this post was submitted on 07 Jul 2024
169 points (97.2% liked)
Games
16796 readers
651 users here now
Video game news oriented community. No NanoUFO is not a bot :)
Posts.
- News oriented content (general reviews, previews or retrospectives allowed).
- Broad discussion posts (preferably not only about a specific game).
- No humor/memes etc..
- No affiliate links
- No advertising.
- No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
- No self promotion.
- No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
- No politics.
Comments.
- No personal attacks.
- Obey instance rules.
- No low effort comments(one or two words, emoji etc..)
- Please use spoiler tags for spoilers.
My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.
Other communities:
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
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.
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.
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.
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
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.
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.
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.