how does it compare in general? does it reach the phase of shadow tactic when late missions are more like peeling the onion, spending hours slowly removing guards around to finally get into the target in the center?Compared to Shadow Tactics
Well, peeling the onion is pretty much the point of this genre, no?how does it compare in general? does it reach the phase of shadow tactic when late missions are more like peeling the onion, spending hours slowly removing guards around to finally get into the target in the center?Compared to Shadow Tactics
Shadow Tactics ignoring the earliest missions were hard. In Shadow Gambit I don't remember ever being stuck. The games balance is just shit due to lazy map design without taking character strengths into account which gives this shallow sandbox feeling.Well, peeling the onion is pretty much the point of this genre, no?how does it compare in general? does it reach the phase of shadow tactic when late missions are more like peeling the onion, spending hours slowly removing guards around to finally get into the target in the center?Compared to Shadow Tactics
IMO It's not as absurd as the last mission in shadow tictacs (that one was a slog, unless you went for a secret shortcut to nail the bad guy), near the end, the puzzles tend to rely on
setting up a near-perfect simultaneous takedown through active pause and using all the available characters. It's like the final mission from Desperados 3, but dialed up,
because of the "soul-linked" enemies who can stay in different places but stil need to be taken out at the same time. The devs use them a lot near the end, in all the possible and absurd configurations.
Yea, they needed to balance the missions so that they're doable with any lineup (perhaps even solo? I think I've seen some of those on yewtube).In Shadow Gambit I don't remember ever being stuck. The games balance is just shit due to lazy map design without taking character strengths into account which gives this shallow sandbox feeling.
Since you said it, triggering alarms is not even an issue, in fact sometimes even desirable to cause distraction. Compare that with Shadow Tactics, extra guards make everything more unpredictable and hard to solve puzzle.Yea, they needed to balance the missions so that they're doable with any lineup (perhaps even solo? I think I've seen some of those on yewtube).In Shadow Gambit I don't remember ever being stuck. The games balance is just shit due to lazy map design without taking character strengths into account which gives this shallow sandbox feeling.
Some of the abilities are pretty much broken, like the "use anywhere, on-demand, portable cover which also conveniently eats corpses."
To each his own, I guess, cause I rather enjoyed this flow and found that it's a good excuse to increase the difficulty or use some less obvious crew choices.
Using the same perfect lineup for every mission would probably burn me out really fast.
I think the goal was to make players sperg less over getting a perfect execution and just cause some mayhem. It's good fun when you just rattle the bushes and see what falls down.
Of course, this takes some adjustment for the die-hard commandos crowd (myself included) who are trained to consider tripping an alarm as mission over.
The game just shows handcrafted and special design for respective missions is just way better than the sandbox approach. By the way, the reason missions have several docking points is because of lazy design. By keeping the same island (same patrol and everything) and putting the objective somewhere else is supposed to pass as a new, different mission. Even though pretty much everyone complains about the repetitiveness.Finished the main story, just bought the DLC as well. Didn't beat Desperados 3 for me, but it was a fun time. The more sandboxy approach had potential to be just as amazing in its own ways(and arguably would have seen Mimimi eventually hitting it bigger in the long haul). In particular considering that they've outed themselves as actually pretty systems driven / Imm Sim-ish fans before already, and see how that fared out for Zelda and BG3.
I don't think it was quite there yet. Reasons:
- The islands are open -- but just "reset" every time you re-visit them, including all guard patrols
- Same -- but in particular early on there is a surprising lack of mission variety. E.g. "find the black pearl, soul energy" (played in German, so don't know the translation).
- Every island may have multiple entry paths -- but you'll mostly just dock on the spot nearest to your objective, unless you are artificially trying to make the mission longer/harder or are hunting for achievements.
But the open crew selection allows for some hilarious combos. One of which quite over-powered. Such as: Upgraded Teresa (anybody can pick up her bolts to return) + Pinkus (possession of enemies) = sniper infiltration squad of death. Possess an enemy with Pinkus, walk into enemy camp, let Teresa snipe, let Pinkus return her bolts. Sure, every time she downs an enemy, the alarm is being triggered. But even that is to your advantage. Pinkus when possessing only has a limited range he can move the possessed guard. However, when an alarm rings, he has to follow inquisition order. E.g. he joins the alarmed state and starts searching. In doing so, he moves beyond his limited possession range, thus being able to pick up bolts not within his range and return them to Teresa...
Mimimi Mo had also talked about about how they'd like to make the environment more interactive. But alas, this is the end, my friend. Looking forward to playing the DLC, and that's saying something considering the somewhat more repetitive mission nature compared to Desperados 3. Gonna try if you can do a couple more things with Pinkus, considering that he also gets the enemy ability when possessing them. Haven't much toyed with that yet. Oh, and Quentin and Gaelle are still underused by me also. There's two new characters in the DLC too..
Yeah, they never bothered to "fix" this one, it seems. Would be super easy, just add another guard which raises the alarm every time.Also there is a tactic I use since Shadow Tactics, if you throw a corpse or knocked out soldier to an enemy vision they'll investigate, even if they're one of those types that don't leave their position and deviate from their patrol paths.
I think the game hired tasteless idiots to advise them just to get “BMVI” (German Federal Ministry of Transport and Digital Infrastructure) support. I don't know if their previous games supported by German government, but if they're not that would explain so many things. Including shutting down the company despite not going bankrupt, maybe they were horrified due to political aspect of funding and lost their passion. Or maybe I'm just overthinking.I still can't believe that in a few years, we went from that ultra monocled main menu art of Shadow Tactics to this graphical horror show.