I did enjoy the game myself, but...
sea said:
Yes, if you take tons of time to master the game and memorise every AI patrol route and action, and specifically try to break it, you will be able to exploit it and it will look a bit more transparent.
Which is kind of a problem when taking tons of time to master the game and memorise every AI patrol route is something usually considered
expected in serious stealth games. Also, tons of time? Most enemies have very simple patrol routes and only react to a very small variety of disturbances. There has been no area I have spent more than ten minutes or so memorizing and timing the enemy patrols, and most of of the reason to not leave disturbances behind is LARPing. If you believe ten minutes is a lot of time the stealth genre is not for you, really.
Sea said:
How are cameras poorly placed? They almost always cover main routes and often side routes as well, areas with sensitive information, offices, armouries, etc. Sometimes they'll even be placed back to back to get you off guard. Furthermore, there are many situations when, combined with enemy patrols, remaining undetected is extremely hard, because taking the guards down almost always means the camera will spot you or the body. Do you have any concrete examples that cameras are poorly placed on a consistent basis?
They are little more than a delay of a few seconds, at most, in your timing.
Sea said:
There are many situations where one needs to rely on augmentations.
That's a lie. Outside of boss fights, which are ridiculous by themselves, you can clear the game as an unaugmented ghost, which is the only way to make it actually difficult. The augmentations are not
needed to clear the game, they are there just to make things you find hard kind of easier.
Sea said:
Go ahead, try sneaking through the final level or two of the game without alerting a single enemy, without using any augmentations (not even passive ones), and without resorting to takedowns or knock-outs of any kind, on the hardest difficulty. I'll wait.
That's kind of cheating, given some of the levels have some bad design choices making impossible to clear them without, some times, knocking out one or two enemies. This is mostly because there is no consistent way to lure fixed enemies out of their guard spot, which even Metal Gear Solid and, like, bloody Commandos had.
Sea said:
Enemies do actually become significantly more acute and paranoid in the later stages of the game. It even ends up where if they're expecting Jensen, they'll often activate alarms prematurely even if they haven't directly spotted him.
So? Even if that's true, if they are
waiting for you it is because your stealth gameplay was awful before, so it's your fault and not the AI being good at spoting you. I never had that situation, myself, because I was playing the stages so that if anything sees you even for a single second you have to restart the mission. And even then the game was much easier than Thief and the like.
Sea said:
They also perform more thorough searches and stay alarmed for significantly longer periods of time. Exactly what does the game need to introduce to make stealth gameplay more interesting? Where is the deficiency here? Does it need to have enemies that can noclip through walls or something?
Again, if the enemies only become better after having seen you it is an error for the AI of an Stealth game, where being a good player implies never being seen, therefore never trigering the better AI except by being an awful player. The deficiency is with enemies not reacting to most disturbances, different surfaces not making different amounts of noise, and different light levels not being really important. Jesus, most of they time, if at all, they don't even notice the guy who was keeping guard next to this door did dissappear a full half an hour ago.
Also, the lack of enemies that see through walls just as you do. :3
No motion sensors...
And the fact that the enemies rarely are able to counter any of your stealth tricks, even if a trained force in that setting would be packing at least some anti-augmented ninja tools.
The very first mission of Thief had an area that implied the need of more careful stealth than the whole of HR: Towards the end of the mission there's an square corridor being patrolled by two guards separated by about half the total lenght, and the floor makes a lot of noise. There are stretches of, like, that thingie that covers the floors here and there, but instead of one constat segment it is made of several short segments separated by small stretches of naked floor. There is one side room where you need to find a key, and on the opposite side there a big side room, protected by another guard and well lit, that also has a noisy floor and several, uhm, soft thingies around the floor, whatever they are named... Oh, carpets, yes.
So you have to time the two guards doing the patrols to both be between them without being so near the frontal one that he will notice you when turning around the corner nor so far away from him that you will not manage to turn around the corner before the guard behind you turns the corner separating him from seeing you, while jumping from carpet to carpet. Then you need to enter the side room, get the key, and go back to the corridor, repeat that above until you get to the door on the opposite side, and then open the door and enter the other room I mentioned. There, you can either try to use the carpets to get behind the guard and knock him out or you can use your water arrows to douse the torches, then alert the guard with noise so he starts looking for you in the wrong direction, then move through the room in darkness, jumping from carpet to carpet and then slowly moving through, get the item you need, and then hide somewhere until the guard stops looking for you, and then leave without being noticed.
That's good stealth game design. :3