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In those first few hours, however, it relies on nostalgia and familiarity to gain your interest. It claws at Planescape and Baldur's Gate from beneath their perches, and while it never threatens to replace them, Pillars rises to greatness of its own accord. Stakes are higher particularly in maps with helicopters, where deliveries are even quicker provided the competition doesn't have a rocket with your name on it.Īs much as I can see how blatantly it pokes my nostalgia buttons, I still lost myself in Pillars, which sets itself apart-just enough to tip itself into the "homage" bucket rather than the "clone" one-with its original fantasy universe, as well as with combat details that reduce frustration and keep the tempo moving.
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If you find yourself yelling, “Get in the van! We gotta go!”, simply embrace the fact that you've become a crime movie cliche. Team members can be meaningful contributors by ignoring the cash and instead focusing on being efficient wheelmen (though anyone with money can also drive the van). It effectively captures the time urgency depicted in countless robbery films. The importance of a getaway vehicle near the vault can't be understated, since a packed van of proper villains with bags of loot can turn the tide in the brief time span of a single cash delivery.
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An escape vehicle is essential in Blood Money, a mode in which both the cops and robbers are looting an evidence vault of cash at the center of the map.
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Vehicles have been synonymous with Battlefield since its inception, so placing the series in the context of the modern-day heist makes a lot of sense, especially given the ubiquity of getaway vans. Retrieving evidence, on the other hand, has multiplayer repercussions, so you may still wish to make a return trip. By arresting roughly two out of every three perps, you can easily reach the level cap of 15 long before the final chapter, thereby removing that particular incentive to play through the story again. The only issue with this points system is that it diminishes the value of replaying the campaign. Perhaps this reward is a statement by developer Visceral Games that it's more worthwhile to arrest someone than it is to kill him, but even so, the steps it takes to cuff someone without being detected aren't significantly more challenging than surviving a shootout. That's partly because arrests yield the most points toward the campaign's character progression system. Who needs sneaking when you can sprint toward enemies in broad daylight and yell "Freeze!" well before they notice you? While it's laughably unrealistic, the negative impact isn't too distracting, at least not during the initial playthrough. This would add palpable tension if not for the fact that these enemies suffer from a combination of poor eyesight and abysmal reactive abilities.
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Along with the vision cone, a Splinter Cell-inspired detection ring thickens when you remain in a felon's field of vision, with the potential of going full alert.