On a side note, I really wish stealth games would give us more information like the view cones of the enemies and their patrol paths (without us having to sit around to see it).I used to go stealth, but that almost invariably went sideways pretty quick.
I think a big reason was level design. Like, the player being able to get anywhere they wanted throguh wall climb/run was to difficult to design/balance the world for.It seems they did get rid of the mechanic.
"Ah, the wall running - that is something that we removed due to design reasons, but there's still going to be a lot of flexibility in how you move, that's for sure." -Max Pears
I'm super sad about that as well. It would have made both stealth and combat so much more interesting. I'm guessing the "design reasons" had something to do with animations and gameplay. Maybe they were just running into issues with clipping and targeting that were bad for both the player and enemies who also performed such things? It sucks, but I suppose it is better than an enemy jumping on you and sending you both through the map's floor and into oblivion. (especially since they don't have the rights to use Elder Scolls content)
If I were me I probably wouldnt last long as Clint Eastwood. Id be pointing my gun at everyone walking on grass and saying, "get off my lawn!"I don't remember if I discussed my conceptual build before, but I plan on running a Nomad background version of the old "spaghetti western", Clint Eastwood, "Man with no name." A quick, gunfighter type having a motorcycle instead of a horse. I may not be able to design exactly what I visualize, but I plan on getting as close as I can.