Fierce_LiNk Posted March 26, 2016 Posted March 26, 2016 I fucking hate it when it's shoved into games unnecessarily. Sure, there are some moments where you need to be stealthy. At the start of a game, for instance, where you may not be all that powerful and there may be tough enemies nearby that will kill you in seconds. Or maybe you've lost some weapons and can't defend yourself or some shit like that. But, I've just finished Tokyo Jungle and it really fucked me off for a variety of reasons. 1. The enforced stealth section takes place in the last third of the game...when you already know the mechanics and you know full well you can DESTROY every animal in this particular area of the game. 2. The checkpoints. The fucking checkpoints. Having to redo huge chunks just to get back to the bit you failed at so you can get seen again and have to redo it again. Urgh. 3. The lack of choice. Why? Why do I have to be stealthy? Why can't I fight? Why can't I kill but a few and then go into hiding? Thin out the herd, so to speak. I don't mind the choice. Sometimes it pays to be stealthy and I've run a lot during this game. But, the fact that you are merely SEEEEEEEN by another creature should not be enough to force you to restart. It fucking sucks. I'd love to go through these developer's minds when they're creating these games. Sure, I understand games being tough. But, there's a fine line between tough, annoying and fucking infuriating. I guess that's not a line anymore? More like a criss-cross or something. It's not fun having to redo the same shit over and over when you know you are more than capable of tearing every enemy you see on screen a new hole.
Nolan Posted March 26, 2016 Posted March 26, 2016 Enforced? Wouldn't the term just be forced? I pretty well agree, taking away the illusion of choice from the gamer and pushing a singular mechanic without adequate explanation is basically pure bullshit. Like games throwing in escort missions in which the enemies swarm and murder them ignoring you. Sometimes it's done well. Wind Waker and losing your sword felt like a valid reason for link to need to sneak. The Last of Us was built as an escort game and made the escorted a non issue. TLOU also allowed for the more freeform style of play. It's hard but possible to stealth a decent amount of the encounters. Similarly Dishonoured.
Cube Posted March 27, 2016 Posted March 27, 2016 It depends on how well they work in the game, and how enjoyable they were. The forced stealth section worked well in Wind Waker as it was early on and was definitely enhanced by how you tore through everything the next time you visited (giving a good sense of getting more powerful). The one in Skyward Sword was awful, though. Sure, it was explained (you lost your items), but it was just a really bad section of the game. I definitely love games where stealth is a valid option, even if the game focuses on action (like Uncharted and Tomb Raider), as the harshest "penalty" is just a really tough fight.
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