I enjoyed the self-imposed challenge of getting all those ghost/smooth operator bonuses without the use of the silent movement or invisibility augs. Other than that, not particularly difficult, but "no challenge whatsoever" is hyperbole. Stealth games are about observing patiently from a safe distance, coming up with a plan of action, then executing that plan perfectly. If you don't find that rewarding, then don't play stealth games.
Behold ... the future of stealth games :D
Dude, toro...don't be fucking stupid. DX:HR is easily as far as what precedes it and everybody is in agreement on that. It's a damn good game. It doesn't have the freedom of the first game, no. But it's an improvement on not only where the series went but where we thought it was going. It's a good game. Yes, it gets repetitive especially in the path-finding or false path-choices but dammit it is so almost there (where? where the original was) it's worth calling damn good. For a franchise once held dear, went astray and came back with a saving play I'd put DX:HR up there with FO:NV. Still a bit fucked but dammit, there's some good stuff in there.
Behold ... the future of stealth games :D
The future of stealth games are QTE fests?
Exactly. It's almost there. Would you like to have sex and finish almost there? :D
Yes. Lets her know you're not a slave to your own base desires and that you're in complete control. She's only being pleasured by your sufferance and you can cut if it off whenever you want, she can't control you that way, so she better watch the fuck out and work hard to keep you. You're the man in charge and don't let her ever forget that. Also slap that bitch around some.Exactly. It's almost there. Would you like to have sex and finish almost there? :D
This is true for all (good) stealth games. Randomized paths aren't fun, leads to failure through no fault of your own and thus constant reloading.Predefined enemies paths,
As opposed to shadow abundance? I'm not sure what you mean by exploitable. If you're referring to how it opens up your field of view, that's there by design, it's not an exploit. Otherwise you're playing half-blind because there's no other way to lean.cover abundance and exploitable sticky cover.
Like all stealth games. That's how they work.Independent of the skills configuration, once you realize the pattern, you can ghost the entire game.
I don't see much of one. Thief had a ton of shadows, an in-game reason for being able to hide so well in shadows, and difficulty settings that increased the requirements for mission success (such a thing was out of HR's already-large scope). DX also had a ton of boxes everywhere, shadows you could hide in without any in-game explanation for why you could turn invisible while in them, and no in-game incentives to ghost other than personal achievement.So no, it's not a hyperbole. Compare this to the first Thief(s), SS2 or DX and it is impossible not to spot the difference in difficulty and environmental design.
Or DX1.Maybe I simply don't like shitty stealth games like DX:HR?
SS2 is not a stealth game. It's a survival horror and it's design diametrically opposes DX (1 or HR) in that you don't get multiple paths towards your objective. The only stealthy parts in SS2 is blowing the cameras before they confirm that you are you. Environmentally and artistically SS2 is actually very close to DX:HR.So no, it's not a hyperbole. Compare this to the first Thief(s), SS2 or DX and it is impossible not to spot the difference in difficulty and environmental design.
In SS2 you had to get better if you wanted to survive. In DX:HR the skills are more like a new hair cut, you can do it with it or not. It doesn't matter.
What the shit is that fuck?Way off-topic:
Behold ... the future of stealth games :D
Well, you wouldn't be able to see an NPC in deep shadow either, so that was at least consistent with in-engine presentation.shadows you could hide in without any in-game explanation for why you could turn invisible while in them
That, or rather lack of metagame incentives (extra praxis points) was actually a plus. Ghosting or not should be chosen basing on how it affects the gameplay, not on whatever gives most pluses.and no in-game incentives to ghost other than personal achievement.
This is true for all (good) stealth games. Randomized paths aren't fun, leads to failure through no fault of your own and thus constant reloading.Predefined enemies paths,
As opposed to shadow abundance? I'm not sure what you mean by exploitable. If you're referring to how it opens up your field of view, that's there by design, it's not an exploit. Otherwise you're playing half-blind because there's no other way to lean.cover abundance and exploitable sticky cover.
Like all stealth games. That's how they work.Independent of the skills configuration, once you realize the pattern, you can ghost the entire game.
I don't see much of one. Thief had a ton of shadows, an in-game reason for being able to hide so well in shadows, and difficulty settings that increased the requirements for mission success (such a thing was out of HR's already-large scope). DX also had a ton of boxes everywhere, shadows you could hide in without any in-game explanation for why you could turn invisible while in them, and no in-game incentives to ghost other than personal achievement.So no, it's not a hyperbole. Compare this to the first Thief(s), SS2 or DX and it is impossible not to spot the difference in difficulty and environmental design.
DX:HR is a good game compared to what is released these days, but it still is a lousy game compared with the former ones.
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DX:HR is a good game compared to what is released these days, but it still is a lousy game compared with the former ones.
Bullshit.
It's not a "lousy" game no matter how you look at it unless you're trolling or just ignorant (see what I did there?). It's arguably nearly as good as the first with some poor design choices which make it a little derpy (as if the first one wasn't) and is fucking tits beyond the second game. Stop being a douche.
Let's be fair.
Have you tried playing DX:HR any other way?I read your post, but the thing is: DX was NOT designed as a stealth game primarily, where DX:HR seems to be (the bonuses for smooth/ghost, sticky cover, silent takedowns and level design).
That's the beauty of DX, stealth is just another way and not the *intended* way.
Self imposed challenges are ok as long as you don'tOfc, there is the argument that DX:HR can be played without sticky cover and all the gadgets, but is like pretending you play a game more challenging that it really is. I don't know. This is larpers territory.
Surprised you didn't just start crying about adding a dumbfuck tag first. Anyway, not sure you understand the exact definition of hyperbole, or any definition. Unless by hyperbole you mean 'diverging viewpoint'. Are you saying it ISN'T a popamole shooter? If the Oxford dictionary were to include the word 'popamole shooter', I'd say hands down, DXHR deserves that honor more so than something like Mass Effect, as I could have sworn mobiles popped their heads from behind cover at intervals, like moles, ready for the popping. Unless of course the only experience of DXHR you have, is playing it stealth.Let's be fair.
Ok, you first. You can start by not saying hyperbolic shit like this: "It's a modern popamole shooter (a bad one at that)" and then maybe I'll take you seriously.
Surprised you didn't just start crying about adding a dumbfuck tag first.
Anyway, not sure you understand the exact definition of hyperbole, or any definition.
Unless by hyperbole you mean 'diverging viewpoint'. Are you saying it ISN'T a popamole shooter? If the Oxford dictionary were to include the word 'popamole shooter', I'd say hands down, DXHR deserves that honor more so than something like Mass Effect, as I could have sworn mobiles popped their heads from behind cover at intervals, like moles, ready for the popping. Unless of course the only experience of DXHR you have, is playing it stealth.