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What sequel to splinter cell should look like

blrrmmmff

Scholar
Joined
May 2, 2017
Messages
173
So it looks like this genre is dead. So this will never happen, but one can hope. I really liked the theme in Splinter cell chaos theory, so let's go with that. Let's say Russia's strongman has died and a bunch of nukes have been sold because army no longer got paid, and they disappeared God knows where. Some shady organization and a few oligarchs and a warlord have been financially linked to it. You are Sam Fisher (or his successor since voice actor no longer does Sam Fisher), and are tasked to find those nukes, and things turn out to go deeper than you thought. You go all over the world to break in and collect info, take out targets and find those nukes (and let's explode one of them in a major city half way through to make things more exciting).

Gameplay features I would add:
  • Better AI for guards, and actually less guards
  • limited save games to make things more exciting (otherwise you can just save/load constantly if you get spotted). But also more options to improvise when spotted.
  • Large maps but no open world!
  • more freedom in how you interact with environment (like hiding behind curtains or under desk).
  • Option to determine order of some missions (changing how to play different missions depends on order).
  • You can collect information on organization you are up against during missions and gaslight them. Or figure out who are key personnel and kill them to let them fall apart from the inside. This should not be spelled out, or be a main mission! This could affect later missions in interesting ways if you do it right.
  • General objective should stay vague, and multiple ways to end game (maybe one ending where nuke doesn't explode).
  • No look through walls
  • same system as with thief, shitty maps, and potentially have to earn/steal them.
  • Ability to scout out location during day to scout easy to crack locks for example in a public building. Do I go in with a disguise or sneak in? Don't give much hints to do this, and if in a city, allow to use buildings next to main target.
  • Guards notice if someone is missing and go look for missing guard
  • different personalities in guards. For example a highly trained ex-commando might spot you and then pretend he didn't see you to get back up or try to get closer before attacking. Or some third world cop who just become scared and run off.
  • Maybe ability to bribe cheap third world security guards if caught. Or bullshit your way out with some situations? or go this route: https://www.youtube.com/watch?v=y-Dp0QogUI4
  • How you play a map determines what happens in later maps. For example if you are up against a certain group, and you murder guards early on, they will be jumpy in later missions/have more guards patrolling
  • As a follow up on that, you play more violent, you lose access to certain parts later in game or game becomes more difficult, and you should overhear guards talking about it later (if they had any way of knowing).
  • But don't necessarily punish violence all the time. Sometimes it is fun to just go berserk some missions.
  • Ability to call in a team of commandos or airstrike or something (less scripting you have the better). But really limit this option. Would be fun in more open jungle/desert/snow maps.
  • No look through walls
  • Wether costumes work should depend on number of guards. And if you don't have costume and they see you in distance, they don't start shooting at you right away, just assume you are one of personel if you don't act suspicious.
  • You blow someone's brains out, there is a big mess everywhere and you likely cannot use costume. Others will freak out if they see it.
  • choice between going in some commando outfit and sneak in, or use costume. Time of day should also determine what option you should pick (and can choose to select certain times to go in).
  • You use high tech equipment, and it has effect on later missions (you look more professional, so they up security). Or you can let it look like a robbery which affects later game, or let it look like someone on the inside did it (creating tensions between enemies). Should give a lot of freedom here and not make too mandatory.
Someone gimme $40 million and a team of developers and I make it happen. Anything to add?
 

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