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From: www.gamesradar.com

From: www.gamesradar.com

The 15 best stealth games of all time

Added: 20.07.2015 21:00 | 60 views | 0 comments


It's hard to hone in on the essence of stealth. Many stealth games focus on slow, methodical movement and punish you for slipping up, but others give you the opportunity to react before your cover's blown, or abandon the idea of caution altogether. Which of these truly defines stealth?

We believe the truth is somewhere in the foggy middle. The common denominator that links these games is knowing how, when, and where to stay hidden, but the specifics are not explicit. At the same time, good stealth games also give you little guidance and happily kick you into the fray to let you figure things out for yourself. The true measure of a stealth game, then, is freedom: the freedom to explore what stealth means, while giving you a place to plot, learn, and screw up for yourself. With that standard set, we've smoked out the 15 best stealth games of all time to show you what this shadowy genre is made of. Don't look away though, or they might escape.

The original Sly Cooper did something few mascot games ever manage - it was a genuinely great genre game, with a cast of universally loveable characters. Sly 2 is basically Sly+, with a raft of improvements and expansions on the stealth formula. But with all the same anthropomorphic heroes. Good.

The stealth is so tight and feature packed, and laid the foundations for the stick-to-the-city free-running of inFamous. Sly’s sneaking is more traditional, while support characters like Bentley and Murray mix it up with more gadget-heavy / combat-heavy stealth, respectively. The result is a well rounded sneaking game with a charming cast and absolutely loads of stuff to do. And it isn’t all dark and gritty like most…

Stealth Inc is the suspiciously bright passageway where stealth mechanics and mini-games meet. In a series of time trials, you - a sphere-headed clone with giant glowing eyes - must solve all the puzzles in a given room before the aggressive machines inside spot and kill you. You're unarmed and will die the instant they hone in on your position, so all you have are your wits and shadows to keep you alive. And it works remarkably well.

Gleefully tossing aside the gritty environment, gadgetry, and slow movement common to most stealth games, Stealth Inc goes for something more colorful and frantic, where you're encouraged to speed through the level as fast as you can without getting killed. Yet the stealth mechanics are absolutely essential for the game to function, and the controls for movement are incredibly tight, so it's no one's fault but your own if you stumble into a puddle of light and get vaporized. It's the ultimate test of a very different kind of stealth, where speed is favored over caution.

Second Sight, Free Radical’s unjustly forgotten original leaves you painfully vulnerable from the start. Controlling the sickly John Vattic, you wake up wearing nothing but hospital scrubs with no clue where you are, how you got there, or much about who you even are. The amnesiac patient may not be the most original protagonist, but he’s certainly one that immediately makes you want to hide until you know what the hell is going on. What makes Vattic’s stealthy hunt for safety so pleasurable is that he can control people and objects with his brain.

Like a cross between Solid Snake and a particularly wan Ben Kenobi, the most fun you have as Vattic is figuring out which of your freaky psychic abilities is best suited to getting you out of a jam. Does it make sense to possess a guard and shoot all the others? Use an astral projection to scout ahead and determine the best path around them? Vattic’s arsenal of skills, coupled with a story jumping in time, proved Free Radical can make more than just an excellent shooter.

When Rocksteady rebranded Batman’s sneak punching as ‘Predator Mode’, it wasn’t screwing about. Arkham City's approach to combative hide-and-seek is one of total domination, of giving you the tools and the information to concoct emergent, creative, horrifyingly powerful divide-and-conquer strategies on the fly. Rather than concerning you with claustrophobic creep-and-dodge work over your immediate vicinity, Arkham’s approach is to give you vantage and control over the whole arena: its every gantry and walkway, its every intricate path, route, and flow of activity.

Except when it’s not. It balances that sense of dominion, with an immediate fragility should things go wrong. Lose your concentration, slip up, fail to spot something important, and you’ll be panicked and flapping away in fright in an instant. That’s the dichotomy that makes Arkham’s stealth so good. It’s about cleverly making you look unstoppable, while knowing that you’re anything but. In short, it’s about being Batman.

Is Riddick strictly a stealth game? Probably not. It’s a mix of sneaky-sneaky, stabby-stabby, and punchy-punchy. But that’s no bad thing - the way stealth and more brutal combat mix makes for a pleasing, bloody adventure. As the perpetually on-the-run Riddick, it’s your job to escape Butcher… look, it’s all in the game name. You do so by fighting your way out of the cells, then getting into the vent system, and eventually off the planet.

It’s the executions that really make this game, combined with the savage first-person combat when things inevitably require a bit of brute force. Oh, and those fancy night-vision specs that Riddick uses are a neat way of avoiding the trap many stealth games fall into, where you end up staring at the screen for hours because everything's so damn dark.

The best games take complex concepts and make performing them feel effortless, and Gunpoint's low-fi take on the stealth genre is one of the best. Don't be fooled by its simplicity, though - its pixelated graphics and sidescrolling gameplay belie one of the smartest, funniest stealth puzzle games ever made.

Armed with a special hacking device called the Crosslink, a pair of hydraulic 'hypertrousers,' your fists and your own wits, you must infiltrate each of Gunpoint's expertly crafted levels without being detected. Your special pants let you blast up the side of buildings, attach to ceilings, and launch into guards to provide a few swift punches to their face. And your Crosslink allows you to hack into nearly anything (like light switches and security cameras) and rewire them to open doors or activate enemy weapons. It's one thing to completely ghost a level - it's another entirely to reprogram everything inside the level and manipulate the guards to solve it for you. Gunpoint may not offer as many weapons, camo patterns, or other fun stealth gadgets as other games on this list, but its simplicity proves that less is indeed more.

While similar in many ways to the Hitman games that came before, Blood Money improves on an already strong stealth system with a setup that rewards perfectly silent missions, and makes life a whole lot harder when you don't pull it off.

While the goal of any stealth game is to get from whatever window you crawled through to a certain goal without being seen, the threat of discovery usually ends when you finish the mission. Not so in Blood Money, where 47's notoriety rises every time he's spotted by a guard or security camera, and that notoriety makes him more recognizable to enemies in the missions that follow. You have to be on the ball at all times, and Blood Money gives you all the tools to make that happen, from elaborate costumes to new mechanics that make it much easier to dispose of a body or knock out the lights to a whole building. Everything in Blood Money has a place and a use, and the only limit on how well they work is your own skill.

Good stealth games give you a wide variety of tools and options to help you out of a jam if you get spotted; great ones encourage you to never want to go loud in the first place. While later entries in the Splinter Cell franchise have embraced 24-style action to go along with more traditional stealthy maneuvers, no other game in the series comes close to the purity of Chaos Theory's stealth playground.

Armed with a wide variety of gadgets and a trusty combat knife, you have everything you need to infiltrate a variety of multilayered environments undetected. You'll need them, too, because enemies react organically to your every move, spotting your handiwork well after you've moved on. To combat that, each level in Chaos Theory is filled with pipes to climb, hidden passageways, and multiple pathways to explore, providing you with a level of freedom few stealth games can match. And that's just the single-player - Chaos Theory also includes a brilliant competitive multiplayer mode (Spies vs. Mercs), as well as cooperative levels that require perfect synchronization.

Adding Deus Ex: Human Revolution to list of best stealth games can be a sticky issue, given that it forces players to go guns blazing into boss fights, even if they've otherwise been quieter than a church mouse augmented with hover technology. But while those forced battles are an unfortunate fact that can't be undone, Human Revolution's interpretation of stealth in every other instance is so strong that the good outweighs the bad.

While the game lets you customize the way you approach every challenge, protagonist Adam Jensen shows off the best of his abilities in stealth mode. Sneaking up behind guards and finishing them with a takedown puts his strength to better use than a gunfight, and can clear a room without a shot being fired. The cover system works well, letting you move seamlessly between hiding places. And where the brilliant Deus Ex inadvertently makes stealth easier with oblivious AI, Human Revolution has enemies that quickly spot you if you make mistakes. That means no dodging between cover while a guard is looking right at you, as it should be.

Sure, Dishonored does let you bust down the door of a mansion and use your powers to creatively murder every guard and unfortunate maidservant in sight... but there's something more elegant about sneaking through the one open window, snuffing out a single target, and sliding back out again without anyone realizing you were there.

Dishonored's stealth is also made more enticing by the fact that many of your dark abilities are meant to benefit a sneaky playthrough. We're talking a teleport ability that lets you juke between spots of cover, a power that disintegrates your victims, or x-ray vision that helps you map out guard locations while you're crouched on the roof. Get good enough and you can make it through the entire game without a soul outside your immediate circle - a badge of honor for any sleuth.

It wouldn't feel right to talk about stealth without mentioning at least one ninja. Mark of the Ninja is a 2D, side-scrolling stealth game, which puts you in the role of a master ninja (duh) defending his clan - which has had no contact with the modern world for centuries - from gun-toting invaders. Stealth is all you have to level the playing field but, thankfully, zipping between shadows is so fluid and sharp that it's a pleasure to take the job on.

Every ability in your low-tech arsenal is designed make sleuthing simpler, from darts that shatter lights to a panther-like crawl that helps you scramble up walls and squeeze through tight spaces. Each action flows naturally into the next, making every stage feels like a graceful, silent dance that you start at the beginning of the level. Far from fearing discovery, Mark of the Ninja makes you feel like a powerful stalker, a sense that few games <(a href="http://www.gamesradar.com/assassins-creed-chronicles-china-review/" target="blank">try as they might) have been able to replicate.

Amnesia: The Dark Descent is a great stealth game because it makes you terrified of being caught. You don't have so much as a sharp stick to your name when it punts you into the heart of a dark, creepy castle and tells you to watch your step. With no means of defense and little way to tell random ambiance from the approach of a horrible monster, you're left utterly helpless.

Terror is your motivator here, because you're facing something that can utterly destroy you, and you never know where it's going to come from. Being discovered is horrible, not just inconvenient, and the tentative stealth play that follows doesn't have to be forced. It just comes naturally, and never having to see the monster is all the reward you need.

The Thief series might not seem particularly remarkable these days. Its defining qualities are all pretty common for the genre - a first-person view, hiding in shadows to stay concealed, throwing objects to distract guards, and poking your head around a corner to see where your enemies are. None of that sounds remarkable until you find out that Thief is responsible for inventing those familiar mechanics, and that its best chapter, Thief 2: The Metal Age, still uses them better than most games that have come since.

Wide-open levels offer creative freedom, and the many different things you need to consider when developing a plan (how loud this particular patch of floor will be, or if you should club the guard in your path or try to sneak around) create a deep, complex stealth experience where few limits are imposed on how you play. It's by no means simple, but when you finally execute the perfect plan, you feel every bit the master thief the game claims you to be.

The hero of a stealth game tends to stay one step ahead of their pursuers because they’re predictable and rooted in patrols. That's what makes Alien Isolation so different and unsettling: the central enemy moves of its own free will, so you never know exactly where it’s going to appear.

In resetting your expectations for how a stealth game is meant to go, Alien Isolation forces you to relearn the basics. Moving slowly and quietly makes you better able to hide when there’s something horrible in the room with you. Even letting your guard down enough to walk into an empty hall can be deadly, because it invites doom from above. Hiding and crafting the tools you need to survive is fraught with anxiety, and being spotted by the immortal and hungry Xenomorph, after completing an intricate set of tasks, becomes painfully common. But there's no greater feeling than managing to make it to the next save point. Were you ever happier to see a pay phone in your life?

Snake Eater is the quintessential Metal Gear game, tip-toeing perfectly between stealth and storytelling. It's equal parts silly and melodramatic, diving deep into Cold War hysteria as viewed through Hideo Kojima’s lens of paranormal activity and self-aware video game-isms. But Snake Eater isn't just the ideal Metal Gear game; it's the best stealth game, period.

Snake Eater expands into unprecedented freedom, whether you want to Rambo your way through or make it to the end without killing a soul. Beating the game without leaving behind a body count is totally viable, thanks to your tranquilizer gun and a wide variety of camouflage patterns that help you inch past guards even in broad daylight. Snake Eater is also host to one of the greatest boss battles of all time: a multi-screen, hours-long battle of attrition against the world's greatest sniper. If you can wrap your head around the controls, you'll find that Snake Eater's construction still remains the pinnacle of the genre.

Ubisoft Speaks Out in Favor of Xbox One's Backwards Compatibility

Added: 10.07.2015 4:15 | 30 views | 0 comments


Ubisoft CEO Yves Guillemot. During a post-earnings financial call this morning, said that the new Xbox One feature is "very good news for the industry." He applauded what it means for consumers to be able to revisit their library despite jumping forward in console technology, but he also mentioned what it means for Ubisoft. "It will help some of the brands, like Splinter Cell for us, come to Xbox One, which is great," he said.

From: n4g.com

These games are great, except for that ONE thing

Added: 25.05.2015 18:00 | 43 views | 0 comments


Everybody has one. There's a game you absolutely love for all the ways it entertains, surprises, and delights you with its digital splendor. You easily rank it among your favorite games of all time - but there's that one thing that it gets totally wrong. Maybe's it's a particular boss, or level, or cringe-worthy bit of dialogue ("I don't have time to explain why I don't have time to explain", anyone?). And while it's not significant enough to ruin the entire experience, these shortcomings can be a glaring blemish on an otherwise amazing experience.

And that's ok. No game is perfect, and many titles excel despite that one obvious flaw that might otherwise hold them back. Doesn't mean we can't still call these games out on their screw-ups, though. We've rounded up some flawed favorites that the GR+ editors hold dear, and it's time to get these conflicted feelings off our collective chests. If you've played any of these games, you'll definitely know what we're talking about.

Psychonauts is delightful. It's funny, charming, endearing - the very definition of quirky. Though its levels are a bit uneven (one simply cannot compare Milla's Dance Party with the brilliance that is The Milkman Conspiracy or even Lungfishopolis) and its platforming is pretty standard fare, but it's nearly impossible to beat Psychonauts for sheer, unbridled creativity. Does it really matter that it relies on tropes like collectibles when you have such memorable characters and visual style? Nope, not a bit.

Psychonauts' controls were never overly crisp, but whatever you were doing and wherever you were doing it was interesting enough to balance your frustration. Until you reach The Meat Circus, that is. The final level of Psychonauts is, to be blunt, complete bullshit. The first section of the Meat Circus combines three of the worst elements in video game design: it's timed, it's an escort mission, and it has a terrible camera. It's the culmination of Psychonauts' engaging story, and it's so unfun that it makes you wonder if you really, truly need to see Raz emerge victorious. Tossing the controller to the side and imagining your own ending to this otherwise wonderful gaming experience is a far better option than slogging through its finale.

Assassin's Creed 2 might just be my favorite game. I'd stopped playing my PS3 altogether for a few months, but I picked it back up for AC2 and was suddenly transported to Renaissance Italy. Freerunning was a revelation. Da Vinci was designing my weapons. I was a master of stealth stabbing. Florence! Venice! Tuscany! Gosh, am I in Rome?

And then. The finale I like to forget. Look away if you'd rather I didn't spoil a six-year-old game. After spending hours in beautiful atmospheric cities, taking in the sights from the Piazza San Marco, upgrading endless shiny weapons, the pinnacle of the game was… having a fist fight with the Pope. An extended, awkward fist fight where an old man kept falling down and letting you punch him. From the sublime to the utterly ridiculous. I was cowering in embarrassment. It started stupid. It ended worse. And to top it all off? Ezio didn't even kill Pope Borgia. Ugh.

Despite numerous redesigns and lengthy delays, Conviction emerged as a wonderfully fresh start for the Splinter Cell series. Its emphasis on aggressive, Bourne Identity-inspired stealth set the template for almost all subsequent sneaking games because... well, it feels so damn satisfying to play. Conviction hits some great story beats too, and they play out over a host of thoughtfully designed levels. Well, apart from one particular stage which is as baffling as it is unnecessary: the flashback to Iraq.

Having just eased players into the new, free-flowing stealth, Conviction yanks them out of the groove and into an awkwardly designed third-person shooter stage, clumsily shoehorned into the narrative as a flashback. It's clear that the developer is trying to shock players - shooting? In a Splinter Cell game? Oh Mr. Darcy, I am undone - especially given the cheeky reveal at the mission's climax. Sadly it all falls hideously flat, like a harmless prank resulting in the loss of your friend's index finger. Why? Because Splinter Cell is built to be a stealth game, and it plays awfully as a shooter. Stick to what you know, people!

While it might be quaint by today's standards set by Far Cry, Grand Theft Auto and Skyrim, Rockstar's wild frontier offered enviable freedom to simply be, while it was sculpted enough to showcase a beautiful story of revenge and (unsurprisingly) redemption. This is a world punctuated by rolling, layered thunderstorms that fill a wide sky uncluttered by towering buildings or mountains, populated by eccentric and damaged characters integral to your cause. It was the first hint of the procedural gameplay we now take for granted (a hare, being chased by a dog, being chased by a wolf), and features a soundtrack that could make a man weep.

So it's a crying shame that all this beauty, this sheer openness and offering of choice, couldn't be betrayed to funnel players towards some of its most memorable beats. My crossing the border into Mexico, backed by lilting guitars, went from breathtaking to broken as I galloped across the land - and promptly fell off my horse for one reason or another and died, spawning ahead of where I was and thus missing out on what my mates had said was a profound moment. I swore at the busted checkpoint system, but Rockstar couldn't have segued into a long cutscene, or forced my horse to trot rather than tear ahead. That's the exact opposite of a wild frontier. Really, though, the checkpoint system wasn't the one thing that was broken about Red Dead Redemption: it was me.

God of War 3 may not be a perfect game, but it's a fitting closing chapter to Kratos' campaign of rage and revenge (Ragevengeance? Your move, Kojima). Yeah, Kratos may have made another unnecessary pit stop in Hades, but it's a mere blip on his 'Greek Pantheon Murder Tour 2010', as he works his way from god to god, ripping off heads or bashing in skulls. It's super violent, cheesy stuff, but when he pays the ultimate sacrifice to finally off Zeus at the end of his quest, it's kind of poetic. Sure, he's murdered everyone, but in doing so, he has unleashed untold terrors on the Earth. He lays on the ground, bleeding out as the world falls apart around him. It's a bold move to end on, but dammit, it works. And now, we close the book on Kratos' saga...

Except we don't. Halfway through the credits, we go back to Kratos' resting place - only he's not there any more. The camera pans across a trail of blood, off the side of the mountain, and out toward the horizon where storms rage across the ocean. Surprise! Kratos isn't dead, and he's off to go and brood somewhere else. Whatever emotional impact that ending had was ripped away because Sony Santa Monica was afraid to just let the series end here, instead deciding to toss a question mark on this supposed epilogue. I wanted this moment to finally provide closure for Kratos. Now? I just don't care any more.

ModNation's amazing track builder lets you make pretty much anything you can think of. Fantastic user-created content is up-voted by the community, you can download other people's amazing work for free (if they let you, which most do), and it all looks beautiful, with countless objects you can place in its world. ModNation has everything it needs to be the best racer ever.

Except for the racing. Yes, facepalm indeed. The racing is best described as adequate. The sense of speed, powerslide-y fun-ness (yes, that is the scientific term), and weapon set are all perfunctory. Par for the course. Only they're not really par for the course, because - as we've just explored - the course itself is amazing. So this is more like a bogey, if for some reason we're using a golfing analogy for a racing game. A great big bogey on an otherwise beautiful face. That sums it up quite nicely.

As someone whose idea of a good time is scouring the internet for innovative Final Fantasy Tactics character builds, I was enchanted by Tactics Ogre: Let Us Cling Together. This remake of the 1995 Super Famicom classic is, by all accounts, excellent. There's a ton of tactical depth to discover in how you customize your fighters, and the localization of Ogre's Shakespearean plot is masterfully handled. I'd probably still be playing it today, were it not for one glaring, irredeemable flaw: the item crafting.

Item crafting in Tactics Ogre: Let Us Cling Together is laughably tedious; a cruel joke that reveals the developers' long-repressed masochistic tendencies. What should've taken 60 seconds and a few button presses lasts forever, as an unholy trifecta of unnecessary menus, animations, and redundancies suck all joy from your life. Why can't I craft multiple items at once? Why do I have to watch this stupid animation of the item being made every time? Why do the menus not default to 'Yes' when I click through them so I can at least watch Netflix while making 700 iron-freaking-ingots?

The Arkham series perfectly captures the best aspects of Batman: his diverse Rogues Gallery, detective skills, cool gadgets, and knack for walloping thugs into unconsciousness. And Batman: Arkham City strikes the perfect balance between focused crime-fighting and aimless exploration, as you have the freedom to grapple atop any building and take flight from on high. So I can understand why the AR Training challenges exist: miniature trials that require you to cape-glide along a set path, teaching you subtle altitude-shifting techniques in the process.

But good God, are they no fun. The first set of AR lines is simple enough, giving you the confidence that maybe you've mastered the art of flight. Then, like a cruel math teacher transitioning from simple addition to abstract algebra, the AR Training Advanced courses drop you into extensive, bafflingly difficult flight missions that you will never complete on the first try. Maybe if you could instantly restart post-failure, the Advanced runs wouldn't be so bad - but nope, you've got to hoof it back to the starting line every single time you fall (and you will fall). You know who else spent his time flying through rings suspended in midair? Superman. And look where that got him.

For a game that rattles with vibrant, larger-than-life battles and outlandish one-upmanship between one spectacle and the next, Asura's Wrath is somehow a coherent, even touching story. The central character - a betrayed and fallen god - barrels through life, death, and even the moon in his blind rage, and it all leads to an apocalyptic showdown in (what else?)... OUTER SPACE. The writers bring an absurd revenge plot to a close without getting preachy or crushing any sympathy you had for the protagonist, and fully embrace the game's habit of transforming deities into boss fights. Yup, Asura's Wrath has a great ending. That you have to buy. Separately.

Perhaps Capcom's calculated exclusion of a vital part of the game is meant to bring you closer to Asura, closer to the rage of learning - at the last minute - that you've been tricked. It's not that DLC exists to extend the game, I can live with that, but that it's coldly inserted at the moment you'd want it the most. The fiscal cut-off in Capcom's design wasn't well received, of course, but the worst thing is that it proved the cynical doom-view of DLC: Someone really did chop out the ending of a game to make some extra money.

Overall, Metal Gear Solid: Peace Walker does a remarkable job of adapting the PS2-era MGS formula to PlayStation Portable. Rather than presenting a scaled-down version of the traditional sneaking mission, Peace Walker breaks up Snake's Central American exploits into a series of brief operations. And Mother Base, complete with staff to manage and a Metal Gear to build, keeps you invested even without a grand objective like infiltrating Groznyj Grad to command your attention.

Unfortunately, one aspect of this adaptation is far less successful, and it brings the rest of the game down with it: Peace Walker's boss battles are terrible. Most of them are against a forgettable series of giant robots and, unless you have co-op buddies to help you, each robot fight is glacial - they're not particularly hard, they just take forever. But the most heinous sin of Peace Walker's boss fights is their utter lack of personality. Metal Gear boss battles are supposed to be tough, emotionally exhausting narrative payoffs, not rote Monster Hunter-imitating loot hunts. And yet here I am, shooting rockets at the same dull mecha for the dozenth time, farming AI cores. It's just not right.

Final Fantasy 10 is a contender for my favorite game of all time. It came around at just the right time in my youth to grab me with its stellar art, strategic gameplay, and wonderfully realized storyline, and it hasn't let me go since. Even fifteen years after its initial release <(i>hurk), it's aged beautifully, and the budding romance that develops between its adorably dorky protagonists is one of the most genuine and touching I've ever seen in any game. It's an amazing title and would basically be perfect, if only we didn't have to experience the god-awful voice-acting.

No, really, it's awful. So bad that when I recommend this game to others (which I do a lot), I always preface it with a warning to look past the voice work. Granted, it was the first Final Fantasy game to have voice talent, so some issues are expected. But between Tidus' Shatner-esque delivery and the fact that Yuna constantly sounds like she's buffering, it's hard to ignore. Plus, the lip-syncing is so off that some characters only make sounds after their mouths stop moving. Bless Rikku's Tara Strong for being a shining beacon of quality, or my mute button might've gotten a lot more exercise.

Far Cry 2 worked because it was broken

Added: 25.05.2015 16:19 | 34 views | 0 comments


Back in 2008, before the Far Cry series ascended to the heights of recent efforts, things weren't so rosy. The Africa-set Far Cry 2 split critics and fans alike, most notably because it was teensy bit broken. Okay, it was quite a bit broken, but it turns out all that off-the-wall DNA actually made the game better in the eyes of one of its creators. In the latest issue of Edge, Clint Hocking (who led the creative direction of the game) explains his experience on the Splinter Cell series had a big impact on the emergent elements that inspired said broken-ness. "On the Splinter Cell games, I'd worked really hard to make these highly intentional systems that were full of emergent gameplay opportunities," says Hocking. "We tried to do that again on. Far Cry 2, and we realised it was falling apart."

From: n4g.com

Far Cry 2 worked because it was broken

Added: 25.05.2015 7:19 | 18 views | 0 comments


Back in 2008, before the Far Cry series ascended to the heights of recent efforts, things weren't so rosy. The Africa-set Far Cry 2 split critics and fans alike, most notably because it was teensy bit broken. Okay, it was quite a bit broken, but it turns out all that off-the-wall DNA actually made the game better in the eyes of one of its creators. In the latest issue of Edge, Clint Hocking (who led the creative direction of the game) explains his experience on the Splinter Cell series had a big impact on the emergent elements that inspired said broken-ness. "On the Splinter Cell games, I'd worked really hard to make these highly intentional systems that were full of emergent gameplay opportunities," says Hocking. "We tried to do that again on. Far Cry 2, and we realised it was falling apart."

From: n4g.com


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