It doesn't. There are also those funny black boxes that do all kinds of arbitrary stuff.
I'm sorry, I don't know what this refers to. Please explain.
Then why bring up ghosting as a measure in the first place?
Good question - why start whining that the game is too easy to ghost?
Except Ford rescue mission is almost completely linear crawl which also happens to not include any features that aren't available in DX:HR apart from large swimmable pool of toxic sewage that is of no gameplay consequence.
Whatever it demonstrates it demonstrates poorly.
Please refer to my previous post in which I dispatched all enemies without being detected by using leaking barrels. What this seems to demonstrate is your lack of creativity in finding possible ways to play the game.
Sorry to burst your bubble but figuring out that barrels leaking toxic gas can be weaponized doesn't require much creativity. DX1 AI is also easier to direct around using distractions so there is no challenge to ghosting DX1 if you have minicrossbow. In HR NPCs at least got alerted while being distracted and started looking around.
Not to mention that breakable gas bottles are dime a dozen in HR.
Excuse me? You admitted that the MJ12 lab in the sewers was nigh-impossible to ghost.
With or without cheesing?
I merely stated that lab in sewers was essentially a corridor. If anything you should rag upon it for not giving the player much wiggle room as is otherwise customary in DX.
DX:HR analogue exists and it's upper TYM building after data core room.
So well-secured that it's almost as if the enemies were trying to be competent or something.
So very competent.
Yet it's ghosting DX:HR that is supposedly a joke.
But here's another example: The base of the statue on Liberty Island. The security set-up isn't bad, especially with a guard watching the prison door. And yet the rescue is ghostable without exploits. It's more challenging, yes, but that's only right and proper.
Yeah, but LI is one of my praised massive indoor+outdoor levels where you can dick around.
And ghosting LI isn't terribly difficult, about the only tight moment is two guards before NSF commander.
Read the post again. If you had actually paid attention to what I had written, you would have noticed that using the furniture alone added to the gameplay. Even moving the chair causes a difference in that situation. Or would you consider it less fun if something that added gameplay broke your immershun?
I would consider a game where AI is smart enough to not blissfully ignoring furniture bursting into pieces around them more interesting than one where it's not.
Okay, I'll break it down for you. In DX1, using speed running to kill people by falling on them involves creativity and using your brian. Using the Icarus landing system just follows the designers' intended purpose as described in the game.
Yet, the mechanical effect is similar.
Yeah, yeah, I get it - U1 engine was totally awesome in that it allowed falling massive objects of any type (even pawns) damage pawns, but when it comes to creativity I enjoyed bypassing laser tripwires with pepperspray more (warning, sometimes will trigger them instead!) in DX1.
True, but consider stuff like the NSF warehouse in New York, where you have 5+ routes all with strength sand weaknesses, but none that explicitly owe themselves to certain playstyles. On a micro level sometimes there are obvious "stealth path" solutions etc. but they're not placed within a larger obvious "stealth path."
True, levels are generally better designed in DX1 (engine, man), but I can counter with Derelict Row - also a pretty complex and non-linear location.
And DX1 had it's own fair share of cheesy HSV routes.
Also, damaged walls can be destroyed with any source of damage (including repeatedly throwing heavy stuff at them), but they are damage sponges and will take quite a few hits from ordinary guns. Explosives work much better, even expvolver takes them out in about two shots.
Lack of aug makes them easy to miss, though.
Run Silent wasn't something that was exclusively useful for stealthy players
Primarily because run silent wasn't something that was useful period. Exclusively or otherwise - why use run silent when the alternative allows you to run fast, jump high AND crawl as fast as you'd normally run?
same for the enhanced vision augs, spy drone, etc. Human Revolution's are much more focused on promoting playstyle archetypes rather than just being useful tools that could apply anywhere - it's just two options, stealth or loud.
Bullshit.
Enhanced vision - similar utility in HR as in DX1
Icarus - can be used to both make dynamic entries and simply exploiting unusual routes to better facilitate stealth
Heavy lifting - can be used to both throw stuff at people or arrange cover and to arrange box staircases near back entrances, or move heavy stuff blocking your way
EMP and gas shielding - can be used both in combat and when dealing with environmental hazards, also both are useful unlike DX1 versions
high jumping - can facilitate both stealth entry and combat mobility,
Double takedown - both stealth and thinning out anyone coming close
Hacking - information and both shutting down security, opening stuff and turning the automated defenses on the enemy.
Ballistic shielding - same as DX.
Silent running - same as DX, but doesn't compete with more useful augs
Typhoon - exclusively combat, but same can be said of DX1 aggressive defence
Aim assist - similar as in DX1, although DX1 aug had more functionality
Cloak - same as in DX1.
what.