They then realized that was a mistake and just let the player have as much time as they needed.
I found it interesting that they took away the aiming-skill requirement from throwing darts (kunai, probably) but then immediately tried to add in a timer. They were how some games play better, but not others. So when they're saying they're breaking all these rules about how games should be made. In the middle of an action game isn't one of them, though. For instance, QTEs, as much as I hate them, do actually have some times when they're a good idea. It's cute to call them heresies, but there's very little in games that's only good or bad. But I also had an easy and fun time playing through levels without killing a guard or attracting a guard's attention for Achievements (even though they were the "worthless" Steam ones). I tried to kill almost every guard, even when I had already obtained the highest score medal, since you could do it pretty quickly. In fact, I finished every mission without setting off an alarm (of course, I set it off many times, but always reloaded immediately when it happened), which is a perfectionist approach I wouldn't have expected to be very fun to do. I thought the frequency of checkpoints and instant reloading made me play much differently. Mark of the Ninja avoids all of these problems. I've never been a big fan of stealth (or stealthy) games, like MGS and Splinter Cell, because of the frustration of failing a long sequence, waiting for a specific opening in guards' patterns, and failing because of wonky/unclear AI sight mechanics. I just finished Mark of the Ninja, after getting it on the Steam Thanksgiving Sale, and I already noticed how many of these mechanics made me enjoy it.
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#Mark of the ninja games android
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