All developers working on the remake should be required to at least play and beat the campaign, if not explore every cranny, contemplate the motives and designs, and research why it's loved.
Aside from obvious things, such as increased resolutions and frame rates, I think most people would want to see the levels grow and gain alternate routes. However, the game should not be open-world; no Splinter Cell game should be open-world (make a spin-off if you're going to do that. Maybe, you have some good concepts that were intended for the scrapped version of Conviction. Clancy games do not belong in open-worlds.) If the levels are too large, they will be of lower quality and might become too confusing (without hideous objective markers and such.)
1. The game should be playable offline. (If you don't want to do that in your engine, Unreal should be used. Well, Unreal should be used, regardless.)
2. The EEV should be available, and maybe the OCP should be. Though, I think the OCP would be more interesting if it worked similarly to the camera jammer (you have to continuously aim at the electrical device, and the OCP's battery should work the same as the jammer's does.)
3. The training mission should be accurately recreated, but new features should be showcased in the tutorial. (I really love that you can use switches on the wall in order to display the textual instructions.)
4. The "holy Christmas" line needs to stay (from training.)
5. An OpSat rework is welcomed, but it must not lose functionality.
6. Manual grabs are much better than automatic grabs, and it should be possible to bind the command to its own input.
7. If guards don't see you open the door to a room with its light on, they shouldn't see you open the door to a room with its light off; if anything, the opposite should be true. (In the original, if you open the door to a room with its lights on and, after the door closes, you turn the lights off, they will notice you open the door, asking who turned off the lights.)
8. At the start of Defense Ministry, Fisher should spawn by the rappel point, possibly with the equipment in his hands and/or the prompt visible (it was a bit confusing.)
9. There needs to at least be an option for the classic style of manually equipping items before performing related actions, rather than automatically equipping the item (ie.: you must manually equip the picks before lockpicking; you must equip the snake cam before looking under the door.) Though, it should be possible to bind each piece of equipment to its own key (and multiple ones to be cycled by a single key, along with the classic's style of selecting from a pop-up menu.)
10. Obviously, NPNC's (non-playable non-characters) should not stare at the player unnaturally when the NPNC's are unsuspicious.
11. Add a shoulder swap for the camera and make Sam transition his shooting hand to match it.
12. The driver should continue urinating after being grabbed in the garage or soil his pants if Sam grabs him before he gets there.
13. Firearms/gunplay must have a spread or a lot of sway. If there is sway, there should also be exaggerated bullet dispersion (shooting should be a last resort instead of an easy pass.)
14. More dialogue would be great. I suggest that Sam hush guards when he grabs them, sometimes whispering in their ear about their inevitable demise if they're not quiet. (If they recently turned on a light or said something, he could make a related statement.)
15. Having more noncombatants around would be nice, especially because the levels should be larger.
16. The OpSat should have a log of the dialogue that has been spoken during the mission (especially useful after long breaks in play.)
17. It would be nice to have a meter showing your movement-speed selection (at least, when keyboard-&-mouse are used)
18. The OpSat should not pause the game; pausing should be separate and only allow the player to change settings and such.
19. Players should be able to see which keypad buttons are being pushed, as they're pushed, along with seeing the thermal traces. (Also, seeing thermal traces on the elevator buttons, light switches, guns, doorknobs, keyboards, etc. would be a nice touch.)
20. Saving should vary depending on the difficulty: easy = has checkpoints and allows quick saves; medium = has checkpoints and one quick save; hard = fewer checkpoints and no quick saves; hardest = no mid-mission saves. Checkpoints should be areas that alert the player to the option of saving, rather than automatically saving; the checkpoint save will be a manual save through the menu. Along with many other options, the player can customize the difficulty but they will not earn difficulty-based achievements while playing on a custom difficulty (unless they made it harder than the particular difficulty of the achievement.) It should be possible to make the game more difficult than the hardest difficulty.
21. The HUD should be customizable (ex: turn elements off, change colors, opacity, and positions, maybe 'tilt' them for a 3D look, etc.) and toggleable (turn all of their HUD on and off by pressing a key.)
22. The elevator buttons should light up, at least on the overlay.
23. After rappelling into Nikoladze's office, the rope should remain, allowing the player to climb back up (it's certainly better than them seeing the broken window but not investigating it.)
24. If any of the countries turn into fictional places, I'm going to go crazy.
25. The animation should be a knife to the throat instead of a gun to the head (possibly an option, or he uses a gun only when it's already equipped.)
26. When guards report something, or even if they trigger their radio and the situation makes sense, it should matter and cause something that depends on what was said. Also, interrupting phone calls and such should be punished (gets called back, creating noise.)
27. Make it possible to beat the game while only interacting with specified targets (make certain the player knows when they must touch/shoot/even distract someone.)
28. Footsteps should be louder, especially the enemies'.
29. If Sam's not going to grab it, guards should at least drop their gun when they're grabbed. That can be used to punish the player for alerting the guards or to simply add a challenge (the player would have to pick it up and hide it.) A guard's weapon sling can stop such punishment (or added challenge) to the player.
30. All of the small details and physics must remain, from light switches being visibly on/off, to water draining out of the fish tanks, basketball, and more should be added.
31. There must be a way to cancel interactions (such as picking up a body.)
32. Audio files would be a nice replacement for some of the text lore (emails and such; I love that time was spent adding lore, but I hate reading in games.) There could also be a text-to-speech option for the text (or maybe you can get Grim to read/paraphrase it.)
33. The music/audio cue for alerting enemies must be different than the audio for when enemies start destroying things, or (better yet) that latter cue should be removed.
34. When destroying computers, the actual computer should be shot, instead of the monitor (unless it's an all-in-one.)
35. It could be very interesting if fires spread instead of remaining stationary.
36. Instead of forcing combat, those sections should be based on alarms triggered. The forced combat was Thief's biggest mistake, and SC did the same.
37. When knocking out a body, they should be hoisted (without lowering the body) if the player holds the input. If still holding the primary-attack key (and within a time limit), the secondary-attack key (ADS) should catch the body to slowly lower it. If only when they're already being held, there should be a reliable placement of the unconscious body, making it easier to hide.
38. Cutscenes should be skippable but after a prompt and by holding a key.
39. When jumping off ledges and rails and such, holding a direction should show Sam preparing to jump in said direction. If the ledge is close enough and the player inputs that direction, he could simply grab it, instead of requiring a jump, or a jump could be required after he grabs it with one hand.
40. Have upward movement and downward movement, instead of crouching to put Sam's legs on a pipe and jumping to drop. Paired with an animation, this also solves the issue of walking off of a ledge in order to drop down and grab it (though, the "grab" command would already solve this in a potentially uglier way.)
41. There should be automatic ledge catching, preventing Sam from jumping much higher than the object's height; this is only for feet, as grabbing with hands should require input (automatically grabbing ledges is annoying and hurts immersion.)
42. A faint grey outline of Sam, instead of bright green lights, can be an option for showing the player's location while covered by darkness. Obviously, this should only be an option, as the trifocal glow is iconic. (It could still look nice if the glass caused a green reflection. It always seemed odd that the NPNC's didn't see the lights.)
43. When using an elevator, there should be a slight indicator showing the objective's location (such as a faint outline of the button.)
44. A first-person option would be happily welcomed, especially if it was done by replacing the head with the camera, allowing a player to see their body as it exists in the world. Free-look would be great with that first-person.
45. If you're not going to include Pandora Tomorrow (and Chaos Theory), a secondary campaign would be a nice addition, singleplayer or cooperative. A mode supporting more than two players could be good, but the campaign should be the priority.
46. Sound is incredibly important (even if SC was never on the level of Thief), and players should know where enemies are by using sound and not a magical vision that goes through walls. The volume of actions, echoes, occlusion, and different effects for different surfaces are great ways to communicate to the player.
47. If you're going to make the audio visible, it should be done through a heartbeat sensor displayed on Sam's wrist device.
48. When climbing on a horizontal pipe, if you try to raise your legs but are too close to an object, it should partially raise your legs before dropping them back down (showing that it's not possible), or have Sam automatically turn to raise his legs.
49. It is important that the cover system remain manual and not automatic.
50. Have manual leaning; pressing the left and right leans simultaneously can peek upward over the height of the nearest object.
51. If you can walk past fire, it should be more obvious.
52. Sam should not automatically climb fences; the "upward movement" input should be necessary.
53. Rather than doing 'random' wall jumps by jumping again while near a wall, the directional input of a player should matter.
54. There needs to be a higher difficulty or, at least, challenges for beating the game in certain ways (ghosting, not using gadgets, etc.)
55. Players should have more control over their kit.
56. Your kit should have more of an impact on gameplay, determining your speed, loudness, durability (armor), etc.
57. There should be new optional objectives in every mission; some could make the current mission or future missions different.
58. All held objects should be shown on the HUD, even things such as cans and bottles.
59. I would prefer to see chokes used to knock out guards, rather than blunt trauma (unless you want different ones depending on the guards - C.I.A.)
60. Add more opportunities for the split jump. Adding (vertical) wall jumps and (wall runs) tic tacs would be nice, assuming the physics and controls are done properly.
61. I'm open to a contact lens that explains the HUD and offers a feed of crucial information that the player can un/pin.
62. It would be nice to have different speeds for climbing (ladders, ledges, etc.)
63. There should be a knock instead of a whistle (not that the original has either.)
64. It's great that Sam uses a brass catcher, but it's a bit odd that he dumps the brass onto the ground when he reloads and the casings don't matter. It's also disappointing that bullet holes and such don't matter.
65. There should be an intricate Easter egg in the UFO room.
66. Manual doors should not close automatically (guards could notice.)
67. At the end of the C.I.A. mission, the reactions should occur when Sam takes out the final guard, rather than when Sam gets near them. Though, it would be best if the speech and its timing was contextual, based on where Sam is located.
68. It might be good if we could pickpocket satchels (regardless, I'd like it to be possible to actually ghost - no interactions with guards - the missions without already knowing codes and such.)
69. The scene featuring Sam bringing the computer scientist to the infirmary needs to stay.
70. Bullet damage should not increase when the target is unaware (some forms of damage should.)
71. It's best to change the way of selecting, firing, and using gadgets of the SC2000, especially the cameras (such as loading gadgets via their own bind and then equipping the launcher via the fire-rate or the weapon's bind or the launcher's own bind. The launcher could have its own sights so that it's clearly not possible while aiming down the scope.)
72. It should be possible to view the camera again (until its battery dies.)
73. Some gore would be satisfying.
74. The replacement runner needs to keep her cute insecure pose and animations.
75. While it's important to not drastically change the pace of the game (or the lethality of making mistakes), some improvements could be made to the parkour mechanics and the player's control.
76. The noise meter needs to be there, including the ambient-noise volume.
77. There should be an option to hear the native languages, along with an option for translated captions.
78. Notes that have served their purpose should be crossed out (perhaps with an omission of codes) but still be legible.
79. It's really odd that the dogs are basically deaf (especially if their handlers are going to whisper to them) and blind.
80. There should be a significant reduction to the number of areas which look pragmatically accessible but are not, including ducking under objects that are barely lower than Sam's crouch (either by making them clearly inaccessible or by making them accessible.)
81. The thermally pulsing landmines were really absurd.
82. When interrogating the guard in Abattoir, instead of saying, "He's (Grinko) not as creative as I am," Sam should say, "He's not as close as I am."
83. At no point should it be required for Sam to bleed. (DNA left at the scene...)
84. The American soldiers should not say they're too weak to fight. Considering the forced combat should be removed, I think the soldiers should do the fighting and Sam can choose to help or sneak around to take out Grinko (or Sam can do nothing if that's what the player chooses.)
85. There should not be an instant alert of everyone when Sam is spotted; there needs to be, at least, a scream or shout.
86. More interactivity would be greatly appreciated. Perhaps, there could even be more interactions with NPNC's, such as a little girl not being able to find her doll and the player could throw it to her or place it near her so that she notices a few seconds later.
87. Thermal imaging should not work through glass (or other things that block infrared radiation.) It would, however, work at any distance found in an SC game. Having white-hot and black-hot options would be nice (along with any other variations you want to add); ideally, players would be able to choose how many and which of the modes are available to them.
88. The snake cam should work through a vent's grates and such.
89. If you're going to spend time making animations such as a guy tripping, it would be nice to see them used in gameplay situations. In the C.I.A. mission, you can knock them out with your fist, but that's not an option otherwise.
90. Door-peeking needs to be an option in the contextual menu, rather than only showing if you hold the "+Back" key. Gradual door opening could be useful.
91. While trial and error is a large part of the gameplay loop, there are some instances in which the devs didn't warn the player, such as telling us if we're going to need a guard in order to get past a lock. (Of course, adding alternate ways around it, such as hacking a keypad, could also work.)
92. If lights are going to be bulletproof, they should be clearly distinguishable (as are the cameras.)
93. Cover-to-cover transitions (such as a roll or the "SWAT turn") would be nice additions to the manual cover system (which must stay manual!)
94. It's odd that they use a "blackout" to escape from people using NV.
95. We should be able to force grabbed people to open doors; we should also be able to open doors while holding an unconscious body.
96. It could be worth talking to the original devs and asking them what they scrapped, what they wished was possible, and so forth.
97. Hiding bodies to avoid alarms that are triggered after leaving a section can seem silly, if only because you can safely leave them on the only footpath, so long as it's dark.
98. Some spawning enemies should be reworked, such as the ones that show up on the submarine and speak as if they wouldn't have walked past dead bodies to get to Sam.
99. There should be at least 2 input slots for binding commands; all commands should be bindable (rather than having some that can't be changed or forcing 5 commands to be bound to one input); a virtual keyboard (found in Breakpoint) should be used to show which keys are bound to which commands, but clicking on a key should cyclically bring the user to each bound command; it should be possible to bind double-taps, triple-taps, and two inputs used simultaneously (at the very least, the modifier keys: Shift, Alt, Ctrl.)
100. <<speed-running design of patrols for the impatient?>>
A lot of people might be upset by it, but I'd welcome scenes of Sam practicing with/teaching his daughter to be stealthy and to otherwise avoid danger (setting up the 'inevitable' game in which Sarah takes over and Sam temporarily becomes her handler.)
problemas al abrir prince of percia the forgotten sands