>>215254
I don't have the exact clip you're describing, but I agree that playing against real people and outwitting them provides a rush you won't get anywhere else. I loved TF2 Spy and using the disguise kit to set up backstab chains even if it wasn't too practical. The best, though? Hmm.
Assassin's Creed Brotherhood, of all things, actually had a really cool multiplayer mode where the entire point was to use disguises and pantomime to fool other people and set up the most elaborate assassinations, with point multipliers given based on how much you fooled your target. Shooting someone with a gun in the middle of the street would be, say, 100 points, whereas blending into a crowd, standing next to your target for 3 seconds, poisoning him (so he has a chance to fight back), and then walking away without breaking into a run would give you well over a thousand with all the bonuses and multipliers.
Then in Assassin's Creed 3 they introduced killstreaks. Such is life.
>>215255
Well, I haven't really played enough stealth games to have strong opinions about what particular type of stealth-focused gameplay is best, but I know that I've played a lot of action games that try to have stealth sections and many of them simply make you invisible/invincible as long as you're standing in the dark.
>Some people think understanding patrol patterns is the gameplay loop so to speak with the stealth genre, and i don't think it needs to be that. There's no reason that a perfectionist shouldn't be pushed into incredibly tough situations and there's no certain way they can get their perfect ghost run
I agree. I think that speedrunning becoming the default way "serious" people are "supposed" to play games, and many speedrunners' autistic obsession with avoiding RNG has seeped into the wider cultural consciousness about video games. If your game has RNG, then that's bad; even people who speedrun fucking roguelikes such as Hades can split their leaderboards into real gameplay and fixed seed autism because they just can't handle having to improvise.
One thing which I forgot to mention about Ronin was that it has semi-random guard spawns, which overall helped the game even if they weren't implemented too well. You'd never have multiple samurai spawning where they shouldn't be, but some standard guards would get upgraded to carry assault rifles for seemingly no reason and that was very awkward when I was trying to play through some of the forced combat sequences since it would totally change the strategy I needed to use. Getting three turns deep into an encounter and then seeing an assault rifle guard spawn where a pistol guard had spawned the last few attempts was very annoying.
But randomness is important so that you force players to think on their feet, if nothing else. It's a shame Ronin hasn't gotten much press or publicity because I'd like to hear move about its development, but I think the only times anyone has ever discussed it were a long-deleted livestream from the developer when it released, and a more casual livestream from the artist a few years ago.