain precision.
Old Snake was far and away too powerful, negating the need to be stealthy (the USP of the MGS series to date). You could very easily shoot your way out of any situation, even on the very hardest levels. Two armies fighting? No problem, Old Snake can kill every single one of them with his vast array of weaponary. Such a feat would've been much more difficult in previous installments; only partially due to the control system (which I preferred, frankly).
That's an interesting take. MGS4 was basically my first exposure to stealth gameplay and what I found appealing was that it gave me the option to take a harder, moral path: tip-toe around enemies and avoid taking life at all costs. I liked it because finally I can play a big budget game where I don't have to kill a bunch of people! Killing people isn't fun to me, and modern stealth games with a "pacifist option" appeal to me because it's considered a display of skill to deliberately not kill people rather than the other way around.
Pun of the year.
Agreed. Would you agree that Max Payne 3 was almost entirely about high-octane reflex-focused gameplay rather than deliberate tactics?
I'm just saying I think it makes more sense for a tactical or nu-stealth (here i'm defining nu-stealth as action/adventure games where you can actively choose to avoid combat) game to have a set number of people you can take by surprise before getting injured or killed, and killing in motion accomplishes that.
"I could shoot two of these non-Americans in their faces, which in turn will attract the target's attention, opening up an opportunity for me to flank him and grab his foreign ass. Then I can interrogate the bejeezus out of him. Hmmm... that is unless I miss both shots, of course, in which case all three of these filthy non-American scum will unload a lead-pocalypse upon my gurning fizzog with bullets made outside of the good ol' USA.... hmmm... Screw it, I'll sneak through the air vent. *whispers* USA... USA... etc."
You were able to ignore enemies and run from room to room in MGS2 and MGS3. I'm glad you can, otherwise a lot of people would have missed out on some amazing stories. Hell, I've pretty much just been panicking and gunning my way through Chaos Theory... are we all playing the same game, here?
I think I meant in more in the case that it had a fairly troubled development that wanted to be social stealth for a while (the delicious irony when paired against Absolution) before basically retuning to regular light/shadow based sneakery.I disagree that Conviction was half-baked. They knew exactly what they wanted and where they were headed. If anything, Blacklist is far more half-baked than Conviction because they don't know what to do and who to please. They're stuck between having a budget too high for classic SC fans to support it and not enough resources to create a pioneer game that manages to perfectly balance both play styles.
You can mark and execute with non-lethal guns! Hilarious to watch.Mark & Execute would work perfectly fine if Sam had a tranquilizer gun and you needed to pull the trigger during the slow mo moments.
"Part of the dynamic of stealth games is that you're holding that power of life and death over the NPCs, but electing not to do anything with it". --Redding, on stealth
"Absolutely, pacifist play is a power fantasy of it's own, in the vein of "IT WAS I WHO LET YOU LIVE, PUNY GUARD-PIG" *darts off into the night*" --Screaming Meat, on stealth
No they havent said anything about Wii U version. Don't know if it will run better at higher resolution than others. It comes out in less than a month and little is known about Wii U version
You can mark and execute with non-lethal guns! Hilarious to watch.
No they havent said anything about Wii U version. Don't know if it will run better at higher resolution than others. It comes out in less than a month and little is known about Wii U version
New Ghost, Panther & Assault Trailer - http://www.youtube.com/watch?v=0ehXjT4LtHs
Haha, well, I think we probably know it won't run any better than the other versions. Still, it'd be nice to know definitively what the pad features are. On the twitter account they wouldn't even tell me if the ogn will be sold separately at some point or not haha.
That's an interesting, I never really knew that's how classic stealth games were seen, even. MGS4 was basically my first exposure to stealth gameplay and what I found appealing was that it gave me the option to take a harder, moral path: tip-toe around enemies and avoid taking life at all costs. I liked it because finally I can play a big budget game where I don't have to kill a bunch of people! Killing people isn't fun to me, and modern stealth games with a "pacifist option" appeal to me because it's considered a display of skill to deliberately not kill people rather than the other way around.
I played MGO2 exclusively using non-lethal methods.
Redding by way of Meat said:"Part of the dynamic of stealth games is that you're holding that power of life and death over the NPCs, but electing not to do anything with it". --Redding, on stealth
Zep said:Then you'll love Desu Ex; HR if you haven't played it yet.
rvy said:It doesn't excel at action or stealth, it's mediocre at both. The game was designed around the idea that you can play freeform, however you want to, which sounds nice but doesn't work well.
So, for example, the OctoCamo is op and lets you hide extremely easily with no repercussions. Just wait half a sec and there you go, you're hidden in plain sight.
Enemy AI is too dumb to challenge the player when using stealth.
Then you try to play it as an action game and it's sort of a bad TPS with weird shooting mechanics, but you're rewarded for killing people and taking their ammo to spend on ammo and weapons.
The emphasis on gun and gunplay really deemphasizes stealth. You can shoot your way through the game with no problems.
Hitman is another example. They tried to make a different type of stealth game that is a huge departure from classic gameplay. Hitman was about having a sandbox level where you kill your target however you please. It is now about linear stealth sections where you duck and cover to slip through enemies/kill them.
They probably just turn a bunch of shit on and off at will to cut into trailers, so not too concerned about that. I wouldn't be surprised if easy were that easy though, at least initially.Trailers are using easy, right? Because I noticed that guards hear footsteps during gameplay captures from various media events and they react very poorly during the trailers.
My man! Non-lethal weapons made MGO2 the best online game for griefing and humiliation in existence. Nothing more fun than sneaking up behind some red-clad shootbanger straight out of Call a' Duty, wrestling him to the ground unconscious, dancing around on his sleeping body for a minute and a half and blowing him into the air just as he's about to wake up.
Yo, fuck actual news or new tidbits of information. I come to bring you this fan video
http://www.youtube.com/watch?feature=player_embedded&v=-WGYnD00PVQ
Also two things: I still haven't ever completed the co-op campaigns for Chaos Theory or Conviction, so anyone wants to help finish them off (on PC) lemme know.
I dunno breh, what makes a good tag line: humorous, relates to game design and possibly a pun.....Yo, fuck actual news or new tidbits of information. I come to bring you this fan video
http://www.youtube.com/watch?feature=player_embedded&v=-WGYnD00PVQ
Also two things: I still haven't ever completed the co-op campaigns for Chaos Theory or Conviction, so if anyone wants to help finish them off (on PC) lemme know.
Oh, and I believe I'm too far down the rabbit hole to come up with a decent tagline that is too stupidly impossible to decipher and is anything but a terrible in-joke with myself and the odd group of weirdos on the official forums I watch going batshit insane right now. So what I'm asking for is for the best taglines for the OT you got, you can go ahead and hate the game as hard as you want, honestly.
We'll be cooking up a new Wii U video very soon.
Hopefully it will answer all your questions!