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Ubisoft Progress: Completed
[Hard] [Undetected] [Ghost Mastery] |
+ Unpredictability -
Guard movements are not fixed and scripted.
Everytime you try you will get something
different. They even change there pace (at
all times) thus forcing you to improvise.
Many games have done this before but not at
this level.
+ Replayability - There are 3 play styles
and you are given target to achieve mastery
in all of them. Plus there are other targets
like stay undetected which you may not
achieve in first go. Each play style gives
you different experience. It actually feels
like a completely different game, easily
allowing you to go through multiple
playthroughs.
- Checkpoint System - There is a lot of
waiting around in stealth games. You need to
scout before you make your move. But in a
checkpoint system you are forced to gamble
your way out, do trial and error until you
find the correct way or just get lucky. You
never play it the right way especially when
in next try guard movements would be
completely different. So you just try to
force your way out and find a strategy that
works every time. There are so many
solutions but devs don't try to implement
any.
i. Unlimited Saves
ii. Save anywhere but for limited number of
times like in old Hitman games.
iii. Fast forward - Why not? There is a lot
of waiting around, why do I have to put
controller down and stare at the screen?
Test our strategy skills not patience level.
There is a point in the game where everytime
you reload checkpoint you have to first wait
90seconds before you can do anything and
this is a tough part being stuck here even
for hour is no big deal. The 90sec break
starts feeling bigger and bigger everytime.
- Since guard moments are random things get
real annoying at times as you may have to
reload several times before you find the
correct guard alignment to make your move.
- Bugs - Sometimes you do something in a
mission but the results you get in the end
say different story. e.g. I do a mission
without raising any alarm, without any body
found but result I get in the end is that I
was detected. No red arrows were displayed
during the mission which means detection ay
enemy but still if something else amounts to
detection at least notify me during the
mission and not at the completion of an hour
long mission.
- One button for all interaction
- You interact with environment using one
button 'A' whether you want to jump over a
ledge or you want to close a door all
interactions are mapped to A. The problem is
that the system is very clunky, you are
looking at the open door but instead of
close door you get the option to jump up the
ladder. You have to do a lot of wrestling to
get what you want to do. Swiftly moving
through is quite important when you are
using a non-lethal approach. Any changes
done by you in the area will be noticed by
the guards. e.g. If you open a door you must
close it otherwise enemy guards will take
notice. So when time is of great essence it
becomes quite frustrating. Even when the
right option does show up, by the time you
press A something else would happen because
your slight movement on RS changed the
earlier shown option. Game should detect the
multiple interaction possibilities in your
near proximity and assign one of the XYAB
buttons to each. Ubi I am okay if I can't
take cover while closing a door.
- The clunky A is also used to move between
covers. You aim at the next cover, when A
shows up on it you can move to it. But say I
want to move around the pillar or a box so
as to avoid seen by approaching guard, first
I need to aim on the other side of the
pillar if I am lucky A shows up and I can
move ! Why not a simpler option like hold A
for quick movement around the pillars
without breaking your cover.
- Out of mission zone - You will see this
message a lot if you use tri rotor a drone
which helps you scout the area ahead. Now
the basic rule would be to keep it as high
as possible so that it's not spotted by
enemies but game areas seem to have been
created without considering the drone. You
take it little higher and warning will pop
up. Sometimes you have to fly it almost at
ground level which is ridiculous. |