this post was submitted on 07 Jul 2024
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[–] sp3tr4l@lemmy.zip 59 points 2 months ago* (last edited 2 months ago) (23 children)

And then the Splinter Cell franchise shortly went off the rails, crashed and burned as soon as they decided that some of the most fundamental of those rules should just be abandoned, for the sake of basically more broad appeal via making the game easier.

Its honestly kind of shocking that someone has not just made an indie, more graphically simple version of some kind of melding of Splinter Cell and MGS core game mechanics, perhaps without the relatively costly voice acting and grandiose, superbly animated cutscenes.

Im waiting to live somewhere with an actual internet connection, and I am convinced I could put together a proof of concept build in UE 5 in 6 months, a comprehensive level.

Stealth Action games seem to be highly regarded and in great demand, but for some reason no one really makes them in 3d anymore, unless there are some hidden gems I've somehow not heard of.

PS: Assassins Creed doesnt count, the AI is braindead when it comes to stealth, takes turns attacking you... using modern terminology its just a 3d ARPG.

[–] telllos@lemmy.world 14 points 2 months ago (3 children)

I think, what is fundamental about splinter cell, the most important mechanic is the management of light and darkness. Which is less prevalent in other games.

[–] Abnorc@lemm.ee 6 points 2 months ago (1 children)

It’s the only game I remember playing that has you dial in your movement speed with the scroll wheel to manage sound. It was really weird at first, but I got used to it after the first level. Now that I think about it, I don’t remember if this started in chaos theory or the first game.

[–] sp3tr4l@lemmy.zip 4 points 2 months ago (1 children)

I believe it is in the first game on PC, and yeah I thought this was/is a very good way to handle variable movement speed with a M+KB set up.

On a controller with a thumb stick, you can vary the degree to which you push it in a direction, unlike the 1 or 0 state of a key being pressed.

I am still surprised more games did not at least allow for this kind of control on PC, IIRC it was only even a thing with some earlier tactical shooters.

[–] Hadriscus@lemm.ee 6 points 2 months ago (1 children)

Yea but the PC version is botched because holding W and A or W and D together (to go in a diagonal) will not normalize the movement vector so you'll be faster when going in a diagonal and you'll step over the sound threshold. Still can't believe QA didn't catch this

[–] sp3tr4l@lemmy.zip 1 points 2 months ago

Hah, I didn't notice that, was a long time ago.

I know that sort of thing often happens in ... well just many games, period. It used to be a sign of a less than stellar PC port, or back in the day when mod teams became full game devs, but it is still a persistent problem.

That and timing some things along with the framerate and others not.

Its wild that these kind of things that are basically novice game dev mistakes are still being made by novices and huge studios alike.

[–] conciselyverbose@sh.itjust.works 2 points 2 months ago

Styx does this, to an extent at least.

I like a little more combat than it offers, so I haven't truly spent enough time on them to comment on the quality as pure stealth, but figured I'd mention it anyways.

[–] sp3tr4l@lemmy.zip 1 points 2 months ago

Agreed, that really set it apart. A few modern games at least claim to use similar systems for enemy awareness, but usually it is more common to just do line of sight + distance.

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