What a stealth lover would like?

Post » Mon Aug 06, 2012 1:25 am

An important point about stealth realism, I think, it's the door opening system. Every stealth game IMO should give the possibility to partially open or close a door/window (using the mouse wheel, for example). That also means open it quietly or slam it. Hope you guys can still include cause it makes a BIG difference for "stealthers".
Good job so far!
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Robert DeLarosa
 
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Post » Sun Aug 05, 2012 9:58 pm

Doors open and close fully. There is no half way and there is no need to be because you can peek through the lock.
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Tom Flanagan
 
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Post » Sun Aug 05, 2012 5:01 pm

As Strifecross said, we are given a kind of middle way with the peeking system.

If the reason for a noisy way to open a door, is to get the attention of guards, you can always interact with the enviroment to make noise.

Also, some doors can be blasted open with the wind blast power, which should be rather noisy :)
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Austin England
 
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Post » Mon Aug 06, 2012 12:57 am

For the noise reduction charm, I always imagine Corvo gently cutting the glass with a glass-cutter to make a hole to shim through. I know that's it not logical at all, but when I watched the video I found myself surprised this wasn't the case. And why would I have any other expectation. It's silly.

I like the idea of opening a window part-way, but without tweaking the associating sound and how it propagates, there wouldn't be a point and then it would fall apart. If you read the Sneaky Basterds articles, you'll see that it took them a long time to adjust the feedbacks that are delivered to arrive at how much sound Corvo puts out and can be heard, and why they made those decisions. It sounded to me like the best decisions were made in this department. I liked the idea of some of the more complex propositions they had, but they were scrapped for being too fussy or rather too sensitive.

I think this should still satisfy sneaks everywhere, of which I count myself as one and looking forward to playing that way first :)
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Ludivine Poussineau
 
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Post » Sun Aug 05, 2012 4:31 pm

It really doesn't add anything to the gameplay and me being a stealth fanatic never found it useful. You can argue that it protects you from being seen and you can peep into the room or that sound is muffled and you have to open it a little in order to hear the conversation clearly but all that is negated with the keyhole mechanic. And since Corvo the magnifiers in his mask also amplify hearing, looking through a keyhole helps you see and hear on everything that may go on.

And as far as the bone charms, magic and anything in the world goes I suggest not thinking too much about it. It really doesn't want to explain itself and it really shouldn't. I hate when this logical and close to reality explanation became the norm in cinema and suddenly everyone tried to do that not knowing that it breaks the structure of their work. Chronicle was a great example of that being thrown out of the window. We had the typical teen drama and suddenly we add powers to the mix. The origin or the way those powers work doesn't matter and so they didn't waste time explaining it. Dishonored doesn't need that as well. I normally love things being cleverly explained but not everyone can do it so it makes sense, has some truth to it or doesn't break the flow of the film in general.
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Judy Lynch
 
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Post » Sun Aug 05, 2012 10:29 pm

I agree with you, you ninny lol.
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Jeffrey Lawson
 
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Post » Sun Aug 05, 2012 11:52 am

Just confirming, you silly goose.
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Lynne Hinton
 
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