The campaign itself is pretty damn varied, from the typical infiltration missions to Iraq to chasing a hitman to blasting Third Echelon's spec ops in the end of "Welcome Home". Use environment to your advantage (popping Korbin's goons from the outside of the window, tricking them to shoot the empty space while Sam strikes from the back feels great), execute assholes like you're John Wick, the game rewards being aggressive. Truly, if you play it like a tps (dare I say, the way it most likely was intended to be played) the game turns into one of the most varied and satisfying third-person shooters of the 10s. In fact, nothing outside of Sam still not being good in taking bullets and using shadows to hide, tells me that Conviction is supposed to be played like a stealth game. You have a gun with an unlimited ammo, a superpower to execute poor bastards on sight (provided you snapped someone's neck before), there's no need for medpacs since Sam can simply regenerate his health back. You have a very linear level design with not much room for maneuver with a lot of encounters being specifically designed with player eliminating every threat in the area.
Let's look at how Conviction is designed. But I wonder if it's the right angle to discuss the game?
Remember how back in a 2010 everyone was so utterly disappointed by the game, talking about how it's killed the series for them and not a true stealth? Well, it's kind of true, Conviction is most definitely an inferior stealth experience to the past games. Obviously there's nothing better to do than to replay games from your Steam account (because who cares about those 500 games in your backlog you've never touched).Īnyway, since SC is one of my favourite franchises, I thought Conviction was a perfect candidate for revisiting. Due to the apocalypse wrecking havoc on the planet I've been stuck at home for the past three days and had to find something to entertain myself while waiting for a call from the work.