• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Lockpicking/terminal hacking representations in games

Just give me a skill to buy and remove them completely . Unity is boring me to tears with its constant lock picking . First I need to buy a skill to slow down the timer . Just let me open it with no stupid load screen .

I did like deus ex : hr because you had to think about it abit and avoid the trace as opposed to feeling for a rumble or tapping a when in a specific spot
 
Splinter Cell's was freaking awesome:
1109872-pandoratomorrow.jpg

"C'mawwwn.... Hoorry.."
 
I'm really surprised no one posted the hacking side game from Enter the Matrix

43916-enter-the-matrix-windows-screenshot-hack-the-matrix-to-get.jpg


I played more with that than the actual game lol.
 
Hacking is almost always awful, a pointless timesink with no relation to real-world hacking. Watch_Dogs had an solid concept but the execution was a bit bland (although improved in the DLC.)

I have mixed feelings about lockpicking. It's only interesting when it interacts with the larger gameplay. Dying Light and the old Splinter Cell games do this well - lockpicking is tense because you're vulnerable while you do it and the enemies are still coming for you in real-time.

Having said that, I really don't understand why supposed special forces characters don't bring electric pick guns or even lock hammers and try to do everything with a multitool and a pick. Unless it's an exceptionally secure front door, real world professionals roll quietly through locks with the proper tools. Even our local law enforcement has these.
 
Lords of Xulima has a nice simple lockpicking game that has excellent scaling, versatility and scenario representation.

20131006021944-Lords_Of_Xulima_-_Open_LockI.jpg1381051184

Gotta connect the green cog to the red one. You have number of lockpicks on the right, which have a chance of breaking when you select a tile that doesn't follow the correct path. Also on the right, the game tells you the number of cogs left to find, allowing you to actually puzzle through the possible paths to an extent.

Lock difficulty determines how large the grid is.

Lockpicking skill deducts wrong tiles from the grid when it's generated. With a high skill (comparitive to lock difficulty) the correct path will be pretty much laid out for you. With a low skill and a high lock difficulty, you end up with:

loxlockpicking.PNG


(EDIT: also worth noting the two extra options, bruteforce and auto. The former will eschew thievery skills and let your sytrongest party member just wail on the lock. Costs time, a precious commodity in the game, and can cause injury. And the latter is there for those who just want to skillcheck their way through the process.



The trap disarming is cool also. You're given some spinning cogs that cycle in colour between red, amber and green. Faster the spin, faster the colour cycling. Click green to disarm a cog, red will set the trap off. When you disarm one cog, all other cogs slow down a little bit. So you have a trap with three cogs, one spinning crazy fast, one very fast and one pretty fast. You disarm the slower one first, making the next slowest easier, etc.
 
Splinter Cell's was freaking awesome:
1109872-pandoratomorrow.jpg

Definetly the best one since everything ran in real-time while guards could still be patrolling, made it very intense. Too many games pause while doing these or take up way too much screenspace so you can't look around.
 
Batman: Arkham series has a very simple hacking tool. I like it simple at times.

Other good ones are Deus Ex: Human Revolution and Alien: Isolation.

In fact, I had the most fun in Deus Ex when it comes to hacking. It made sense in that game.

The worst offender was Oblivion. I never liked it from some reason.
 
Top Bottom