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>> No.5099183 [DELETED]  [View]
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5099183

>>5099115
>thief has a much more realistic stealth system than mgs
ehh, not really. How are you able to hide in shadows? That shit doesn't happen in real-life like at all unless it's literal complete darkness. There needs to be some imagination with the game conventions of Thief, like let's assume that the world's shadows are heavily stylized due to the game's noir aspect, and Garrett has some kind of Keeper technique that camouflages him in with shadows, and that somehow guards never wake up and talk to themselves out loud all the time and never check on the noise/visual inputs they get.

I like to use MGS2 as an example because it is my favorite, and that game has a really unique stealth system and it works very well, it's just that it's completely independent of the style of stealth that Thief went for that some people erroneously say it's somehow "inferior". The way the game's movement, camera, aiming, etc works is excellently crafted, it's just that it's not the same gameplay as Thief.

In Thief you're gonna be walking slowly in darkness, hearing the enemies, being overall slow. A problem in the game is solved either through waiting until the coast is clear, or using a special arrow (or blackjack if you're a faggot).

In MGS2 you're gonna be running fast, maneuvering the camera to acquire a way to even LOOK at your enemy without him looking at you (this is a challenge because of the overhead camera mixed with cover camera and first person camera in tight crammed spaces, it's often been compared to a horror genre camera), and find a way to bypass the obstacles. You solve problems by being fast, getting to cover fast, peeking at your enemies fast, and exploiting a loophole in the patrols (using the variety of tools at your disposal and excellent guard reactivity) and running out of there before anyone realizes something's wrong- guards wake up fast and get radio check-ins regularly. If you linger, you're fucked.

The styles are different, but both are great fun.

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