This is a fast, effective and clean method of knocking out (KO'ing) enemies since they are struck unconscious and cannot be awakened unless a conscious enemy renders medical aid. Palm Strike - Press the Secondary Attack to deliver Sam's bone crunching "palm strike". Unnecessary violence is often necessary to interrogation, but once an "interviewee" is disposed, you cannot recover information! A dying body's thrashing limbs alert enemies and lowers your score. The "knife attack" while very effective, is very messy, often loud, and completely detectable since the scuffle makes a lot of noise. Knife Attack - Press the Primary Attack to deliver the one-hit knife stab and that will be the end of any enemy (there are no fantastic super-soldiers in the real world). In fact, Sam is probably more lethal up close than far away, since his close combat training is nothing short of superb. Completely dependable in a fight and quite lethal. Unlike most other spies in other stealth action games, Sam Fisher carries a SpecOps knife. In the final analysis, this is the most basic immoral position. The pacifist actually refuses to defend what defends him - his country. Use Sam's one-hit strikes to quickly end the battle. Speed! - when you have no choice but to attack one enemy among many in a closed space. Speed! - when you know you are going to transition an area or map and can speed past enemies before they trigger an alarm. Speed! - when you need to run to a spot to hide, and enemies are too far to hear you. Stealth - when stalking enemies in a large area enemies won't cluster, but they will react to the loss of their buddies. Stealth - when sneaking up behind an enemy. Stealth - when you are near enemies who are unalerted to Sam's presence. Stealth - even if you are revisiting a stage and "know all the routes" enemy patrols are randomized each time you load a map. Stealth - when Sam is approaching a new or unknown area. It all depends on the current situation, forcing you to constantly evaluate the benefit-cost of speed versus stealth. However, speed sometimes comes into play. For a stealth game, you better learn to slow the hell down. This is what IGN calls the "FPS disease". Some players are always tempted to run at full speed. In war, death is incidental loss of time is criminal. Unless you are playing carelessly, this light is almost never seen since you re-load the game from save or checkpoint. Aside from that, you lose score from "being spotted as an intruder", not to mention the potential loss of bonus equipment when you are trying to nail down the "starred" objectives. Alerts are bad since enemies upgrade their weapons and protections after alerts have sounded. Red - Sam has caused an alert or is being fired on by enemies. You are given no warning when Sam slips from green to yellow, so you must constantly be aware of Sam's surroundings or wind up getting the metal F-U from your JBA "buddies". Depending on the difficulty, the weather conditions, and the time elapsed during the sighting, the result of an enemy sighting ranges from piquing their interest to inciting a full-scale alert (see below). Before moving around and exploring, make sure your light is green before you commit to an action. Unless you force him to touch an enemy, fire a weapon, or make a lot of sound, he cannot be seen visually (up close or at range). As explained in the Training A and Training B courses, you have three stages of alerts: The amount of noise you have Sam Fisher create is relative to your ears - if it's loud enough to be heard on your speakers or headphones, it's potentially loud enough to be heard by enemies nearby. By far the most important change between Chaos Theory and Double Agent is the simplicity of the stealth.
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