MyFirstAlt
Unwanted
- Joined
- Feb 26, 2015
- Messages
- 3
Because I am him, you shithead.
What I remember most about DX:HR level design are the vents, the ones that go from the begging of a hallway to the end. Those were...convenient.
Jensen is overpowered. Get a pistol with a penetrating mod and laser, all of which you can get after the first mission and you're ready. With those items you can kill all non-heavy/non-boss enemies in 1 headshot, heavies take 2, for bosses use something else. From a mechanics standpoint, the game is a joke, the fact that detours that have zero obstacles are the stealth alternative reinforces that point....but I guess that would ve problematic from a gameplay and design pov, not to mention make the character overpowered as hell.
Well, putting mines or something like that might be feasible from a mechanics standpoint, but it's obviously idiotic from a game logic standpoint. I think each playstyle should have obstacles, if one path requires skill, strategy, and resources, but the other just requires you to press W while moving the mouse button something is not right. Honestly, I think the vents are an afterthought, and trying to fix them is like polishing a turd, the levels should be redesigned. Take for example, the original Deus Ex, I remember there was a level where you had 2 or more entrances into a building, I only remember 2 of them. The first was the front door, and it had enemies and cameras, it was a frontal assault. The second one was the stealthy way. First, you had to figure out that you could lower a crane or an elevator, get up to the roof and enter a vent. I didn't go much further since I encountered laser beams and mines, when the lasers were tripped robots came from everywhere. It wasn't just a straight path, it was a fully realized area. To stealth through you needed skills, thought, and resources, I think that is a much more interesting option than the path HR took.Well what kind of obstacles would you expect from a ventilation system? Also, you are talking about killing I am talking about sneaking. Different things.
Jensen is overpowered. Get a pistol with a penetrating mod and laser, all of which you can get after the first mission and you're ready. With those items you can kill all non-heavy/non-boss enemies in 1 headshot, heavies take 2, for bosses use something else. From a mechanics standpoint, the game is a joke, the fact that detours that have zero obstacles are the stealth alternative reinforces that point.
Can you progress in the game if you happen to shoot your way through the police station? I'm guessing yes since they wouldn't allow people to 'break' the game because modern players would go 'muh freeedomz.'Sadly, the police mission is probably the best one in the game, featuring multiple routes of entry and a very open level design without the usual stealth path, combat path, hacker path nonsense the game often devolves into.
DX:HR would have been fantastic if all levels where of this caliber. They are police officers and they are nice people, you don't want to kill them, but you need to complete the mission. It gives a more human touch to the game. Sadly, the second half of the game boils down to "kill or sneak past faceless guards in yet another military compound". At most you overhear talk like "Hey, did we fix that obvious sneak route in the roof yet? *WINK WINK, NUDGE NUDGE, UPDATED MY JOURNAL*".
The real problem is that knocking out enemies is too damn easy. Knockdown patrolling guard, push his body to the corner and knockout the next guy until everyone is unconscious - "I'M GHOSTING!". In the original, you had very limited stun rod ammo and tranquilizer rifle took a while to work... in HR it costs energy to knockdown dudes, but the energy regens! And the Director's Cut made it even worse by making it regen 2 full bars! And they didn't even have the good sense to disable the regen in the max difficulty setting... so many wasted opportunities with that "Director's Cut".The thing about the levels ,at least how I remember them, is that while it's true that areas have multiple entrances, when you are inside your stealth options are very limited.
Let's look at the Chaos Theory bank(or maybe it's the estate) level, you start out near the gate outside the building, you can go through the front door or through the roof, regardless of which one you choose, the stealth doesn't stop when you're in. The police station in comparison has straight hallways with patrols, on one of the floors all you can do is go to an office and travel through the vents to another office. You never have to worry about timing or strategy.
That's either a modern definition of ghosting or I never really understood what ghosting meant, I'm quite confident it's the former. First time I encountered that term was in the Splinter Cell franchise, from my understanding it meant going through the mission without disturbing anyone, or just not having you or your shit be noticed, if you were knocking people out you weren't ghosting.Knockdown patrolling guard, push his body to the corner and knockout the next guy until everyone is unconscious - "I'M GHOSTING!".
That's unfortunate, it was one of the easiest games I played that year.one of the interviews I read the project's director said that what he would change is that "the game was too hard".
I think you really overstating how hard it is to knockout guards in DX1.The real problem is that knocking out enemies is too damn easy. Knockdown patrolling guard, push his body to the corner and knockout the next guy until everyone is unconscious - "I'M GHOSTING!". In the original, you had very limited stun rod ammo and tranquilizer rifle took a while to work... in HR it costs energy to knockdown dudes, but the energy regens! And the Director's Cut made it even worse by making it regen 2 full bars! And they didn't even have the good sense to disable the regen in the max difficulty setting... so many wasted opportunities with that "Director's Cut".The thing about the levels ,at least how I remember them, is that while it's true that areas have multiple entrances, when you are inside your stealth options are very limited.
Let's look at the Chaos Theory bank(or maybe it's the estate) level, you start out near the gate outside the building, you can go through the front door or through the roof, regardless of which one you choose, the stealth doesn't stop when you're in. The police station in comparison has straight hallways with patrols, on one of the floors all you can do is go to an office and travel through the vents to another office. You never have to worry about timing or strategy.
What's worse is that I don't have high hopes for further games... one of the interviews I read the project's director said that what he would change is that "the game was too hard".
DX 1 vs HR:I think you really overstating how hard it is to knockout guards in DX1.
That is sad, easier than the game already was only if it played itself.That's unfortunate, it was one of the easiest games I played that year.one of the interviews I read the project's director said that what he would change is that "the game was too hard".
Gas grenades make them cough but you still have to shoot them.
You could pass whole missions and get two or three charges for the prod at the best while it took more than one hit to knockout some guards and it required you to get really, really close to enemies.
Police stick requires a hit on the head for instant knockout or high levels of melee skill for instant knockouts.
Crossbow requires a long time to take enemies down while they still can shoot at you and easily alert other enemies.
Shooting with a sniper rifle is a bitch if you didn't max out the rifle skill, miss the shot and the guard goes running for the alarm.