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Messages - VaNilla

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Public Discussion / Re: Our new site has launched!
« on: February 10, 2014, 02:17:20 PM »
Not sure if you realized this already... but you're on Reddit :D.

Public Discussion / Re: Announcing our new logo and our roadmap for 2014
« on: January 18, 2014, 02:45:38 PM »
Why not stick to "Stealth Action Multiplayer"? Sums it up quite neatly in my opinion. If you insist on having four words, "advanced" sounds like the best of the bunch to me :).

Public Discussion / Re: Engine and other updates
« on: November 22, 2013, 02:22:49 AM »
Advice: You don't need new screenshots each week. We would rather see quality screenshots (like GTA V), rather than a bunch of screenshots on a regular basis.

General / Off-Topic / Re: Blacklist - Anyone getting it?
« on: August 24, 2013, 10:15:32 PM »
I was just looking through the achievement list(I'm getting it on Xbox) and saw this: "Complete the single player campaign without killing anyone as Sam Fisher"

That gives me a lot of hope for the game knowing that you can beat it without killing anyone!

Are there multiple playable characters in single player?

You play as Sam for about 99% of the game. At times you will play as Briggs, usually giving support from a helicopter. At one point you play as him on the ground, as you may know already, but you can still ghost that whole section of the game.

Blacklist's single player is AWESOME. Seriously, it's even better than Chaos Theory, from the perspective of a "true" ghost. Unlike Chaos Theory, it's actually challenging to pass each section, making the overall experience far more engaging. The single player is definitely my favourite Splinter Cell campaign so far, it blows the old games out the water. The 4th Echelon missions are great, but Chaos Theory's co-op is better. In Chaos Theory, co-op was actually necessary, so the dynamic was really interesting. In Blacklist, co-op is just a "more fun" way to play the game.

SvM is great, but it's not as good as Chaos Theory. I'm surprising myself by saying this, but "blacklist mode" is the only mode in this game that I actually love :P. Having so many people in one map and frantically trying to keep the hack open is an awesome experience. Classic mode is a HUGE disappointment, I'd explain but I've already posted huge feedback on Ubisoft's forums. The other modes didn't really hold my attention at all. Extraction mode would be good, but the mercs move far too slowly when picking up the objective, it totally ruins the pacing of the mode. Team deathmatch was surprisingly fun, allowing you to mix teams and so on. I think "blacklist mode" is absolutely great, and I'll keep playing that for a long time. It's not as challenging as Chaos Theory, but it's very fun and very tactical; it would be a shame to see it go away. But they need to integrate a true "story mode" like CT had, with new purpose built maps. Although frontal stabbing and shock/stab makes sense in "blacklist mode", it would be bad if they kept that feature in any potential story modes.

Quote from: Ubi Forums
Having finally put Blacklist's SvM through long hours of play, I feel like I can say what I think about it. I love the pacing of Blacklist mode, it's really fun and the energy of keeping up a hack is intense. I really like the lighting in classic mode, but what's shocking to me is that it's nowhere near as good as Blacklist mode. When you sprint, the flashlight turns off. That is VERY unbalanced, which also brings me to the movement. Slower movement is understandable, but the movement in Classic is WAY too slow for the size of the maps, keeping up with spies who can easily run away and effortlessly hack the objective is tiresome. The amount of time you're given to sprint before running out of breath is also way too short. Additionally, what's the point of proxy mines in Classic mode when all you have to do to disable them is throw an EMP as soon as you get close to the objective?

Team deathmatch is surprisingly fun. Extraction mode is cool in theory, but the mercs move far too slowly while carrying the objective. It's just a chore to take the objective, it's not fun at all. Set the objective limit higher, give the mercs normal movement speeds, and then you'll have a good game mode on your hands. Uplink control lost me very quickly, there's not a lot of depth to it. Also in Classic mode, shock and stab is TOTALLY unbalanced. It feels right in Blacklist mode when you have a full team to back you up, because making the shot isn't always easy, but in Classic mode it feels totally unfair.

All in all, I absolutely love Blacklist mode. But classic mode feels like a shell of a game, being totally unbalanced towards the mercenaries. The main thing I've lost is the feeling that you "need" stealth in this game. I remember sneaking past mercenaries towards objectives in Chaos Theory, using tracking devices, there was just so much more depth to it. And it was so much more intense. Blacklist mode is an AWESOME mode on its own, and it should stay for good, but we really need new maps designed for classic story mode gameplay. And in the new mode, you shouldn't be able to stab from the front, and you shouldn't be able to shock and stab. That's my take on SvM right now, Blacklist mode is the only one which really holds my attention.

General / Off-Topic / Re: Blacklist - Anyone getting it?
« on: August 19, 2013, 06:40:29 PM »
Deluxe edition on Steam, hopefully I'll be able to unlock it tomorrow with a VPN :D

Public Discussion / Re: Estimated date?
« on: August 19, 2013, 06:32:30 PM »
The things you mention all sound wrong in the context of Chaos Theory. Not so much when death is merely a small setback in Blacklist (for mercs). All they have to do is run back to the hacking stations and find the hacking spy, they have infinite lives. Also, the tazer has limited ammo. It's actually focused on objective gameplay instead of kills/deaths; it's about as far removed from the most popular COD mode as possible. However, from my experience with the game, it's perfectly possible to be a ghost as long as you make good use of distractions.

It lacks some of the tension of PT/CT, which is really down to the pacing (waiting around for minutes at a time really isn't an option), but saying it's there to appeal to COD players is totally dismissive. Try to think about the elements of the game in the context of Splinter Blacklist, instead of imagining individual facets retrofitted back into Chaos Theory.

EDIT: About tazed knife kills, it's not as easy as you think. Merc's can melee counter spies while stunned, and kill them regardless.

Public Discussion / Re: Estimated date?
« on: August 19, 2013, 07:53:31 AM »
If you think Blacklist's SvM is for "COD players", you haven't looked into it deeply enough. There's a lot of depth to the game, especially with classic mode, and you aren't fooling anyone with your insults and divergence towards the development team. I was really looking forward to this game, back in the days of Double Agent. But since then, a lot of things have happened. Next gen is just around the corner, and Blacklist is finally bringing back the gameplay old school players wanted all along. There was a time when I came to the Project Stealth forums to see all the new progress, but that passed a long time ago. I don't mean to put you down, but you need to move on.

At this point, the game has been in the making for almost a decade. Most of the people who were anticipating this have moved on, and despite how much time has passed, there's still no "game" to show for it. I know how tough it is, but nobody will think any less of you for ending production on the game. In fact, I think they would be relieved. It can't be healthy to focus on a project for so long without any major progress. You need to join a team that respects your time and vision. Don't spend years of your life on something with such a small audience. I'd be singing a different tune back in the day, but I don't think it's good for you to still be pushing this game after seven years without major progress.

Those are the thoughts of someone who's been with you since the beginning. Every time I see you making promises of new progress, I genuinely worry about you. It's not fair for anyone to expect you to push this out after being stuck in this state for so long. I can only speak for myself, because I don't know you, but I think you'd get a lot of fulfilment from moving onto something with an active team, something that really challenges and motivates you. Good luck frvge :)

General / Off-Topic / Re: Video editing software
« on: July 01, 2013, 03:16:47 PM »
I'd go for Premiere Pro. It's much more reliable than Vegas, it works faster, and although it's slightly more complicated, the skills you gain are much more transferable.

Public Discussion / Re: Increasing enforcement of the guidelines
« on: May 26, 2013, 01:28:09 AM »
Holy shit, that was two years in the making? :P

Public Discussion / Re: Feature discussion
« on: May 17, 2013, 09:31:05 AM »
I'm not sure how this translates into something very useful for the player.

It was the same back when CT was first revealed, people would say that you can't judge it right off the bat. You can't form a whole opinion based off one day's worth of playing and trailers, but you can certainly get a fairly good impression of what the game is like. For me, the game is above and beyond my expectations. I didn't expect them to keep so much intact from PT/CT, I'm actually quite shocked, but I'm also really glad that they've made the game more accessible. You've got to admit that CT is not an accessible game to newcomers, not once people mastered the game. Hopefully with Blacklist, the game will make newbies feel more welcome, along with proper matchmaking so the teams are evenly balanced. By being accessible, it actually gives people the chance to get good at the game without becoming demotivated, and play against people on their level before going up against the top tier of gamers.

Conviction is a "stealth" game, but the game only really encouraged you to use stealth as a tool to kill (the "panther" style as Max put it), it isn't built to accommodate other play styles. Although it was possible to ghost the game to an extent, you really had to search for the oppurtunity to do it, so it wasn't a very rewarding experience. I don't get that feeling from Blacklist. Rather than telling you to use stealth to execute enemies, it lets you choose what to do. You can play the game as a ghost, go to the opposite end of the spectrum as an Assault player, or use stealth to clear out each room as a Panther, and you will still have a rewarding experience. The game is designed to facilitate the ghost who doesn't want to touch anyone, kill anyone, use any gadgets or get detected. In fact, some of the missions require that you pass through totally undetected and remain non-lethal. In one mission you have to extract Kobin from a location, and unlike Conviction's scripted moments, you have the option to avoid a firefight. You can still extract him guns blazing, but you can also sneak through the back door in a completely different section.

It's actually a lot like Chaos Theory; you could shoot mostly everyone in the game, knife everyone, knock them out, or sneak by entirely, and it's no different in Blacklist. Regardless of how you choose to play, you're being rewarded for it, rather than being shoe horned into one style of play. Max used the analogy that in one mission from Double Agent, he chose to play in quick lethal fashion. Although the game gave him that option, when he got to the end of the mission he had a "-150 stealth rating" or something along those lines (I'm paraphrasing). That kind of system isn't rewarding, it's not fun and it doesn't really make a whole lot of sense. That's why you're rewarded differently depending on your style. If you haven't seen the Abandoned Mill walkthrough, check it out, because it really shows this off.

General / Off-Topic / Re: WHats PS gUNNA DO NOW ?!
« on: May 14, 2013, 06:55:01 AM »
Lol this is just great.

There may not be a game-changing killstreak reward, but the fact that spies getting double kills and streaks of 3+ are common enough that they added a point bonus and a clip in the trailer, it's concerning. 

Yes, spies die faster, but why do I get the feeling that it will be ridiculously easy to kill the merc if you take him by surprise?

I like that you're posting opinions from those who have played the game.  Certainly their 2-cents are interesting, but I can enjoy the shallowest experience for at least a day or two before I realize the lack of depth.  I doubt I'm alone here.  I get blinded by the fancy, shiny new things.  Once the shine dulls down, the flaws become much more apparent.

I agree that the novelty could wear off after a couple of days, I didn't think about that. We'll have to wait and see, but so far the game looks awesome to me :P. However, I don't agree they added a point bonus for double kills because they're common. Everything you do is rewarded, so it only makes sense that along with rewarding standard kills, they reward double kills. Single kills are far more common than double kills, and yet they're still rewarded. It does look easy to kill a merc by surprise, but the big risk is that if he sees you, you're probably going to die. It's an even bigger risk than CT because the guns are much more powerful, and unlike CT, the mercs can also perform instant melee kills. Given that risk, and the fact that everyone has infinite lives, I don't think fast ambush kills are going to be a problem, but we'll see.

There's no abilities with the killstreaks. They allow you to unlock new gear in blacklist mode (4v4) as well as SP and Coop. Classic has everything open from the start, so it's an even playing field.

I can see why you think that, but my arguments are valid. The guys who've apparently been "brainwashed" are guys who've played every Splinter Cell game. Many of them hated Double Agent because of its numerous flaws. ShadowFox in particular heavily criticized Conviction, and even Blacklist when it was first shown. I'm not brainwashed, I'm just looking at the facts. The game is far more accessible, but that doesn't mean that it's less complex. It's easier to get in at an entry level, but I think high level competition will have much more to it. You haven't brought up any valid arguments, and for that reason I completely disagree. Along with my own observations, I'll trust those who've actually played the game (and explained their thoughts about it in great detail). If they were brainwashed, I would have noticed it in their posts, but I haven't.

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