What is the approach of you guys in terms of level design?Are they going to be linear and small or are going to be more complex? The game is gonna be more actiony or is gonna be slower and more methodical? I'm asking that because there is a huge lack of truly demanding stealth games and I really despise the actiony direction Splinter Cell gone after Chaos Theory. I really want: to go from ground level and get up and up on a progressively complex building with alot of routs, worring about patrols, cameras, motion detectors, getting some file and activating the alarm and getting all the way down even harder. I still remember how lost I got, exploring the fucking huge levels of Thief and I really miss that.That's just what happened to be equipped when we took the screenshots. There'll be attachments for the weapons when it makes sense.Despite the MGS 4 Meryl Silverburgh getup I'm wondering why a clandestine operative would go on an infiltration mission with an unsuppressed HK mark 23, 45 cal pistol and flash bangs. Especially when the guards are nothing more then civilian blue collar security officers. It seems a bit...conspicuous. But maybe I'm reading into it a bit to much.
It's definitely going to be bigger and complex levels, rather than small and linear. As far as gameplay, our main inspirations are Thief, Deus Ex, etc., but also Chaos Theory as you mention. We want to make a spy game, not an action game and that means the spy should be able to remain undetected.