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KylieDog said:
I think the most broken thing about Shattered memories (aside dodgy motion controls when dealing with the enemy) was the stealth/hide mechanic.


Instead of just rushing through every single enemy area as fast as possible I actually tried using the hiding spots. The result was I hide under a bed for example and an enemy either would not leave the room (meaning I get jumped the moment I try and move) or by the time it walked out the door a second enemy had turned up so there was always one in the room, as one left the other entered (they only exit and turn out to re-enter too). The longer you try and wait the more turn up too, end up with 4-5 patrolling directly next to your hiding spot very quickly.

End result was hiding seemed pretty worthless.

I think if anyone gets lost its because some of the sections have multiple paths to take and all but one usually leads you back to near the start or back onto another wrong path. Just trial an error which is annoying when all you're doing is running.

Yeah the hiding was hit an miss.I'm not sure if it was broken, but it was not implemented in a particularly meaningful way.  I didn't use it much myself. But like I said carefull observation will show that the correct path has way more ice around it than the wrong choices. Perhaps they should have made it clearer, but once you notice it the chases become really easy. To be fair it took me until the second instance to realize it. But it still surprises me that an pretty clear indicator like that was missed by so many reviewers professional or otherwise.



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