@Lulu_Lulu where to begin? ;)
first of all the characters. i don't think i've seen a bigger bunch of cliches in a game, and without ironside sam is just another generic protagonist.
then there's the gameplay. this is off the top of my head so correct me if any of this is wrong but i remember lots of fundamental sc stuff missing like not being able to pull people over balconies, no recollecting sticky cams, no binoculars, no map, not being able to disable mines, no grabbing an enemy and interrogating them for useful intel etc. i was hoping they'd expand the stealth aspects, not further streamline them. in my eyes, in a game like sc, the more variation / options i have to get through the level the better (don't forget in previous games we used to have things like remote hacking with the goggles, multiple goggle vision modes, a pistol with an emp on it to temporarily knock out lights etc.). i would've liked to have seen more stuff like that to encourage more tactical gameplay.
i also vaguely remember being annoyed you had to pay for your own equipment like sonar goggles AND had to pay to equip the third echelon plane with stuff (the us government are so cheap lol). then there was stuff like those forced action sequences where you have no choice but to kill waves and waves of enemies, those practically invincible heavily armoured guys that no stealth weapons can kill and the general funnelled from one set piece to another level design. not to say that there weren't some enjoyable moments but i guess overall it was the fundamental switch from being a pure stealth game to an action / stealth hybrid that i didn't care for.
it has been quite a while since i last played it so can't guarantee that all of that is entirely accurate ;) but imo games like dishonored, hitman absolution and ground zeroes have done stealth far better in recent years
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