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By Carolyn Petit | @carolynmichelle, Erick Tay, and Julio Pak on July 25, 2014 at 1:49PM PDT
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I appreciate the pure mechanics approach, even though I'd prefer a more realistic setting and visuals. What kind of disappointments though is the extremely simple AI that quickly forgets, stares at walls, etc. With not having to worry about fancy graphics and physics and animations and etc. etc., it would have been nice to see more advanced AI.
However, I can see how the level design pretty much requires a simplified AI. The levels are small and quite linear, as well as being "one way" as in no turning back, so if the enemies were better at seeing, pursuing, etc., you wouldn't be able to pass. It seems like the game concepts and level styles were designed, and then the enemies were designed to suit that.
Or maybe it's just that those were more tutorial levels? If so, and later levels are less linear, then that would make the AI even easier to defeat :).
I do like the more pure stealth approach too, not being able to kill guards. I like the idea of a game that is very much stealth and not really just a choice, though there are few examples. I don't necessarily want a game that doesn't allow you to attack, but one where taking a non-stealth approach is very difficult and results in variable consequences/outcomes. Even if a game allows you to knock out a guard, there should be radio checks, having to secure/gag/hide them as they will wake up at some point, etc., complications you must deal with as a result of your decision to just take that enemy out.
I'm impressed. I like the stealth mechanics where you can't really kill any of the guards. And then there's the customization option which I think is really cool.
I'm getting this for my PC