EddieTheBunny The fact that I could slide down the cable blew my mind when I first figured it out. I kept thinking it was impossible to sneak past this section without knocking people out because they kept seeing the cart no matter what, and then I saw that I could zipline down.
lol nice vid, anyways I always general felt that SC Pandora Tomorrow was the most underrated & unappreciated SC in the legacy title of games. Pandora Tomorrow atmosphere is unmatched by any other game in the series. It piss me off also how low it is on many SC fan list of top SC games.
I liked the innovative use of SCPT's pistol laser sight: either use the 4-arrow crosshair to shoot somewhere approximately between them, or use the shaky laser to perfectly shoot where the laser dot is, at the cost of having to use your own intelligence to time the shot. Besides, Sam's an old dude, so it makes sense that his hands wouldn't be very steady when aiming. Since aiming through his rifle requires holding his breath to shoot straight, it means that he probably would be just as shaky with a pistol.
Colin Velius Enemies can also notice the laser sight, so you had to be careful, but also could use it to distract enemies. Main thing I like about Pandora Tomorrow is the mobility, though. There never was another Splinter Cell that offered the SWAT Turn or Half Split Jump. Conviction/Blacklist’s cover to cover isn’t really a good replacement due to the fact that you have to precisely aim thanks to purely contextual buttons rather than just pressing a cover or jump button.
+gameragodzilla Yeah! The SWAT turn definitely belonged in Splinter Cell, a lot more so than the Conviction/Blacklist cover system. IMO, the modern cover system is too nooby and hand-holding, with the ability to make Sam sneak past guards at the press of a button. What I hated most about Conviction/Blacklist movement were 1) clunky controls, and 2) robbing the player of control. You see, the newer games made me feel like I wasn't playing as Sam; they made me feel like I was playing as a tiny man on Sam's back, telling him what to do. Point the crosshairs at the contextual objects for a button prompt, and slap Sam to go there or do that thing. Mark the enemies for Sam, and then slap Sam to insta-kill them all. Point at the door, slap Sam, and hope that he does what you want (i.e. bashing the door, opening the door, or using the optic cable).
My whole life I thought I had to ride the cart.
I thought that for awhile too. :D
EddieTheBunny The fact that I could slide down the cable blew my mind when I first figured it out. I kept thinking it was impossible to sneak past this section without knocking people out because they kept seeing the cart no matter what, and then I saw that I could zipline down.
lol nice vid, anyways I always general felt that SC Pandora Tomorrow was the most underrated & unappreciated SC in the legacy title of games. Pandora Tomorrow atmosphere is unmatched by any other game in the series. It piss me off also how low it is on many SC fan list of top SC games.
+LightningSpartan It was definitely unique, the different type of terrain you explored throughout the campaign. It was nice.
+EddieTheBunny Yeah it had some the coolest mission in the series like the Train sequence which was so memorable & awesome
I liked the innovative use of SCPT's pistol laser sight: either use the 4-arrow crosshair to shoot somewhere approximately between them, or use the shaky laser to perfectly shoot where the laser dot is, at the cost of having to use your own intelligence to time the shot.
Besides, Sam's an old dude, so it makes sense that his hands wouldn't be very steady when aiming. Since aiming through his rifle requires holding his breath to shoot straight, it means that he probably would be just as shaky with a pistol.
Colin Velius Enemies can also notice the laser sight, so you had to be careful, but also could use it to distract enemies.
Main thing I like about Pandora Tomorrow is the mobility, though. There never was another Splinter Cell that offered the SWAT Turn or Half Split Jump. Conviction/Blacklist’s cover to cover isn’t really a good replacement due to the fact that you have to precisely aim thanks to purely contextual buttons rather than just pressing a cover or jump button.
+gameragodzilla Yeah! The SWAT turn definitely belonged in Splinter Cell, a lot more so than the Conviction/Blacklist cover system. IMO, the modern cover system is too nooby and hand-holding, with the ability to make Sam sneak past guards at the press of a button.
What I hated most about Conviction/Blacklist movement were 1) clunky controls, and 2) robbing the player of control. You see, the newer games made me feel like I wasn't playing as Sam; they made me feel like I was playing as a tiny man on Sam's back, telling him what to do. Point the crosshairs at the contextual objects for a button prompt, and slap Sam to go there or do that thing. Mark the enemies for Sam, and then slap Sam to insta-kill them all. Point at the door, slap Sam, and hope that he does what you want (i.e. bashing the door, opening the door, or using the optic cable).
You've just blow up my past world.
I would be like:
"Oh hi there! Can I- wait come back!!!
Why doesn't anyone want to be friends with a SC/TF2 fan ;-; "
hahaha