As far as I know the Marrakesh Escalation always had the masseur disguises in the tunnel.
But there was an Escalation in Paris in the first game where you needed to kill someone dressed as CICADA bodyguard but weren’t allowed to pacify anyone. The only later added a free disguise in the attic.
I think that this is a good idea, that IO have encouraged some flexibility with the game. There’s a bunch of times in the main levels were a scripted event voids SA without putting in some legwork. The Talented Mr Rieper, Closing Statement, Last Call.
This was an absolute treat, I love how they designed it so that each level is different.
Level 2 is an experience to behold in VR though. No waiting on a sword animation to finish, just hold R2, slash away and by the time one guy hits the ground, you’ve already ran through another two of them.
I actually wondered about this, as the first time I played I ran out of time while sniping, but the second time I played I dropped the katana and had all the time in the world. If dropping it resets the time limit, you could theoretically get SA if you wanted to torture yourself.
Maybe that only works after getting to that stage though.
I’m having the same problems with the laggy count down timer. You slash someone with 7 seconds remaining and the clock doesn’t reset. I remember an escalation in sapienza with the same problem involving the sticky pistol complication. I loved that complication but the timer was pretty annoying.
Ok, maybe I conflated the two in remembering them. Though I remember people complaining about both; probably the Marrakesh one because there was no indication of a free masseuse outfit in the basement when it’s not there in the normal game. Then it must’ve been the Paris one where IOI patched it with an extra outfit after people complained that SA was impossible.
I tried it last night. Dropping the katana before you kill “the muscle” and get the sniper rifle does not stop the timer. It just keeps going while the katana lays on the ground. The only way to stop the timer is to kill the last target (“the muscle”) and pick up the sniper rifle. SA is not possible in stage 2 without a change to the level (either disable the timer if the katana is not carried or make the guards targets).
Speaking of level 2 SA I did a little bit of testing
My initial thought was that picking up the katana is what prompts The Blade Hungers. So what if you simply don’t pick up the katana but find another way to get it down the train?
Well even if that were possible, it would require throwable items or guns to move the katana. The issue? You start the level with no items (not even a camera) and you’re locked ontop of the train car. 3 of the 4 edges are iced over and have permanent invisible walls blocking you in. Then there’s a fourth invisible wall that is only removed after you pick up the katana. Thus The Blade Hungers will also start at the beginning of the level, and you’ll have to kill non-targets
So unless someone finds an exploit to remove the invisible wall without also triggering the completion of the ‘pick up katana’ objective then I reckon the level with remain un-SA-less
I had a blast with this Escalation. It was pretty simple (I beat both Level 1 and 2 on my first attempt despite a brief panic when the timer started). Generally I’m not a huge fan of time limits on these since it’s so opposite of my usual playstyle. However, that was a fantastic bit of fun. Level 3 took my a couple of tries because I was way overthinking it. Overall, it was unique and a welcome addition to the game.
Once again, this escalation was pretty cool with the unique exit points and building off of each level from there on.
The hungry blade complication in Level 2 was nice, but unfortunate that it renders SA impossible. (Also, the “Silent Attack” animation from behind only counts the NPC as 'dead" 2 seconds after they should be.)
I liked how you had to use the sniper in a confined space at the end to lure and kill the target.
Level 3 was great fun, having to sneak around without KOing or disguising as anyone.
Too bad there’s just the one target. I was expecting you’d have to make your way back to the end of the train from there. Ah well. Cool way to make an escalation in a linear level.
Yeah, and this is a one flaw about this one.
If they didn’t want make all those NPCs a targets, they could’ve made them neutral, same in main mission so that (allowed) elimination wouldn’t void SA