Here's my full review I wrote for Greywardens.com --->
http://greywardens.c...ssassin-review/(Actually just noticed some other people linked it too! Thanks guys!)
But here I'll just take some time to break out on one area I'm sure you guys are really looking for feedback on: the stealth mechanic.
Sadly, I think it was one of the biggest misses of the DLC. That's not to say that I think the idea is horrible, I just think its execution in this DLC was lackluster and also that it was severely limited by the DA2 engine you're working with.
Pros:
1) The stealth section did add something of a puzzle layer to the game, which I liked. The last big section was actually pretty challenging to get through and I felt myself plotting out my moves before I did them.
Cons:
1) It didn't feel like it naturally fit into the game and felt really mini-gamey. "Throw a rock and totally distract this guard for like 20 seconds." Or "Knock this guy out and he'll wake up 30 seconds later and just kind of shrug his shoulders." It just felt kind of cheesy and unrealistic. I like the stealth aspect of hiding in shadows and stuff like that (Thief is one of my favorite old-time games for that reason).
2) The stealth section was severely hampered by the camera controls. If we're expected to sneak around and avoid the guards, there is extra difficulty not because of the module design but because I couldn't adequately assess the situation. It was nearly impossible to look around corners to see when a guard might be ready to turn right into me and in the last section I could manuever the camera to see above me on the staircase to see what those two alternating guards were doing. In the future, if the stealth mode would maintain a similar form, we'll have to get some sort of special camera to help facilitate our movement.
3) Perhaps worst of all, I HATED that when you got caught you just hit the rewind button to your last checkpoint. I felt that was pretty inexcusable. You're caught by the guards so you're just magically back to where Tallis is standing? THAT killed immersion more than anything else.
In the original Metal Gear Solid, if you get caught sneaking you don't just warp back, you have to slash your way through or run away. The same kind of mechanic is used in "alert" style games like Assassin's Creed or Grand Theft Auto. "Rewinding" should be up to the player. If they want to keep quick saving and going back and trying again, let them. My opinion is that if you want to sneak, you should get one shot. If you get caught, you're jailed and then you're forced to hack your way in once you escape. To compensate this "one and done" type standard, there should be some sort of reward to reflect your effort for it.
I know one point brought up in the Livestream was "will there be similar XP rewards for doing either path" and the answer was yes. Obviously there are powergamers out there who want to maximize their gold, XP, and items. But for roleplayers, I'm still going to choose the path that I feel is most appropriate for my character, no matter the rewards. Hence when in quests I would pass up demanding additional money (which I could have used) because I was playing a noble, nice-guy Hawke.
Again, I don't think this is an idea that should necessarily be scrapped, but in its current form it felt more like an out-of-place minigame than something sewed logically into the gameplay. Didn't work for me.
Modifié par SteveGarbage, 12 octobre 2011 - 12:52 .