Crossing Eden
Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
You realize enemies don't search for the location of the explosion, but go into alert and spread out, that's not luring, that's just changing enemy AI states to be less lenient. There's no true silent lures dude. It actually says a lot that a grenade is supposed to be considered a form of enemy manipulation during stealth, instead of you know, a rock, whistling, knocking, bricks etc.And I'm saying you can manipulate enemies without lures. Hell, making them find a dead companion changes up their patterns and often leads them to split up, allowing you to take them out easier. Of course, it doesn't always go as you want it to, but that's not necessarily a flaw.
They gave Nate the ability to suddenly be able to mark and see enemies through walls...which isn't a very Nathan Drake trait at all, even less so since he's been "out of the game" for years.While that is true, I think the fundamental approach to ND game design, and this is IMO, one that is polarising... is that ND designs their game and mechanics not on giving the player the toolset needed to maximise their fun and enjoyment in that game space, but giving the toolset to put you in the same headspace as the character whose story you are experiencing.
In the minds of ND, they feel Nate's approach to stealth wouldn't involve throwing stuff or sound luring , so you simply don't get to ever have that mechanic at all. Instead, stealth is driven by vertical and climbable spaces and that is the Nathan Drake stealth you're expected to utilise.
Same with stuff like crafting, loot, collectibles or whatnot, in terms of comparisons with other games that better use down time with deeper mechanics.