Actually, maybe not? It's an easy recc, but Splinter Cell mechanically works often as sort of an action-puzzler, where you read the lighting of the rooms and watch enemy routes to look for weak spots in security to hide or trap. They baked lighting in to create scenarios that are challenging and fun by directorial design. Make the lighting real (or add smarter AI) and I would think you run the risk of breaking the mechanics.
Splinter Cell has evolved over time (and its rival Metal Gear was even more stringent in its gameboard layout yet it managed to transition into more organic play systems and enemy challenges, ) so it's not impossible, but I'm not sure the things people like best about SC get better with better tech?
Top down vehicle combat games. (Spy Hunter, APB)
Taxi games (Space Taxi, Crazy Taxi)
Physics games about breaking stuff, especially big stuff into smaller stuff (Asteroids, Breakout, Super Obliteration)
Thought of another one. Everyone is gaga over FF16 having that active lore thing. I remember Ogre Battle 64 having something like that you could look at from the menu. So, I say a new Ogre Battle 64 type game. Mostly because I loved that game.
Could also incorporate whatever lessons were learned from those 3 months when auto-battlers were the new hotness, since the combat was kinda like that.
I had a blast with it and would like to see it modernized. Technically it consists of several minigames, but they were each complicated enough to pose a good challenge.
Tomba! 1 & 2 PS1
Platform/Adventure/Puzzle(?)/RPG-elements gameplay was very entertaining. I liked how challenging and rewarding it could be and really made you think and mull over the solution to each event. I'd love a game like this with modern aesthetics and graphics.
My vote goes for arcade racers in general, think PS2 style of variety from realistic to arcadey and variety of vehicles with great split screen support. Next gen water racing games with Sea of Thieves water tech!
Actually, maybe not? It's an easy recc, but Splinter Cell mechanically works often as sort of an action-puzzler, where you read the lighting of the rooms and watch enemy routes to look for weak spots in security to hide or trap. They baked lighting in to create scenarios that are challenging and fun by directorial design. Make the lighting real (or add smarter AI) and I would think you run the risk of breaking the mechanics.
Splinter Cell has evolved over time (and its rival Metal Gear was even more stringent in its gameboard layout yet it managed to transition into more organic play systems and enemy challenges, ) so it's not impossible, but I'm not sure the things people like best about SC get better with better tech?
I understand your concern over the lighting but I dont think adding realtime GI would effect gameplay as long as the lighting artists took a little more time to fine tune where the shadows land and then maybe made additonal adjustments via Trigger voulmes ect. Also since SCB the use of shadows for hiding has been forced to share the limelight with more daytime levels and Line of sight gameplay more akin to MGS. There is room for mixing both styles. Its also noteworthy that Ubisoft announced last year that the SCRemake would be using raytracing for lighting which Im assuming is referring to GI. To bad we didnt get a glimpse of it at Ubisoft's conference.
As far as AI gos as a long time Operation Flashpoint/Arma player I can confirm how tedious full realism can be. As long as players have the ability to choose a difficulty level for the AI then I dont see a problem since it would be up to them to decide where they want to land on the Arcadey vs Realism spectrum. My personal wish for the whole gaming industry in general is to drop easy med hard diffuculty modes all together and all those FOMO achievements and incorporate OFP style difficulty menu in which you can move a bunch of sliders to custom decide on where you want the difficulty to reside in the game. Just the ability to remove bullet sponges from every game would be a god send for me. So many games skipped by me for that single reason.