|QUOTE (Doublepulse @ Friday, Aug 31 2012, 23:37)|
|QUOTE (Mr.Moffat @ Friday, Aug 31 2012, 22:41)|
|QUOTE (ozzman1 @ Thursday, Aug 30 2012, 23:38)|
| I guess so.|
It's just that reading that brought back memories about Splinter Cell:Conviction and what was said before that was released
I get your concern man, but as GtaVanja said, all the other mgs games allowed you to run or fight when you got caught, which I personally always liked as i enjoyed watching the AI move and look for you.
There's nothing wrong with this, but the AI is where it counts, if you make the AI smart and an actual threat, then sneaking should be tense and make your heart race and getting caught should make you panic, if they do in this game then winning a firefight will feel well deserved as it really tested your skill and made you work for it.
thats the prob with pretty much all the stealth games today they like to give the option, but what is the bloody point if shooting is easier and faster than sneaking? none, give the option fine but make sneaking the easier of the two if you get my drift.
To sum up good stealth game imo = fighting and shooting it out with guards harder than sneaking.
Sneaking around is not necessarily hard just because of the AI, but also hard to anyone without enough patiences. Do not forget that some of the mechanics of each game are slightly different.
Stealth rewards those who are looking for a challenge and take their time. I totally get your drift, but stealth should not really be made that much easy. Not only the AI need to be smarter in terms of awareness, but also their accuracy. I think there should alway be a choice for realistic measures though, and still remain the hardcore modes as well. Regardless of the choice, the difficulty needs to be balanced on both sides. Way to really do that is to give the player less health.
Stealth requires someone to have a lot of patience. I was not really sure if SC or MGS did this, but didn't the AI kind of adapt to your play style to some degree?
In SC I can live with not much patience, if I get spotted, the gun play is satisfying and I try to get away.
Metal Gear Solid for me is different. I need a lot of it. I have some obligation that if I get spotted, I need to start over. Especially if I want to get any achievements. They will rank you harshly on MGS. Splinter Cell not so much.
I think the replay value of both games comes from the player's determination to get everything perfect.
Oh I hope you did'nt think i want the actual stealth to made easier, not at all I like a good challange where I have to think, observe and plan whats the best route to take, I meant that in terms of either fighting or getting into a firefight sneaking should be more encouraged due to the guards suriority in strength, numbers and ability.
I love being able to get into a fight with the guards if things go tits up, but I want it to be like ok, i reallly should run, or right i need to really pay attention and be smart if i want to come out of this alive. this is what put me off the splinter cell games intially as if I recall correctly (I've only played bits of sc 1 & 2 so please correct me if im wrong, I do plan on getting the SC HD collection soon btw
) being caught resulted in a game over which I did'nt like, as i love the thrill of running and hiding, hoping I don't get caught while the guards were actually looking for me.
Mgs4 had the problem that the guards actual combat AI was not that great even on higher difficulties which made it easy for anyone who had any experience with action games to blast through, which kinda of made being sneaky a bit pointless. I know you can choose to be sneaky and try not to get caught, but for me personally its a kinda a hoolw experience as there is no tension if i know that being caught i can shoot my way out without breaking a sweat or going christ Im getting flanked and overwhelmed I need to get out of here.
I agree that both sides must be balanced, as long as both are challanging, but i personally feel that stealth should always be the ''safer option'' as it results in the player having a better chance of surving.
All the mgs games have however always had difficulty levels ranging from easy to extreme, the higher levels always resulted in the guards having more health better accuracy and better senses eg hearing and sight, and I think that the higher difficulties esp extreme should really make the gaurds dangerous to get into a fight with, but yes it should always be possible to win a firefight, but make it tough, by doing this you get balance on both sides by making sneaking rewarding and tense, but you also give players the option to fight and get a good challange, this way no one playstyle is gameplay wise easier, its all down to players ability and preference and makes bothsides equally rewarding.
For your point on the AI adapting, I can't comment on SC but for mgs Im a huge mgs fan and player all the games through on the higher difficultiy levels going both sneaky or guns blazing or a mix and the AI never seems to change in terms of how they act, you pick your difficulty at the start and the AI will reflect the difficulty, if your playing through by shooting everyone the AI won't get any better at fighting you they will stay the same difficulty as determined by your difficulty setting.
LOl i get your point about wanting to restart in mgs if you get spoted and how it will affect your rating, but for me I don't reaaly care about my rating (personal prefernce of course), but i like to worry about getting caught in the moment and going oh sh*t! im going to get killed!