I have another two things:
The "metroidvanian" gamedesign destroys otherwise great games. There are so many games I'd love to play, with interesting mechanics and nice artstyles. But I hate to play a level and constantly see hints and areas I cannot reach yet and have to come back later after the game decides to give me the ability I need. Even if the backtracking is optional, I think the whole time about what I missed. It's frustrating that so many indie games rely on that formula.
Only played TNO, so can only talk about that game:
Agree! Though I think the stealth system itself is fine, it's the implementation that bugs me. The stealth sections are designed to make you feel badass and stealthy. Enemies often face the other direction, for an easy takedown. I call it placebo stealth.
The "metroidvanian" gamedesign destroys otherwise great games. There are so many games I'd love to play, with interesting mechanics and nice artstyles. But I hate to play a level and constantly see hints and areas I cannot reach yet and have to come back later after the game decides to give me the ability I need. Even if the backtracking is optional, I think the whole time about what I missed. It's frustrating that so many indie games rely on that formula.
Only played TNO, so can only talk about that game:
Agree! Though I think the stealth system itself is fine, it's the implementation that bugs me. The stealth sections are designed to make you feel badass and stealthy. Enemies often face the other direction, for an easy takedown. I call it placebo stealth.