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Interesting way of looking at it.
I recently played Star Wars: Outlaws, which was a game that was infested with puzzles and stealth missions. That game took a lot of heat for its forced stealth missions. If you failed a stealth mission you had to start over. I thought it was great. It certainly made the game challenging, but others didn't like it.
There were so many complaints, that they patched the game shortly after I finished it.
The patch removed all of the forced stealth missions and made the game easier to complete. Now you can simply blast your way through the game if you get caught sneaking about.
That's exactly what would happen to this game if stealth was too challenging.
Gamers today are as impatient as ____.
They claim that they don't have time to be messing about trying to complete difficult quests. There were a couple of challenging stealth missions in Cyberpunk and they complained about those, too.
They are always in the forums bragging about how they 'beat the game' in x-number of hours. Even a Creed game, which often prides itself on stealth, would get complaints if it became too difficult.
I'll be playing this game exclusively as Naoe because she has all of the skills required to complete the game 100%. And I'll be jacking it up to the hardest difficulty due to my experience with Outlaws.
I see no use for Yasuke. It has nothing to do with social issues. He's far too big for a stealth game.
This is still predominantly a stealth game, as much as Star Wars: Outlaws once was.
So what you're saying is if Ubisoft made a game where Naoe is best played by waiting patiently on top of a tree until nighttime and running away when spotted as opposed to engaging in combat - it would be a commercial disaster? And yet, this is exactly the kind of game Shadows is shaping up to be. You can win combat against a couple basic enemies or against a single elite, provided you'll crutch on abilities and tools like crazy. But anything beyond that, and you're probably dead.
I watched JorRaptor stream and couldn't help but notice he plays Naoe like how I would play Yasuke. So what you're describing seems to be spot on. Which is why I think Ubisoft felt Shadows needed a playable samurai for the more impatient players.
For me as well as the IGN guy, the criticisms are not as much concerned with difficulty, as they're concerned with options - this is both in terms of tools and level design. From what I've seen, you mostly lure the enemies towards red barrels and explode them. I haven't seen the ability to hang in corridors (like it was advertised previously) in any of the preview clips. I'd love the ability to control the environment with traps, prepare an escape route in advance, things like that. I was left with an impression we'll be able to modify the existing tools, changing their function (a-la Mirage), but I wonder how far that goes in terms of being able to customize your playstyle.
I suppose your experience with Ubisoft's more recent games like Outlaws goes a long way towards managing your expectations, meanwhile the strongest criticisms seem to come from enjoyers of other titles who've seen what those games can do better.
Any event, a quick search reveals Splinter Cell was indeed a common talking point when describing stealth in Shadows and this is what we were told over the last year. It's only fair for people to be asking where it is. Because as it stands, we seem to have gotten a sturdy stealth game, which nonetheless suffers in terms of depth from having to share the bed with the samurai fantasy.
Say you played Thief back in the day without actually saying you played Thief, lol
And that's not a compliment.