Dishonored was the first thing that came to mind when I read the title, too. OP, if you haven’t played it, check it out!
As for others…
Skyrim and Fallout aren’t exactly deep stealth games, but stealth is hands down the most popular and arguably most fun way to play. Sneaky archer is a freaking meme.
Far Cry games all favour stealth as well. While you’re totally allowed to go in guns a blazing and it’s frankly more effective sometimes, the game does reward stealth and is clearly designed with it in mind. Silencers are magic, you can distract enemies, can lure wildlife to attack, smoke bombs, knife combos, “death from above”, etc.
The Metro series isn’t entirely stealth, but a lot of human enemy sections are meant to be done with stealth and I recall it being actually very difficult if you’re not stealthy (you die fast). I also recall the stealth feeling more realistic in terms of detection time. Finally, there’s something extra fun about being stealthy in a very dark post apocalyptic subway tunnel. Much better atmosphere for it!
As a final side note, the way OP described assassin’s Creed sounds like the older games. They might like some of the “middle” games like Unity more. The games that came just before Origins (Origins and later are very fun games, but the stealth is no longer the focus).
I don't quite remember how I played Metro 2033, but I do know that I played so much with Metro Last Light to get that stupid 'kill no humans' achievement that whenever I play it now I can practically zoom through most areas with stealth. Same way with Dishonored. Both great games, I love revisiting them from time to time.
With dishonored I wanted to be the ultimate ninja that leave no trace and had a lot of fun doing a clean hands ghost run. So challenging though, since I didn’t know if I had been detected until the end of each stage when they show you your performance.
I disliked Dishonored because the game tells you not to kill too many people or bad things will happen and then proceeds to make most of the items and abilities for killing people. You can kill some people, but it’s not clear exactly how many each level. I wasn’t really interested in spending tens of hours playing a game only to be told that I was a bad person who gets the bad ending. As a result I kept killing to a minimum and missed out on or barely used a huge portion of the items and abilities. Seemed like questionable game design.
Prey was great though. Not sure if I’d call it a stealth game, however.
The game doesn’t really want you to spare enemies. It’s just that there are 3 different ways to play the game and 3 different flavors of the story : low, mid and high chaos. I think you should feel free to massacre everyone, and then maybe start over a new game and try lower chaos !
Subjective personal opinion of course, but I stay far away from multiplayer games, they are just too toxic and stressful. And I am saying that as someone who basically only played online fps for years.
Fair enough. This game is mostly pve for the first 50 hours or so depending on which direction you decide to progress in which hasn’t been toxic at all in my experience so far.
Most people ignore you. I met one guy though very early in the game who helped me get around faster before I got my first vehicle and also taught me some other things.
People only ever talk about Final Fantasy Tactics and dismiss any of the other games. However, going by the original release, Tactics Advance is by far my favorite. It’s my favorite GBA game and at least in my Top 25 JRPGs, despite having played almost nothing else for the past 20 years. I like many of the things the game gets criticized for.
Marche and the general lesson of FFTA are great, to me. I love the strategic map mechanics. And honestly, I think the Laws (except in the cases where they're intended to be screwy) are neat additions that make you have to think.
Yeah I don’t see those are negative honestly. The send missions inflated the numbers and I don’t love that you can get locked out of stuff easily but it’s totally fine
I personally dislike the skills from equipment because, compared to FFT, it creates an artificial, story-gated wall on character progression (you can’t get the most powerful magic because you can’t get the equipment, because it only unlocks later during the story)
As for the judges, I don’t think they add enough to game to make combat more interesting
Yep. It's terrifying when you really put together the story with that being part of what Marche does - but he escaped being made into a zombie (which is such a great piece of foreshadowing).
I really hope square doesn’t fuck up the remaster like they did with the PSP and Android versions, both shipped with a stupid bug that caused a huge slowdown on every magic-like animation.
FFTA is great but a hidden gem, I don’t think it counts. It’s weird though because I have never met anyone who has played all lf FFT, FFTA, and FFTA2, but I know a lot of people who love either FFT or FFTA
I’ve played them all! Although, I haven’t finished all of them. I’m planning on fixing that with the FFT remaster, however, I had to drop the original release.
Personally, it goes FFTA > FFTA2 > FFT. I don’t think I’ve ever met someone who likes FFTA2 the most.
You’re amazing. Format is great. I just scroll past the stuff that doesn’t interest me, but more often than not something catches my eye and I end up reading stuff I wouldn’t have clicked on (let alone waded through ads for) on a regular gaming site. That’s such a good feeling, and yeah, reminds me of the old days of flipping through gaming mags.
I know these are ‘heavy’, but I try my best to break them into sections (*actually, this time I did not do that - typically they’re broken into themed sections like ‘Switch News’, or ‘GOG News’ etc), and make it a little easier to wade through.
I just love writing them in this way, even if they’re not the most convenient. And I do try to ‘pretty’ them up, too! I’m glad you enjoyed this, there’s plenty I’ve done before it if you’re interested in reading others!
Sorry, I should have phrased that a little differently. What I mean to say is the game should not be limited to just the mechanics of the older games. There’s so many small mechanics they’ve added since the days of the 2D games on GBA that shouldn’t be ignored just because they aren’t retro.
One mechanic I’ve always loved in any game it’s been in is the ability to have a hideout/home/etc that you can deck out with furniture and whatnot to make it your own. It’s just a comfy mechanic to have.
Being able to trade with anyone around the world is pretty dope. It was much harder finding another kid with Pokemon Blue so I could get a goddamn Pinsir.
In HeartGold/SoulSilver specifically (and then not again after for some reason), you could toggle the running shoes. So much nicer than having to hold B all the time. They also allowed for two Select items (items you can activate without entering the items menu), which also never carried over to other games.
I seem to remember one of the more modern games allowing you to view move details (description, power, accuracy, etc) from the movelist screen during a fight, rather than having to go to Pokemon > [Pokemon] > view moves, or whatever it is. I think one game also allowed you to see if the move you’re about to use is super effective or not, but I’m not really a fan of that one. Learning type effectiveness is part of the game imo, but my opinion on this isn’t too strong.
Not really QOL but I loved mega evolution and would like to see it come back. It was exclusive to Gen 6, which was the last Gen I played, but I heard they never included it in following Gens. It was basically a temporary “evolution” (a different form) for specific fully evolved Pokemon for just the fight. Only one Pokemon can mega evolve per fight though, so you gotta choose wisely. Gen 6 competitive battling was peak imo for just that reason.
I really liked the EV training in Gen 6, not sure if that carried over but it made it much easier to increase EVs, rather than having to fight the same Pokemon over and over again.
HMs eventually disappeared. Gen 4 had a whole bunch, then in Gen 5 I think there were still a lot but most weren’t required for progression (I think in order to beat the game you only needed one of the HMs, I can’t remember which. The rest were just for optional stuff I think. It’s been a while though). I think in Gen 7 they finally removed HMs. The moves are still available I think, but they don’t do anything outside of battle.
I’m sure there’s more I’m forgetting, someone else can expand on this list.
I dont know which game but they did add a QoL feature that tells you whether a move is effective, super effective, or ineffective vs monsters youve fought before, based on typings.
I remember that being the “feature” which really highlighted the dumbing-down of the game. Work things out for yourself? Look them up? Remember what you’ve learned? No, we’ve solved the puzzle for you, don’t worry.
Not to blow my own trumpet, but I was able to memorise basic type relationships as a small child!
That is a summing-up of the criticism that I’ve seen a few times though: they refuse to accept that their players grow up and only ever aim the games at youngsters, difficulty-wise.
It’s not that simple. Proton implements the Windows API functions required to run a Windows game on x64-based Linux, but it’s not a CPU emulator. Emulating x64 on ARM at the speeds required by a game is virtually impossible.
If Steam comes to ARM / Android, it would have to be a whole separate ecosystem of games. But Valve is late to the game there since we already have several players on that market, not least the standard Google Play Store.
There was a game called tribes that combined the surfing/skiing movement with combat before the counterstrike mod levels came out, it was pretty fun the sequel tribes 2 was pretty popular for a minute when it came out too. But the skill ceiling on some of those cs surf maps was wild.
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