Thread:Element Knight 375/@comment-11144402-20130824015317/@comment-3187795-20131116191916

There should be multiple types of bosses. It would be good to have a 1v1 Punch Out match with a bigger/stronger person to enjoy the combat system. But there should also be a few chambers specifically for perfect runs and being unseen.

Oh, and perhaps more use of the area. e.g. when above people, drop stuff on guards heads to knock them out, which attracts attention, which you can use to flank them, etc. Maybe it should have a way of showing guards patrol paths without waiting to see every single guard walk, and without tagging them. Maybe you enter rooms, look around with binoculars to find guards, cameras, other points of interest, then all that becomes highlighted for your convenience. Extensive use of observation and objects could be a boss room, where it is an extended puzzle to get through the room. Non-boss rooms, you can use crouching, cover, etc. to get around. Faster/smoother versions of SlinterCell blacklist.

The use of other objects sets the game apart from other stealth games, and would liven everything up. Perhaps modes would allow lots of objects for easy, ans specific objects for hard. Thus making it a stealth puzzle game like portal. (Need block from end of room to knock over statue to attract guard to get other guard out of position to go there, grab that key to open skylight to attract other guards to clear area around camera to shut it off and leave room). And for that harder difficulty, it takes the multiple ways of solving things that easy gives you, and forces you to solve it a certain way. Then on multiple playthroughs, you have to solve the puzzles differently than before.