Well, Fisher already had wall-hack with thermal vision (that was used extensively to identify enemies behind walls), so the sonar goggles don't bother me at all. As for aimbot... like I mentioned, the necessity for aimbot comes because the player literally cannot react fast enough to multiple enemies, it's a controller limitation. We're supposed to believe this guy is a top secret agent that can give Jack Bauer a run for his money, yet in every Splinter Cell game beforehand, he aimed so freaking slowly. And that was the only reason firefights were difficult, you'd often lose more health than you'd like simply because you have to wait for Fisher to turn around. And most of us know that if Sam Fisher is supposed to be more lethal than most special ops guys, and people who train for special forces in the US Army (Green Berets, etc) usually have reaction times in the hundredths of a second, then Sam Fisher must have a reaction time somewhere in the hundredths of a second. Since the player cannot react that fast with any remote accuracy, the only other method besides auto-targeting would be slowing down time, but then there would be no strategic or quasi-realistic way to implement this. FEAR could get away with it only because it was an FPS that didn't focus on stealth. We may not think we're badass when we use M&E, but we don't think either we or Sam Fisher is badass when he dies because he takes 5 seconds to rotate his body 80 degrees to his left. It's the lesser of two evils Ubisoft went with.Mr. Drood said:Sure, it emphasizes Sam's badassery, but I would have thought that was already made more than clear by all the crazy stuff he could do in previous games, without giving him aimbot and wall-hack. (the gadget where you see everything black and white, and see enemies through walls). I don't know, it just seems like they turned it into a generic "cover based shooter" with stealth that you can randomly choose to do.
While I could easily live without auto-moving to cover, I found that not using it was quite awkward with the mechanics of it all. I will assume Ubisoft tested the game with and without auto-movement and merely found that auto-movement was more fluid with the game style. That point, I doubt they included simply to streamline the game, but I still agree with you, and I don't love it myself. But as with the automatic aiming when using M&E, it's simply a lesser of two evils.
Also, I can reveal something about the development mindset of this game. If you haven't already noticed, Ubisoft Montreal was influenced very heavily by Season 7 of 24. They look at Jack Bauer and realize that Bauer is basically the ultimate predator, so they took a lot of his characteristics and incorporated them into Sam Fisher. The interrogation style, the Mark and Execute feature, the new grizzled veteran outlook, that's all taken from 24. It's the reason the game changed so much from the early build, they had to go from normal Sam Fisher mechanics to Jason Bourne mechanics (the table smashing, crowd hiding spy), and while development was stalled, they changed their mind and remade the game with Jack Bauer mechanics. I like what Conviction brings to the table, but only because it's highly experimental. It's just not like the Splinter Cell of several years ago.