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This is as it was in SC. The absolute classic of modern-fi of stealth games.
>unlike Splinter Cell, where there are a lot of routes for you to choose from
Have you actually played SC recently? It's mostly linear levels from the first to Blacklist with entry and exfil routes going in line and do not usually circle back, with some small variations from level to level. It's also exactly the Vent Crawling Simulator and Pipe Crawling Simulator, especially some later levels in SC1. Gunplay is basically non-existent, enemies are dummies and there is no AI present at all, you just complete a series of obstacles that masquerade as enemies with guns.
There are some obvious nuances of game design present in IV2, but all of them are in-context so not worth really talking about as it's only worth talking about the 'total package' that is the game.
There are a lot of words in this critique but i sense this is just trolling or some heavy emotional investment.
if I recall the game says it's inspired by the original Splinter Cells, Deus Ex and Dishonoreds, i haven't played the latest deus ex nor the dishonoreds but the gameplay mechanics are fairly similar to splinter cell, conceal yourself in the shadows, sneak behind guards and be aware of the sound you make
the sound you make is affected by your current speed, if you walk it feels like your character goes prone silently meanwhile if you were running it's more like the character is falling to the prone position thus making more noise since your bodymass is hitting the ground instantly at least that's how i imagine it
Like most stealth game it also has the "panther" playstyle, or aggressive stealth as some may call which is basically trying to kill everyone without getting spotted, you can also try to do that the non lethal way which makes it harder, also you are not forced to play a certain playstyle, you could ghost at the start then go assault if you get spotted and then go panther when things cool a little you could go silent killing the guards looking for you
obviously the game having no verticality takes away a certain dimension but the level design allows you to take many different branching paths, taking the path of least resistance is a thing for all stealth games, especially if you try to kill no one.
most stealth games are "casualized" to a certain way, if you make the stealth easier by "dumbing down" the AI or making it too predictable then the stealth has greater possibilities but feels less challenging, and the downside of it is that the combat gets really easy, which is why the combat in this game feels very satisfying because it benefits from the smarter AI that could be detrimental to some people for sneaking around.
also exploring more routes and facing to more enemies and higher risks is not new, it's a thing for most games to have bigger risks and bigger rewards (in game money or rare weapons) and discovering new routes with more enemies could appear as more difficult at first but since the "puzzles" of the enemy encounters are different they could also be easier to solve or provide you with a feeling of satisfaction if it ends up being the opposite
my guess is that it is to prevent bugs in case the player manages to enter the room without keycard but ends up being blocked because he doesn't have it to exit the room, my only complaint is that you can't guess from the topdown perspective which guard has a keycard and what type of keycard is layed out in a room (no color code)
like i said above, the game has multiple playstyles so you could replay the map with them or trying to steal every items, kill everyone etc...
i don't see how that is a negative, you manageing to play 80 hours means you were interested for that much time, it's not a shame to stop playing a game because you think you've done everything and sucked all its juice, especially for an indie game that can be completed in a dozen of hours!