MrCompletely
Member
playing some multiplayer right now, uplay name is MrCompletely (same on Steam), let me know if you want to rock some spies/mercs
Well, the thing is the final sequenceYeah the action parts were actually not as bad as I thought they would be, especially since I was playing through as a Sam that took out his unsilenced assault rifle whenever someone saw him, never resetting checkpoints but mostly stealth. Just wish I could check a box during my perfectionist replay that says "no action movie parts". The last mission was freaking sweetAnd I forgot I turned off music so the whole last sequence was really awkward haha.except the boss. At least it was kinda stealthy right?
Charlie's missions are really awesome I think. Hard as hell, but that's how I like it.
I am! I'll be playing in about an hour maybe hour and a half if you want to have some coop games! I got a mic. My uplay is PsychobillyFrs
I always aim to ghost all missions.
no variable move speed.
Well, the thing is the final sequenceOther than that it is hard to ramp up the difficulty curve on the late game in stealth games but I think they did a fairly decent job by making the final area just really fun to play around in (the 3 objectives in any order).if you are going to have a boss fight I guess that's as good as it gets. I think.
Honestly the actual action sequences were:-Benghazi - only if you fuck up
-Insurgent Stronghold - none, just a quick sprint sequence and super easy sniper sequence, I didn't even bother looking before shooting, honestly.
-American Consumption - only if you get anal about having a timer, but I even went to the trouble of KO'ing everyone before finishing that area
-Estate - somewhat annoying because they can actually kill Nouri, very end sequence is probably like Benghazi
-London - very heavy on the narrative but probably the longer 'action' parts but it's still really two rooms in total unless you count the stumbling stealth sections after the tracker sequence
-Tehran, Iran - pretty sure you can slip out of the ambush undetected, but otherwise the UAV sequence is maybe 2 minutes long
-Philly - you will be detected regardless at the end, makes narrative sense I guess YES I KNOW THERE WAS A TRAIN LEVEL IN PANDORA TOMORROW and that's the only similarity. I played it panther though, the last train car is dumb though.
-Gitmo - pretty much full stealth
-Mexico - ugh, but was fun enough doing it full ghost actually. Drone sequence was fairly short again.
-American Fuel/LNG Terminal - the end chase was barely as action-y as they led me to believe, very easy to distract or KO the few guards in your way before proceeding without losing the target.
-Site F- other than the boss fight, it was very strong as a stealth level.
I really need a co-op ghost focused partner. If you are that person, send Krappadizzle on a Steam/uplay an invite.
Didn't you already find some one?
What do you mean? You have 3 speeds both crouching and standing. Is that what you mean?
Yeah... game is not for me.
Probably would have been halfway cool if they had actually allowed more control over your walk/crouch speed. It just doesn't feel like Splinter Cell.
File this one as another once-loved franchise I no longer recognize.
Yeah but that's my problem with it, only 3 speeds. In Chaos Theory is was completely analog. You could tap the stick and you'd creep extremely slowly, full tilt and you'd move at full speed and anywhere in between. It was complete control whereas in Blacklist you can be moving slowly, tilt the stick a bit more and still going the same speed. It's no longer dynamic if you get what I mean. Feels less precise which was okay in Conviction because it was basically an action game. But in this more stealth-able methodical game it feels like it would've benefited from giving the player more control.
Really enjoy melee killing guys while moving. Some of the best melee kills in a 3rd person shooter.
The co op missions are so frustrating. Like soul suckingky irritating, and totally missing the point of what the game is about.
Finished it, loved it. Full disclaimer, while I've always been a fan of the series, I've been a fan of *all* of the Clancy games on the console, so adding the variety here is something I can actually appreciate.
All the Splinter Cell games have forced action sequences and ambushes, or otherwise went for the cinematic or tried to mix things up. Same here. Its still Conviction in that the most prudent course of action is Panther playstyle - dropping everybody (or most everybody) silently. Full ghost and Assault playstyles are there for those seeking a different spin and an additional challenge, but the game will throw you head first into both playstyles, which to me is a good thing.
By the end the story made sense (if you don't know the ultimate goal of the engineers you weren't paying attention), the characters all got their moments, and fifth freedoms were exercised. Its tiny, but I liked (end mission spoilers)supplying each team member's approval for the final mission, the entire final mission itself (classic), yeah even the lasers, and how after the credits have rolled and the game is over you make your own kind of epilogue when talking to each person on the Paladin.
I also almost quit playing entirely before it dawned on me (ending spoilers)just what I had to do in that final encounter. For a while there I thought I just needed to go in for the melee takedown three times, without realizing I could aim the damn gun. Haha.
I grade games on a curve and while this may not be art, the format is perfect for a modern videogame. You have choice, emergent situations, longevity, replayability in the campaign and side missions tailored to each playstyle, challenges, co-op and multiplayer. You can make plans and execute them, or you can try to go with the moment and adapt, or a mix of all and any of the above.
No this isn't the super hardcore ghost only game of Splinter Cell wishes and dreams, but nor is it Conviction with its funneled linear routes and laser focus on mark-and-execute and gunplay above all else. Its somewhere in the middle, but with more difficulty and less hand-holding than most games these days. You *will* die, and you *will* be forced to restart way back at the beginning of the checkpoint. You may scream and want to break your controller - such is the way of good games sometimes ;P
Ubi's done good in my book anyway. Bring on some more missions, and hell, a full on expansion if they have it in em. The foundation is there - so hopefully the game finds enough of an audience to allow for some more content down the line. I'll take it all, weapons, gadgets, enemy/hazard types, side missions, co-op campaigns, the works.
I haven't tried any of em yet - what's the problem? If anything I'm worried that while I'm OK with the trial and error of stealth, my usual co-op partners won't be ;P Patience isn't always something in good supply.The co op missions are so frustrating. Like soul suckingky irritating, and totally missing the point of what the game is about.
You can ocp the laser on the vault exit to avoid tripping the alarm.Also I just remembered that bank mission in Chaos Theory where you can stealth the whole way and as you exit the vault the alarm goes off and hostiles are positioned to fight you. Not unlike this game, and not very true to nostalgia-vision SC purity.
You can ocp the laser on the vault exit to avoid tripping the alarm.
Not sure how actual NVGs work but I was sorta expecting old SC levels of night vision, but rather it felt like more of a green filter over the screen, even after you let it set in it was still hard to notice things in pitch black (which I guess makes some sense). Maybe it was a crutch in visual design they wanted to remove, I dunno (the reliance on NVG).I agree that the night vision goggles don't actually make seeing in the dark any easier. Also in the old games standing next to an enemy in the dark made u essentially invisible. Is it just me or is the dark no longer anywhere near as good for hiding you? I guess it's a bit more realistic maybe. I do like in this one how if you take out a guard, a nearby guard that may have been talking to him just before will notice he's missing and ask if he's still there, come check out the situation and then have me knock him out just like his friend.
Some jumbled thoughts
Up to mission 4 so far on PC, runs great and look good despite still basically being on the same engine as the first (heavily modified unreal engine 2?). Probably my favorite splinter cell since Chaos Theory. I was surprised at how much I enjoyed the first two levels even though they were set in broad daylight. Love that the gadgets, whispering, carrying bodies, non lethal attacks are back even if those elements feel somewhat out of place with these movement controls that carry over from Conviction. Only killed a few people so far mostly ghosting on perfectionist difficulty. The new Sam sounds a bit too young though and get's around with way more agility than you'd expect from a 50 year old man. Not bad, but not as good as Ironside was in Chaos Theory with his dry sarcastic humor. For some reason I can't get into the story at all but I never really did in the other games either, was all about the game play for me.
My one big complaint though is the movement doesn't feel precise enough, no variable move speed. Maybe they wanted to simplify the movement for new players or make it so it's easier to play on keyboard but I feel like Analog control was HUGE for previous Splinter Cell's and I liked the weighty realistic feel so it feels so wrong in this one. Also the multiplayer, I miss how much darker the maps were in Chaos Theory, and how you had a flashlight and could hear the enemy talking over headset. The atmosphere was way better.
I haven't tried any of em yet - what's the problem? If anything I'm worried that while I'm OK with the trial and error of stealth, my usual co-op partners won't be ;P Patience isn't always something in good supply.
If I could change anything in the game I'd:
* Provide more motivation to go the non-lethal route. Most of the time you're dealing with scumbags nobody would miss so its easy to go full lethal, but it'd be nice if the story or character reactions or intel opportunities were tied into the choices of going lethal or not. Provide unique benefits and drawbacks to each besides just score. R.O.E. should matter.
* Moving cover to cover was handled much better and smoother in Future Soldier. Use that as a guide.
* Reduce peripheral awareness for enemies with goggles and gas masks - do the same for the player if need be.
* Fix night vision. Was it just me or was this vision mode absolutely useless? If i couldn't see it in the dark I sure as hell couldn't see it with NV on either, so I'm not sure what the point is.
* True analog movement speed.
I was thinking this at first too, I played with the in-game brightness, and there's a sweet spot where the shadows are pitch black and night vision is clear as day (6 on my display). I'm constantly using it. It does take around 5 seconds to resolve properly after you switch the goggles on though, like eyes adjusting to the darkness.
Also, it feels like Sam does have true analog movement, but only when he's hugging cover. It's weird.
Hey guys, I bought Blacklist yesterday and it was listed as 'unreleased' on steam after I downloaded it. I'm in Malaysia and couldn't buy it off GMG so I had to go through steam, but it looks like Blacklist is releasing for the entirety of Asia on the 5th of September? Does anyone have any more information about this? :<
Is there a spies vs Merck GAF community?
How were people supposed to react?
Ah, I see what you mean. The mouse-wheel control from Chaos Theory. Didn't know how it worked with controllers.
Anyone able to play co-op online yet? I havent been able to connect to anyone, checked and double checked network settings and everything seems fine, but still no luck.