![]() ![]() You can kill them to prevent that, but killing too many will eventually cause enemies to change their armor and tactics the next time you return. Upon regaining consciousness, they'll attempt to change the alert state of the entire local area. I think a good example of enemies waking up is Metal Gear Solid 5. It would be impossible for players to sneak through the multiple floors and disguises to get to the evil villain meeting at the Paris fashion show if the guard they knocked out at the back gate woke up half way through and changed the game state. The game gives players the tools to be able to learn how and when these states will change (and how to allow/prevent that from happening), allowing for players to engage with the game's risk/reward if/then systems. Hitman's loop relies on NPCs remaining in consistent states unless changed by another NPC. I imagine they chose to lock KO'd NPCs in that state unless awoken because it made sense in their main missions They likely kept it the same in the open world for consistency. Your example with Deus Ex, considering its heavy focus on roleplaying, is perhaps an instance where something could have been designed differently. You can knock an enemy out early in the level, mooch about for half an hour, and you never have to worry about them reawakening to alert their allies (except if their allies stumble across them and wake them up, but if you've hidden the body, then this isn't an issue)ĭoes anyone see this as an issue? If so, would a fix be to simply shorten the time NPC's are unconscious for? The added pressure of taking out enemies quickly as to avoid them reawakening would add tension to non-lethal playthroughs and incentivise lethal gameplay.ĭifferent games require KO's to function in differing ways. I also encounted this in the new Hitman games. I went off and did multiple side missions, a main mission which takes you to another whole section of the game, and he was still unconscious when I went back there at least an hour later! When I went back, I thought rather than sneak in again, I'd just knock him out and take a VIP pass from him so I could enter without paying. When I left the club through the front door, he warned me to not do that again. The bouncer demands a lot of money to get in, so I thought I'd sneak in through a vent in the back instead. One example in the game where this mechanic was laid bare for me was in the Shanghai section of the game where you have to enter a nightclub. The issue is that the enemies stay down for so long when knocked out that there is almost no reason for not doing so. The game generally encourages stealth though, so you'll often be knocking people out as opposed to killing them. However, it's drawn my attention to a gaming mechanic that I think can be flawed: the time in which an NPC stays unconscious after a non-lethal takedown.Īnyone who's played the game knows you can deal with enemies or general NPC's in a lethal or non-lethal fashion. The variety of ways you can accomplish your objectives is one of the games strengths. I'm currently playing Deus Ex Human Revolution and very much enjoying it. ![]() r/CoOpGaming - A community for co-op gaming r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind
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