Menckenstein
Lunacy of Caen: Todd Reaver
AP had the worst stealth in any game ever so hopefully it's nothing like AP but it does look like some shit so it can't be too far off.
Looks like a mix of Splinter Cell and Alpha Protocol. I wonder if there will be conversation system, or just typical cutscenes.
AP had stealth?AP had the worst stealth in any game ever so hopefully it's nothing like AP but it does look like some shit so it can't be too far off.
Yeah it hid behind the Black Isle legacy until it pounced from the shadows, took moneys from your wallet and left you with a mouthful of Mitsoda's excuses.AP had stealth?AP had the worst stealth in any game ever so hopefully it's nothing like AP but it does look like some shit so it can't be too far off.
ALPHA PROTOCOL!!!
AP had the worst stealth in any game ever so hopefully it's nothing like AP but it does look like some shit so it can't be too far off.
In that it was terrible, yes.AP had the worst stealth in any game ever so hopefully it's nothing like AP but it does look like some shit so it can't be too far off.
It was stat-based stealth, which is a lot different from Thief or Splinter Cell stealth.
Actually the "retarded" thing to do here would be to ignore how well it worked for Splinter Cell and Hitman. Body awareness ftw.Stealth game with third person view? How retarded.
Oh well, one less game to follow.
Actually the "retarded" thing to do here would be to ignore how well it worked for Splinter Cell and Hitman. Body awareness ftw.Stealth game with third person view? How retarded.
Oh well, one less game to follow.
The Hitman and Splinter Cell games I played had the hearing aspect covered. You could hear steps, conversation and electronic devices noises from afar, or behind doors and windows, and react accordingly. In fact, this little vid here is enough to bust your argument, since it shows the player finding a noise-making camera (SOUND! HEARING!) and then playing with the ambient sound in the room (SOUND! HEARING!) combined with slow/ hushed movement (SOUND! HEARING!) to pass over the guard:octavius said:It certainly didn't work for me in the first Splinter Cell game.
Third person can work in simple fighting games, but in a stealth game you should rely as much on hearing as on sight, and as such TPP removes that aspect of gameplay that worked so wonderfully in the Thief games.
That's just what happened to be equipped when we took the screenshots. There'll be attachments for the weapons when it makes sense.Despite the MGS 4 Meryl Silverburgh getup I'm wondering why a clandestine operative would go on an infiltration mission with an unsuppressed HK mark 23, 45 cal pistol and flash bangs. Especially when the guards are nothing more then civilian blue collar security officers. It seems a bit...conspicuous. But maybe I'm reading into it a bit to much.
What is the approach of you guys in terms of level design?Are they going to be linear and small or are going to be more complex? The game is gonna be more actiony or is gonna be slower and more methodical? I'm asking that because there is a huge lack of truly demanding stealth games and I really despise the actiony direction Splinter Cell gone after Chaos Theory. I really want: to go from ground level and get up and up on a progressively complex building with alot of routs, worring about patrols, cameras, motion detectors, getting some file and activating the alarm and getting all the way down even harder. I still remember how lost I got, exploring the fucking huge levels of Thief and I really miss that.That's just what happened to be equipped when we took the screenshots. There'll be attachments for the weapons when it makes sense.Despite the MGS 4 Meryl Silverburgh getup I'm wondering why a clandestine operative would go on an infiltration mission with an unsuppressed HK mark 23, 45 cal pistol and flash bangs. Especially when the guards are nothing more then civilian blue collar security officers. It seems a bit...conspicuous. But maybe I'm reading into it a bit to much.