<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: Thoughts: Desperados 3</title>
	<atom:link href="https://scientificgamer.com/thoughts-desperados-3/feed/" rel="self" type="application/rss+xml" />
	<link>https://scientificgamer.com/thoughts-desperados-3/</link>
	<description>Science, gaming, and all things in between.</description>
	<lastBuildDate>Wed, 01 Jul 2026 22:05:15 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=3.7.36</generator>
	<item>
		<title>By: mebam</title>
		<link>https://scientificgamer.com/thoughts-desperados-3/#comment-60797</link>
		<dc:creator><![CDATA[mebam]]></dc:creator>
		<pubDate>Tue, 22 Jun 2021 19:58:15 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6512#comment-60797</guid>
		<description><![CDATA[Almost every review told that Isabella is op, but honestly I didn&#039;t find her so overwhelmingly powerfull. Kate on the other hand felt a bit unbalanced. I think the spy character is the most fragile piece of the system of a commandos-like game, and the limitation of them is essential for a good balance. The single little thing that Kate can keep her disguise while squatting and she can knock out enemies undermined the most powerful restriction (the samurai-like characters who are immune to the disguise).
Maybe it&#039;s just me and my playstyle, but I found her overwhelming compared to the others.]]></description>
		<content:encoded><![CDATA[<p>Almost every review told that Isabella is op, but honestly I didn&#8217;t find her so overwhelmingly powerfull. Kate on the other hand felt a bit unbalanced. I think the spy character is the most fragile piece of the system of a commandos-like game, and the limitation of them is essential for a good balance. The single little thing that Kate can keep her disguise while squatting and she can knock out enemies undermined the most powerful restriction (the samurai-like characters who are immune to the disguise).<br />
Maybe it&#8217;s just me and my playstyle, but I found her overwhelming compared to the others.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-desperados-3/#comment-60796</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 21 Jun 2021 13:13:44 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6512#comment-60796</guid>
		<description><![CDATA[It&#039;s a play-your-way kind of things, but I guess the fantasy here is pulling off a lot of careful actions which you might not be able to do on the fly. But the game is perfectly happy for you to tackle a lot of problems more head on and with guns if you want.

Ultimately the genre is about solving chunks of the problem at a time, working out the way to crack it open. From my experience of the genre, and Desperados 3 is no exception, there are genuinely lots of different solutions available because the chunks that you have to solve will always present in different ways. The level design is key, and in a good one you&#039;ll rarely be presented with just one weak spot to start with. Specifically with Desperados 3&#039;s level design, a great number of levels have at least two explicit routes, but even tackling those can be done in lots of ways (and all this beyond just going guns blazing).

It&#039;s very satisfying to experiment with.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s a play-your-way kind of things, but I guess the fantasy here is pulling off a lot of careful actions which you might not be able to do on the fly. But the game is perfectly happy for you to tackle a lot of problems more head on and with guns if you want.</p>
<p>Ultimately the genre is about solving chunks of the problem at a time, working out the way to crack it open. From my experience of the genre, and Desperados 3 is no exception, there are genuinely lots of different solutions available because the chunks that you have to solve will always present in different ways. The level design is key, and in a good one you&#8217;ll rarely be presented with just one weak spot to start with. Specifically with Desperados 3&#8242;s level design, a great number of levels have at least two explicit routes, but even tackling those can be done in lots of ways (and all this beyond just going guns blazing).</p>
<p>It&#8217;s very satisfying to experiment with.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-desperados-3/#comment-60795</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 21 Jun 2021 13:09:23 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6512#comment-60795</guid>
		<description><![CDATA[I really really enjoyed this, a lot more than Shadow Tactics which I didn&#039;t quite get into despite being a fan of the genre from back when.

Desperados was one I had played and enjoyed, so it kind of makes sense I got into this version as well. You&#039;ve got everything down about how good and enjoyable it is but one more thing to mention:

There is a bunch of challenge modes and level objectives that let you up the challenge and give a bit of replayability to levels. It&#039;s something I&#039;d consider coming back to, seeing the levels remixed or approached with certain restrictions. 

I really enjoyed combing through and coming up with wild and implausible solutions the problems presented by the levels. There were some very cool things you can get away with.]]></description>
		<content:encoded><![CDATA[<p>I really really enjoyed this, a lot more than Shadow Tactics which I didn&#8217;t quite get into despite being a fan of the genre from back when.</p>
<p>Desperados was one I had played and enjoyed, so it kind of makes sense I got into this version as well. You&#8217;ve got everything down about how good and enjoyable it is but one more thing to mention:</p>
<p>There is a bunch of challenge modes and level objectives that let you up the challenge and give a bit of replayability to levels. It&#8217;s something I&#8217;d consider coming back to, seeing the levels remixed or approached with certain restrictions. </p>
<p>I really enjoyed combing through and coming up with wild and implausible solutions the problems presented by the levels. There were some very cool things you can get away with.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ilitarist</title>
		<link>https://scientificgamer.com/thoughts-desperados-3/#comment-60794</link>
		<dc:creator><![CDATA[ilitarist]]></dc:creator>
		<pubDate>Mon, 21 Jun 2021 12:09:14 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=6512#comment-60794</guid>
		<description><![CDATA[I very much like the idea of those games, but it always strikes me odd how they basically require savescumming. Shadow Tactics is surprised if you haven&#039;t saved for a full minute, you mad man. Most mistakes end with reload, you never have to improvise on the fly. It&#039;s like a puzzle game with a single right solution, even if it looks like a cool simulation like Hitman. The best experience you can get from a game like Hitman is playing those no saves or single save challenges, and you learn to live with small mistakes you make. Same for XCOM-likes that are similar to Shadow Tactics in their core idea. XCOM2 seems to want you to reload and makes Iron Man a challenge for streamers to be emotional about. Feels like a lost opportunity to me. But I guess people want a perfect play even if it means constant save/load, so it makes sense for devs to follow.

But I see you say this games allows for some freedom of expression, so maybe I should check it out.]]></description>
		<content:encoded><![CDATA[<p>I very much like the idea of those games, but it always strikes me odd how they basically require savescumming. Shadow Tactics is surprised if you haven&#8217;t saved for a full minute, you mad man. Most mistakes end with reload, you never have to improvise on the fly. It&#8217;s like a puzzle game with a single right solution, even if it looks like a cool simulation like Hitman. The best experience you can get from a game like Hitman is playing those no saves or single save challenges, and you learn to live with small mistakes you make. Same for XCOM-likes that are similar to Shadow Tactics in their core idea. XCOM2 seems to want you to reload and makes Iron Man a challenge for streamers to be emotional about. Feels like a lost opportunity to me. But I guess people want a perfect play even if it means constant save/load, so it makes sense for devs to follow.</p>
<p>But I see you say this games allows for some freedom of expression, so maybe I should check it out.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
