Vitality drains over time with activity, and must be restored with food recovered from buildings. Health regenerates slowly unless you’ve been shot, in which case you need to bandage yourself up using rags. If either one bottoms out, you’re not making it to tea time. You have two important numbers to keep track of, Health and Vitality. Patrols can be avoided but there are always two or more clankers guarding the artifacts, requiring you to either come prepared with distraction items or a willingness to lead them away with your own sorry hide as bait. Most robots patrol the islands in groups, paying close attention to structures that can be looted but following and suspicious leads they find. They also follow more logical search patterns than most stealth enemies, tracking you all the way to your last known location and then combing the area, making educated guesses about where to search from there. ![]() The ‘bots are almost as fast as you and have rifles they are not shy about using. Sure, they make conspicuous beep-boop noises as you draw near, but once they spot you with that heart-stopping bleep, you’re in deep trouble. The robots are the heart of this game, and they can be terrifying at first. As you find more pieces though, the robots step up their efforts to include robo-dogs, scarecrow sentries, hot air balloons, and more monstrous machines to hunt you down. To aid in thwarting their deadly directives, you can scavenge items from the ominously ruined structures that dot the landscape. Each piece must be returned to the standing stones at the center of the center isle if you are to return home in time for roast phesant, but the robots are not about to let you off so easily. A mysterious device brought you here from your presumably bourgeois lodgings, and is now scattered into 16 or so useless pieces across the archipelago. Sir drops you into the middle of five randomly-generated islands, each populated by murderous metallic monsieurs out for your human hide. The result is challenging and engaging, though not without periods of tedium and frustration. Sir, You Are Being Hunted proves that isn’t the case, but also illustrates the flaws in such an approach. I always thought stealth games needed to be tightly tuned, with carefully-designed levels and sharp AIs on patrol routes. ![]() A lot of games benefit from having random or procedural elements, but it never occurred to me to apply those principles to a stealth game.
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