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#126
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Nice posts. I agree with some of it, disagree with other parts but it's a good compare and constrast piece. I think the spirit of your post, and what I've previously stated a page or two ago, comes down to looking at each game separately and seeing if each game actually achieves what it is supposed to be/do.
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The best apology against false accusers is silence and sufferance, and honest deeds set against dishonest words-John Milton |
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#127
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This guy is from TYM, If you open that drawer, he will definitely hear that process. Just try it. I don't want to upload the whole video to prove it. Also they hear when you open lockers, doors, windows... For example, this guy fell into a doze. If I close that window he will hear that. Dishonored guards won't. They are dumbed down. When you walk near default WOL it makes very loud noise and small lamp on top of it starts blink! This stuff indicates than WOL will kill you. When you hack WOL it makes very loud noise when guards walk nearby, that lamp is also blinks, it indicates that it will kill them. So the point is guards should hear/see these things and get the information that WOL was hacked! But they don't do it. Quote:
While stealing is a less ambitious problem. When you steal, you steal immovable object which has only 2 certain absolutely predictable conditions: item lies on the level in one certain place, item lies in your inventory. And Thief 3 already solved that problem! You can't! You just doing it wrong. I recommend you to try this, just lean from any corner and then try to strafe left and right and you will get the exact moment, when guards notice your body. But they don't notice your head while you're leaning! Quote:
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2) It's not an opinion, it's a fact! Stealth and ghosting is much better in DXHR, because you should observe enemies, you should find a right moment to open a door or a window, to walk from one room to another, and you can't stop time and blink out of any situation. And takedowns use energy. That's why DXHR has very high tension! Dishonored just doesn't have it, because its main focus is a power fantasy and its AI isn't good enough! Power fantasy seriously contradicts stealth. Man, even Splinter Cell:Conviction with overpowered Mark & Execute feature wasn't such unbalanced game and on realistic difficulty guards kill you pretty fast if you screwed up. Dishonored is a piece of cake even on maximum difficulty! Just listen this! That's the main reason why DXHR is a better game than Dishonored. Much more than in Dishonored! Several types of non-lethal grenades + wall mines, shocker, takedown, double takedown, non-lethal takedown during falling(!), tranquilize rifle, PEPS gun. Seriously I didn't use any of lethal weapons and have fun during my first non-lethal walktrough. Because every weapon has its logical purpose: short distance, middle distance, long distance. Moreover, some weapons has special emergent features. You can use PEPS to move heavy boxes. Tranquilizer gun seriously helps in tactic cause if you shot in the head guard falls instantly, if you shot in the body he falls several seconds later (behind any object), so you can choose where his body exactly falls. You can use shocker to temporarily turn off cameras and turrets, etc... And lethal walkthrough also gives you more type of weapons than Dishonored. Quote:
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You didn't get the point again! Because the most important feature of the game - emergent gameplay - is all about killing people! You can stop time and use windblast to move any bullet in the air and kill people. You can blink on any street lamp, blink over any enemy and drop on him using dead from above. You can possess a guard stand under propaganda loudspeaker jump out of that guard and drop that loudspeaker on his head. You can mix lethal weapons/gadgets/powers with each other and get different outcome. It's all about creative killing! Developers absolutely forgot about creative non-lethal knock outs! While DXHR was about creative non-lethal KO because it has plenty of features to support such play style.
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Sorry if my English is not perfect! Last edited by KenTWOu; 01-14-2013 at 11:35 PM. |
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#128
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#129
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Yes, it's really that hard! There is no stealth games that solved this fundamental problem! That's why Dishonored also has this problem but in less obvious way!
You can take any unconscious body and move it from one place to another and you don't get appropriate reaction from guards. Because it's the same FRIDGE situation. They don't notice that you move that body from one place to another (they will think that it's a new unconscious body when they find it), they don't notice that you rotate that body, they don't notice that you take that body away after they found it. Because detection system is pretty simple and binary in every stealth/action game, because guards don't remember exact position of every item on every level, because such system demands tons of dialogues from every type of NPC (i.e. "I think somebody rotated that fridge...", "I guess that TV stood there last time I saw it...", "I think somebody moved that chair...", "I'm pretty sure these boxes were there...", "There were two dead bodies here, now there are three..."), because they don't have real memory and real eyes! For example, when you throw an object they don't see it actually! They don't see its trajectory. They just hear the sound when object hits the wall or the floor. Almost every stealth game has this simplification. Because our hardware isn't fast enough for realistic calculations. But sound calculations are pretty simple: you get one point and radius around it. If the guard inside that radius he reacts! He hears the sound of impact. 'Mark of the Ninja' explains these calculations perfectly. And its AI also has problems if you compare it with DXHR and especially Splinter Cell 3:Chaos Theory. And doors opening works because a door has certain predictable conditions: closed, opened, closing/opening. That's why Splinter Cell 3:Chaos Theory guards even remember that certain door was previously closed. That's why some Thief 3 NPCs also notice that. Freely movable objects is another story!
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Sorry if my English is not perfect! Last edited by KenTWOu; 01-15-2013 at 12:42 AM. |
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#130
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No, it didn't. But it didn't have a crouch or jump button either, which is the main reason the cover mechanic is hated by experienced gamers- because you can only jump or crouch when in the cover system, in places set by the designers. If there are dedicated buttons for those mechanics then a cover system can be ignored (much like Deus Ex HR then).
But even without a dedicated crouch or jump mechanic RE4 was a good game. Level design was good, grid based inventory and a weapon upgrading system that were obviously inspired by Deus Ex 1, enemies were interesting and varied, as were the scripted action sequences surprisingly. Even more surprising is that QTE events didn't suck (on console anyway where all buttons are at your fingertips, suitable for reflex skills), it is the only game to implement QTE's well imo. |
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#131
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![]() The targets didn't stand still for me. I tried to fight some and I killed others silently. Yes, they are all in rooms and it would have been cool to actually chase a target through Dunwall. As for Hitman I didn't play the series so I can't comment on it. Quote:
2. You have to have money to pay for the upgrade work. 3. You don't have to pay for the upgrade. If you don't want to use it don't pay for it. It's simple as that. 4. It's not a cheat. It's supposed to work every time and everywhere, automatically, after you purchased the upgrade. Quote:
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1. That guy basically said some of the same things I said. The difference is YOU said stealth gameplay was an afterthought. 2. You can play in a violent fashion but still play in a manner of stealth. Stealth and non-violent are not the same thing. Stealth means you aren't seen. Non-violent means you didn't kill anyone. Quote:
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The best apology against false accusers is silence and sufferance, and honest deeds set against dishonest words-John Milton |
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#132
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#133
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#134
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#135
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Well, I also never went as far back as the Ultima Underworld games - my experience with LGS begins with System Shock. Perhaps that is a problem. I've played a bit of Strife to see where the RPG/shooter hybrid began, but also haven't explored Cybermage, Bioforge, or the Crusader titles - so yes, I have a bit of work to do on the LGS history front.
My lack of engagement with Arx essentially stems from the clunky combat, constant bugs, dull and bland environments, lack of interesting characters, and lamentable dialogue and voice acting. I'm sure the game has other redeeming qualities, but it's tough for me to bring myself to keep slogging through in order to find them. I can't tell for the life of me why the game was considered such a classic, aside from the ability to bake pies and a unique magic system. Dark Messiah also had wretched dialogue and a completely generic story and setting, but at least the gameplay mechanics were polished and fun. Dishonored is Arkane's first truly awesome game IMO. |
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#136
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But I dont think Dishonored is very good either. |
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#137
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Dishonored has several places where you can easily do that. The second mission already has such place, Sokolov's mission has such places. I tried this several times. Hell, I've spent over 120 hours on Dishonored (I've spent more hours on DXHR). They don't notice that WOL was hacked! Quote:
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I didn't say that all targets stand still. I said that some of them even stand still. For example, one of the Pendleton brothers, Daud, Martin. They just stand and wait you. They don't move through level like Thaddeus Campbell or Lady Boyle, so you have tons of opportunities to kill both of them. Quote:
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Really? DXHR game director explains that they made the game harder to force player to try different approaches!!! Dishonored devs don't do it! They clearly made the game for casual players, they made power fantasy. I already gave you several examples of it. There is no point to possess people and steal something, because they don't notice when you steal something right in front of their noses! There is no point to use keyholes, because enemies doesn't see/hear door opening and leaning makes your head invisible! Because of these problems some really impressive power features don't make sense in some situations. Again you didn't get the point! DXHR has non-lethal weapons for every possible situation. One enemy - takedown, shocker, very slow tranquilize rifle. Two enemies - double takedown, takedown + shocker, different grenades. Several enemies - PEPS, shocker + double takedown, different grenades. Short distance - shocker, takedown, double takedown. Medium distance - shocker, grenades. Long distance - tranquilize rifle, grenades... Cameras/turrets/robots - shocker, PEPS, EMI grenade. Tons of tactics and combinations! And you can make wall mines! It doesn't have more, it doesn't have less, it has enough non-lethal weapons! Dishonored has only two tools - choke hold and sleeping darts. Clearly, that's not enough especially for the game with such impressive chaos system! Quote:
Yeah, of course I know about 'two' endings in MotN. But! These endings don't depend on your playstyle! They're not separate. You can ghost through the game and get both of them. You can kill everything that moves and still get both of them! If MotN will have similar moral endings and similar chaos system like Dishonored, I will demand more non-lethal weapons from MotN. That's it! Quote:
Sorry, but I just don't want to explain this. It's a huge offtopic and It's so obvious that there is no point to do it. But I admit that Dishonored has more consequences if that's what you mean. I already said that chaos system is impressive, but I think they should make it very very subtle (i.e. like Metro 2033). And I also gave few examples when devs didn't provide all possible consequences.
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Sorry if my English is not perfect! Last edited by KenTWOu; 01-16-2013 at 12:25 AM. |
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#138
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Huh, I guess you're right. For some reason I thought Cybermage and Strife came first, I guess because they're less technologically advanced.
Can you actually deny my complaints about Arx, though, despite what strengths you see? |
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#139
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Disturbing. Quote:
You can't expect to have intellectually stimulating philosophical debates with trolls or goblins, or the simple town folk now can you ![]() Yeah they should probably have more lines too, but I find them far more interesting than the copy & paste skins, dialogue and voice acting from the Elder Scrolls characters. , Quote:
Yeah you won't find dialogue on par with Deus Ex for example, but the voice acting certainly is- half of the actors are excellent, the other half are randoms pulled off of the sidewalk. But that is part of the charm, and the game has charm by the bucket load. Maybe you were on your man-period whilst you played , I don't know. But Arx is in my top ten list for sure. Sure it's not as great as Deus Ex or VTMB or System Shock 2, but it's gameplay and atmosphere is what I love it for most. Last edited by CyberP; 01-16-2013 at 09:52 AM. |
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#140
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Yes, I've played Morrowind and Oblivion and their combat is also dreadful. Like most open world games, they do a lot of things and most of it is crap.
Maybe I'll have to try it with the mod you speak of, but I find your shock at my reaction to the levels to be hilarious. The textures are absurdly dull, and yes, you can do the things you speak of, but there's no excitement to any of it. I don't feel compelled in any way to explore the levels - the world just doesn't draw me in. There is no atmosphere that I find alluring, quite unlike the 3 games you mentioned at the end of your post. I've tried it on multiple occasions - it just doesn't do it for me. It has an unusual UI and magic system, but beyond that it seems to be a pretty generic dungeon crawl RPG. |
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#141
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In my opinion:
Story: DX:HR >>> Dishonored ( x > y means x greater than y) Character development: DX:HR >>> Dishonored Narrative: DX:HR >>> Dishonored Combat: DX:HR >> Dishonored Stealth: DX:HR > Dishonored Other "pillars" of gp: DX:HR >>> Dishonored Exploration: DX:HR>>Dishonored Choices and Cons.: DX:HR>>Dishonored Lenght: DX:HR>>>>Dishonored Sound design: DX:HR >> Dishonored Soundtrack: DX:HR >>>> Dishonored GFX Engine: DX:HR =< Dishonored Art Direction: IMO: DX:HR >>> Dishonored
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Carpe diem! |
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#142
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There are none that I know of other than Ultima Underworld 1 & 2, which Arx was intended to be a sequal to. Last edited by CyberP; 01-17-2013 at 03:24 AM. |
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#143
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http://www.nizkor.org/features/falla...d-herring.html We are NOT talking about Thief or Hitman Absolution or ANY game aside from Dishonored and DX:HR. Next you'll tell us it isn't about shooting because you can't mod the weapons like you would this game or that game. Please, for the sake of the thread; focus on these two games because that is what this thread is about. Do you steal things in DX:HR? Yes. Do those things help your progress? Yes. Therefore, the game is very much about thievery. Again, the guards in DX:HR don't notice things as well, so what is your point? Quote:
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__________________
The best apology against false accusers is silence and sufferance, and honest deeds set against dishonest words-John Milton |
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#144
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__________________
The best apology against false accusers is silence and sufferance, and honest deeds set against dishonest words-John Milton |
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#145
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Here is a stealth walkthrough of Hitman: Blood Money, look at this moment (1m 45s). AI knows how to take any potentially danger movable object, takes it in his hand and puts it in weapon stashes in a security room. That's why player hides his sniper rifle in a briefcase and throws it over a fence. At 1 min 45 sec you clearly see that AI doesn't work as good as it should. And player clearly exploits AI issue. He exploits the fact that AI doesn't understand that player takes briefcase in his hand, AI doesn't notice that weapon was in player's hands before. Because AI doesn't have memory. Moreover, you can take that weapon from that weapon stash and throw it right in the middle of the room and every time AI will stand up, take that prohibited weapon and put it in the stash. You can throw it again, AI will put it again. You can throw it again, AI will put it again. And every time he will say something like: "Who dropped this..." It's a typical exploit of AI simplifications. Make the same thing several times and you will get the same AI reaction which proves that AI is 'stupid'. That's why design wise will be better to completely ignore some of these problems and don't spent your development resources on this. That's why in many stealth games Ai notices unconscious bodies. But doesn't notice dropped weapons, small items from your inventory, big items and these fridges. And doesn't notice when you take these objects from one place to another. Dishonored/DXHR guards forget about dead bodies completely after they found them because it's believable! Usual guard can't resurrect dead people anyway. Remember Hitman's AI could take that weapon and put it in special weapon stash. Because almost every level has some kind of security room. And that's really impressive. DXHR guards can't take that fridge, they aren't strong enough, they aren't augmented and they don't know where to put it. There is no Lost & Found room for fridges. So what should they do with the fridge? They should say they notice it? OK. Imagine a guard says something like this: "There is a fridge over there!" Than guard looks in another direction because he is searching you and you move that fridge and hide behind it again, cause fridge is a mobile cover. That guard looks at this fridge again and... obviously he doesn't have memory, that's why he will say: "There is a fridge over there!" Now you should understand that "guards notice fridges" doesn't fix this situation at all! Because guards don't have separate memory. This fridge situation is still absurd. But developers spent they resources on additional audio cues for every NPC and every big object like box, fridge, xerox... Was it so important? No! Nobody fixes this, nobody makes such thing believable. That's why I don't compare stationary and mobile objects to each other and don't think about them. And don't think that fridge problem is so crucial for gameplay. Quote:
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And that yours Man, that argument doesn't work here! Read professional journalists, some of them think the same. For example, RockPaperShotgun doesn't give Dishonored GOTY award for this reason. They clearly explain it in few articles that the game is about power fantasy, it's good, it's fun but it's not challenging and they quickly lost interest in it. Some players (myself included) said the same thing on Arkane forums. Yeah, DXHR has health/energy regeneration, but DXHR has better balance, guards are smarter (so you can easily make a mistake when you just open a door or take something from desk drawer), guards with shotguns quickly kill you in close quarter. One shot on the highest difficulty! And Adam doesn't have as overpowered as strong abilities as Corvo.Check this out! Quote:
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Yeah, because we all know that your play style is the most important thing! While I'm talking not only about my play style which this game clearly doesn't support. I'm talking about the range of play styles. DXHR range is simply much wider! High-chaos Dishonored is a fantastic action game with tons of cool systems and memorable ending, but mediocre stealth game. By the way, you can't trade in PC games, almost every PC game has a serial key which you can use only once, that's why you must tie it to your online profile. DRM, you know. And it's really hard to make separate profile for every game and then try to sell that profile to somebody.
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Sorry if my English is not perfect! Last edited by KenTWOu; 01-19-2013 at 03:37 AM. |
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#146
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So watchtowers, walls of light, arc pylons, tripwire traps, alarms, etc.?
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#147
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@KenTWOu, this exchange is now unworthy of my time. I asked you to stop talking about games that clearly have nothing to do with this topic but you insist on citing Hitman and other games to prove your point. All I needed to do was glance through and see Hitman. I'm not going to even waste my time reading the post. You can have the last word but I'm moving the hell on.
@ froghawk, my apologies for responding so late. As you can see I've been busy. In regards to my comment and disagreement, after reading the post again, I can say that my disagreement was based on something I misread.
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The best apology against false accusers is silence and sufferance, and honest deeds set against dishonest words-John Milton |
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#148
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It's a pretty obvious, I think. You find a certain fundamental flaw in DXHR AI behavior. I can't prove you that this flaw is really fundamental without naming other stealth games and giving you few examples of it. Now I give these examples to you and prove my point. Even Dishonored has that flaw. And you're saying this is offtopic? Yeah, sure! You can say everything you want, but DXHR is a much better game than Dishonored. And you can't prove otherwise.
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Sorry if my English is not perfect! Last edited by KenTWOu; 01-31-2013 at 08:47 PM. |
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