15 features we want to see in the next splinter cell - Gamerdo - Video Peeling news, instructions, exemplary procedures, reviews and culture
Sam Fisher will return sometime - here are some things we would like to see in his next game.
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Optimized storytelling
A post-apocalyptic setting not only offers something new, even if it is a bit gimmick, but also ensures optimized storytelling. Sam tries to find his daughter Sarah, the world breaks apart and maybe some old enemies arise from the hiding place to stop him. While the conspiracy of past games were neat, it became much too complicated by Conviction. A slimmer story would be a nice variety.
Prequel setting
If a postalypical setting is not the game, why should Sam Fisher then do not play in a prequel? It could take place before the first game and Sam's journey detail before he came to Third Echelon. The opportunity to tell a new story in a relatively new environment we have never seen is available. You could even show how Sam has met his wife or some of his more dangerous missions in the Navy Seals. This could lead everything to his recruitment in the first splinter Cell, so that the game does not mean "Just Sam Fisher".
Big cards
We do not want to say that Splinter Cell must change with his maps on Metal Gear Solid 5. It would be ideal to offer large locations with multiple entry and exit points, but we would also appreciate ways for different tactics. How Ubisoft could reconcile the linear action of a mission with an open approach, it will be difficult, but it would certainly allow much more different game styles thrive.
Mission modifiers
Likewise, we would like to repeat certain missions with modifiers that could make them harder. To make the same, will reward unique outfits and weapons, but which modifiers should be attached? We would not say, on the other hand, "not be discovered", but spice up the layout of a card with new enemies, cameras in new areas, limited equipment, etc.
Temporally limited goals
Of course, it would not be a Ubisoft title without some games AS-A service elements. Show the temporary objectives that resemble the hard-barred goals of Hitman 2. Kill them into limited windows and get special rewards. Alternatively, you can shine different goals such as the rescue of hostages - it may be important persons who need to be saved and deducted with only one shot on the mission.
Separate co-pop campaign
In Splinter Cell: Blacklist the plot was mixed for the Koop campaign in the main history. While it was fine to repeat any mission with a friend in split screen mode, we prefer a direct separate co-op campaign like Splinter Cell: Conviction. Offer new areas with new mechanics and enemies with different tactics to spice on things. Make sure the plot of the main campaign is an independent process.
Mark and execute optional
Although the blacklist would increase it for different degrees of cliene, she had a big problem in this regard. Certain situations required the marking and execution of enemies - there was simply no other way out. In the next game we want to see it as an option. This could possibly open new ways and routes for stories. For example, a non-executed destination could run away with valuable information. As a non-fatal player, they would then have to isolate the goal and retrieve it. Of course, it would also be great to have different rewards for this type of tasks.
Increased camouflage tactics
In addition to the optional marking and execution options, the next splinter Cell could use larger cards to enable different types of tactics. Hitman 2 is a good comparison because you have several ways to remove targets with different goals so that you can use the environment in different ways. Improved attack options, the involvement of environmental destructions in real time such as Rainbow SIX: Victories for more entry points and improved CQC would also make a big contribution to increasing stealth options.
More fluid movement
In earlier Splinter Cell games, Fisher's motion options were well expanded. We do not say that shared jumps must cause a return (although this depends on when the game is set), but other options such as gliding and overall more fluid movements would be great. If nothing else, give Fisher the opportunity to hunt Dropkick enemies of protrusions. Just because it would look cool.
Outfits with different bonuses
We do not see Fisher as he carries different panels like Agent 47, but different outfits with different advantages would be great. Each could enhance its own aspect of camouflage - a sentence could contain more charges, while another could enable a fisher to pursue enemies over longer periods of walls. You could also have a scherzoutfit that extends the surveys. Speaking of ...
Interactive surveys
Real-time queries in which you beat a destination either with the fists or using objects in the environment must be performed again. While interrogations were present in the blacklist, we need these extensive sequences to add an enemy as in the condemnation. Make them less predictable - let a goal may escape from Fisher's range, which requires another hunt. Anyway, they bring them back.
Michael Ironsides return
The difference between Eric Johnson, who has expressed Fisher in Splinter Cell: Blacklist, and Michael Ironside, who has returned for a Cameo reconnaissance Ghost Recon: Wildland, is obvious. The rugged, factual attitude and the world-tired charm, which has defined Fisher over the years, is easily performed by Ironside. Bring him back.
New multiplayer modes
The return of Spies vs. Mercs is a matter of course, although we want an expansion. More players, different classes, more devices that works. However, we also want to see something like "spy against spies", in which two espionage teams have to try to kill each other on a large map (similar to the multiplayer mode in Assassin's creed 4: black flag). You could even use special modes like a spy against a dozen mercenary or competition mode like Hitman 2, in which a player has to rush to beat the time of his opponent.
Systemic / emerging gameplay
An emerging gameplay, especially with increased opportunities for clarity and larger maps, seems obvious to this type of game. However, we also want random elements appearing during a mission (if the players want to activate them). In addition, developing goals could belong to new enemies that penetrate into the card, etc. You could also have these more sophisticated missions, alone to make them exciting.
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