• telllos@lemmy.world
    link
    fedilink
    English
    arrow-up
    14
    ·
    5 months ago

    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
      link
      fedilink
      English
      arrow-up
      6
      ·
      5 months ago

      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.

      • sp3ctr4l
        link
        fedilink
        English
        arrow-up
        4
        ·
        5 months ago

        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
          link
          fedilink
          English
          arrow-up
          6
          ·
          5 months ago

          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

          • sp3ctr4l
            link
            fedilink
            English
            arrow-up
            1
            ·
            5 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
      link
      fedilink
      English
      arrow-up
      2
      ·
      5 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.

    • sp3ctr4l
      link
      fedilink
      English
      arrow-up
      1
      ·
      5 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.