







The first two games were really good, but could be pretty linear at times and had some trial-and-error moments, especially without quicksaves as I've been playing on Xbox Series X. Chaos Theory felt like a MGS2-level generational leap within the same generation and I had to play Double Agent V2 to keep that high going.
The Good
Gameplay is more Chaos Theory with all of its quality of life improvements. What more can you ask for?
The Bad Decent
I feel like the music was decent but didn't stand out to me like the first two did, let alone Chaos Theory. The presentation also felt rather same-y with grimy gray industrial environments.
The Ugly
The story is a mess. Sarah's death contributes nothing to the story and Lambert's death is a huge moment that's glazed over (I know V1 does this better); both feel like misguided attempts at being edgy or providing shock value. The in-engine cutscenes are jarring, with Fisher's eyes in the Hotel level being hilarious. The final cutscene where FIsher kills a fellow Splinter Cell was dumb as well.
Conclusion
The game was a fun time and less frustrating than the first two, but it feels less memorable from a presentation standpoint and the plot was below-average.
I played a bit of V1 immediately after beating V2 and have reached Ellsworth Prison. It's utter jank with inconsistent frame pacing. I had to adjust the controller sensitivity because the default is too slow. It feels so sluggish compared to Chaos Theory and V2 and the removal of the light (changing color between green/yellow/red is a poor substitute) and sound meters makes for a more frustrating stealth experience.
I don't know why the franchise had to change after Chaos Theory and why Shanghai, responsible for Pandora Tomorrow, was tasked with making the NextGen version while Montreal, the creators of the franchise and responsible for Chaos Theory, were tasked with the LastGen version that would inevitably get less attention. Such a weird decision.
Here's my ranking of the levels off the top of my head:
Here are my previous reviews on this sub about the first two games: Splinter Cell and Pandora Tomorrow.
What a game.
It's crazy how the first two games feel so modern and aged very well, especially compared to the MGS games released around the same time that had clunkier controls and often emphasized spectacle over stealth, yet Chaos Theory feels like such an upgrade. It's like the generational leap from MGS1 to MGS2 except within the same generation.
The quality of life fixes like melee and quicksaves on consoles, the greater sense of freedom, and Amon Tobin's score all make for the best stealth game I've ever played along with MGSV: Ground Zeroes (I prefer the tight self-contained sandbox and gritty atmosphere of Camp Omega over the large but empty maps of Phantom Pain, which I never finished) and modern Hitman.
It's a bittersweet feeling that we've gotten few games since then that try to do what this game did. I'm making my own game in Godot and I decided to play through these classic stealth games are research. Right now, my vision is mainly a mix of Chaos Theory/Ground Zeroes; an interconnected map (evocative of Resident Evil's mansion or RPD) that serves as a stealth sandbox that provides freedom of choice.
I'm going to play Double Agent V2 before V1 because I want more classic SC gameplay before it changed in the 7th generation.
Here's my ranking of the levels off the top of my head:
>!The second character from the top on the right is Lauren Bacall dressed as an Arab with only her distinctive eyes visible, spoiling a major clue and revealing that she is the killer!<
I was a moderator of r/ JamesBond for 4 1/2 years. For a year and a half to two years, I was effectively running the sub alone.
At some point, the sub saw an increase in gatekeeping and bad-faith discourse. I tried to counter this and keep discussion healthy. The newer moderators overrode my decisions and pushed to allow this behavior under the guise of "open discussion."
I was harassed. One user told me that if I was the only mod being targeted, I should "look inward." Some of the newer mods said this user "had a point." The mod team antagonized me, formed a majority to overrule my decisions despite my years of experience, and questioned my stability rather than address my concerns.
Now, I see an application open for new moderators. There, you'll see questions reusing exact language they used against me - "chill temperament," "collaborative mindset," gatekeeping scenarios framed as hypothetical.
I built the community's engagement structure and grew its membership. The current team chose to invalidate that experience rather than address the toxicity I was flagging.
Was it naive to think that one could keep a sub from devolving into the typical Reddit echo chamber, or would it have been possible to keep things healthy if there had been a concerted effort from everyone rather than to radically shift things for the worse?
I was a moderator of r/JamesBond for 4 1/2 years. For a year and a half to two years, I was effectively running the sub alone.
Regular community events started under my watch as part of my push to keep the community engaged. The sub grew from 20-30K members to over 100K members throughout the course of my tenure.
After No Time To Die released, the sub saw an increase in gatekeeping and bad-faith discourse. Users making absolute statements like "Craig isn't a true Bond" and contributed to a more negative environment. I tried to counter this and keep discussion healthy. The newer moderators overrode my decisions and pushed to allow this behavior under the guise of "open discussion."
I was harassed. One user told me that if I was the only mod being targeted, I should "look inward." Some of the newer mods said this user "had a point." The mod team antagonized me, formed a majority to overrule my decisions despite my years of experience, and questioned my stability rather than address my concerns.
Now, I see an application open for new moderators. There, you'll see questions reusing exact language they used against me - "chill temperament," "collaborative mindset," gatekeeping scenarios framed as hypothetical.
I built the community's engagement structure and grew its membership. The current team chose to invalidate that experience rather than address the toxicity I was flagging.
I've now been permanently banned for trying to post this information to warn people interested in moderating. Just wanted to put it out there.
I’ve been replaying first three games in preparation for MGS4, which I’ve never played because I’m an Xbox player. I also played the MSX games for the first time.
Of course, I know spoilers for 4 because it’s a 20 year old game, but I can’t imagine how exciting it was after 3 and before 4 to anticipate the continuation of the Patriots storyline and the return of many characters, most of all Solid Snake.
I first played MGS1 in 2018/2019 and I was disappointed when I learned that the supporting cast wouldn’t really return until 4. 2 and 3 improve on the gameplay, but 1 still resonates the most with me emotionally because its story, pace, and how it integrates the support team into the story.
Both franchises have seen art styles and gameplay changes that still build off what came before, but I'd say DOOM changed more than Halo ever did.
The original DOOM was an action game, but had horror elements with dark mazes and tight corridors in certain levels. DOOM 3 doubled down on this while being a darker and less colorful game visually. Meanwhile, modern DOOM has followed the more action-packed DOOM II and included platforming and arena gameplay akin to Quake while developing a more heavy metal fantasy art style.
The idea that 343's games do not play like Halo is BS. Any changes the games made gameplay-wise have been additions to the base gameplay. Even Halo 5 with its advanced mobility is far less of a shift than DOOM 3, 2016, or Eternal (haven't played The Dark Ages, but that looks different as well).
I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.
The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.
The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.
Another influence from RE2 remake will be the zombies. A major concern of mine is how to balance predictable guard behavior with the unpredictability of RE2's zombies like their shambling movement, varying levels of health, and playing dead. I do plan on having enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.
That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.
What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?
Are there any specific design concerns that I should be aware of?
I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.
The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.
The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.
Another influence from RE2 remake will be the zombies. A major concern of mine is how to balance predictable guard behavior with the unpredictability of RE2's zombies like their shambling movement, varying levels of health, and playing dead. I do plan on having enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.
That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.
What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?
Are there any specific design concerns that I should be aware of?
I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.
The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.
The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.
Another influence from RE2 remake will be the zombies. Stealth games can feel repetitive once you learn to exploit the enemies, so my game will include zombie-like robot enemies that are hard to predict with the way they sway while moving, varying levels of health, and how they play dead. Enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.
That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.
What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?
Are there any specific design concerns that I should be aware of?
I've been working on a stealth survival horror game for 4 months now in Godot. I believe certain elements evoke the likes of Dead Space and Alien Isolation, neither of which I've played, but my primary influences are Metal Gear Solid, Resident Evil, and Splinter Cell.
The base gameplay is a mix of MGS and SC. In MGS3, you have a camo index that determines how visible you are to enemies based on factors like stance (standing makes you more visible than crouching or prone) and movement. My main way of reducing visibility is not choosing a camo that matches the surface you're on, but rather Thief and SC's system of hiding in the shadows.
The earlier MSX Metal Gear games involved exploring an interconnected map and overcoming previous obstacles with items you found elsewhere, which overlaps with Resident Evil.
Another influence from RE2 remake will be the zombies. Stealth games can feel repetitive once you learn to exploit the enemies, so my game will include zombie-like robot enemies that are hard to predict with the way they sway while moving, varying levels of health, and how they play dead. Enemies rush to grab you instead of shooting you when spotted. If you get grab, you either use a limited defensive item (like RE2 remake) or mash a button to escape (like other RE games), allowing the player to choose between expending a limited resource or taking damage to save it. Instead of a degrading knife, you have a slowly recharging laser cutter to help deal with grabs or finish off downed enemies. It could also be used to open vents at the cost of increased visibility.
That's what will tie everything together: limited resources. Metal Gear popularized the term "on-site procurement" where you start with nothing and slowly find more resources as you progress. Having OSP in my game would force players to be more careful with expending resources. Do you use your ammo to shoot out a light or an enemy? Do you use your degradable suppressor or remove it and risk being heard if enemies are nearby? They won't respawn like in Metal Gear, so be careful.
What are your thoughts on this mixture of genres and games? Is it unique enough or are there any games that already do this?
Are there any specific design concerns that I should be aware of?
I've finally moved on to replaying MGS3 after a month of replaying MGS2 through the HD Collection version on Xbox, getting the dog tag trophy (necessitating playing across all five difficulties from Very Easy to Extreme) and playing through Snake Tales.
I have a greater appreciation for the game now than I did in 2019/2020 and while I love 3 as well, part of me is debating whether 2 is the peak of the original trilogy gameplay-wise due to refining 1's mechanics while being simpler than 3 which added the survival viewer.
A common frustration I have with 2 is that the camera angles can be frustrating, exacerbated by the lack of radar when you enter struts in higher difficulties until you find a node terminal, or the complete absence in Snake Tales.
I'm curious to know if the change in camera through mods alleviates this frustration or does it add headaches of its own? Does it improve an already-great stealth system or take away from it?