|Completion Date||May 27, 2016|
Double agent was developed for 360 then ported in the most ass way possible to PC
The guards hearing is really fucking garbage and inconsistent. Some guards might have better hearing than others for some random reason. Sometimes the guards can hear Sam, then stop hearing Sam, then start hearing Sam again all in the same moment. Its really obnoxious and jarring
The guards vision is somewhat more consistent than their hearing, but that isn't saying much.
Reloading a save even once, can SOMETIMES cause the guards to become even more deaf. I'm not sure why it happens, how long it lasts, or what causes it but it just does. They don't become completely deaf and it doesn't appear to affect their vision. It something I stumbled upon on accident. Also the 360 version doesn't have this problem
Smoke grenades are really hilarious in this game. THe coverage is larger than what the smoke shows. Also the guards senses drop like a rock when they enter the smoke
Also, when loading a save, the HUD resets itself. Example, having the radar on, saving and loading that save, causes the radar to turn off.
I am using patch 1.02a
The bullshit ladder is really inconsistent here. In practice runs I could run past him and he won't sense me at all. But in this run, he does hear Sam, but doesn't give a shit and acts like nothing happened.
Also here is the first example of the smoke grenade coverage.
More hilarious smoke grenade action
[JBA Part 1 [11:15]]
I'm surprised that I managed to get Jamie to go away so quickly. Also the first guard at 7:25 is an example of the guards hearing Sam, then stop hearing, then hearing again.
You might notice that after JBA part 1, I was supposed to get three unlocks. The missing unlock is the electronic lockpick. The electronic lockpick is or WAS in the game since it shows up in version 1.0, but you can't access unlocks since everything in 1.0 is broken as fuck. After patching the game to 1.02a, its simply not there anymore. I'm guessing they couldn't get it to work properly and decided to patch it out of the unlock screen. This wouldn't be surprising considering the many things that are broken in this game.
[Sea of Okhotsk: [10:26]]
This guard at 4:24 has horrible senses.
5:35 and 6:08 is hilarious as it looks.
The guard at 8:06 is glitched and walks in place
Also, the captain is not a solid NPC at 10:12. He is scripted to go around the corner and disappear. Its funny how the audio glitches out
Here's another example of the guard's inconsistent hearing. This part at 2:41 is as hilarious as it looked. That guard didn't notice my footsteps until I passed him. Also, the two guards didn't hear me when I was downstairs, but apparently heard me when I was upstairs?
The majority of this mission is a gigantic bottleneck. Also the dragon jump got me killed way too many times.
[JBA Part 2: [08:51]]
This mission is as boring as it looks. This mission is a gigantic bottleneck like Shanghai.
At 3:33 is another example of the horrible senses of the guards. This was hilarious as it looked. Also I like how the crewmember reacts by grabbing his handgun but doesn't sound an alarm. I'm surprised I managed to do this again like in my previous run.
Here at 5:10, you can see how strong smoke grenades are. Smoke grenades cause the guard's senses to drop like a rock.
The crewmembers at 7:28 for some reason can't hear this door being bashed. Also, this route and door bashing works on the 360 version, but with slight modification.
The guard in the bomb area can't see through the glass door, yet the crewmembers in the command deck could see through the glass windows. The developers never picked up on this apparently. This applies to the 360 version too.
Also, the guard can't hear the door being bashed, the smoke grenade bleeds through the roof, and this also works on the 360 version.
[JBA Part 3: [16:05]]
Time to repeat the same shit from JBA 1 & 2. Also, for some reason, the first fingerprint scaned double counts the amount of trust given, yet this doesn't happen with voice samples in JBA Part 2.
Also, the Visual proof of bomb of objective is automatically hacked.
I don’t know if the the automatic hacking for the visual proof of bomb is a bug or a feature.
My conjecture is that the developers couldn't get the intended area working. The "intended" computer is the one you see in this run. The issue I discovered is that someone on the lower floors can see you hacking the computer—and if you are seen hacking, then it is an automatic gameover. Their solution was to give a freebie by automatically hacking the computer. It also happens in the 360 version.
Even though the game indicates that you get three unlocks from this mission, there are only two left in the unlocks
The first two guards are amazingly deaf and blind. This also works on the 360 version
Then after the elevator, the next two guards aren't and are obnoxious to get by.
I don't think I can speed up the meeting room objective. It seems like an unavoidable bottleneck.
Also, Emile can hear Sam if I get off too early, but after walking off the carpet, Emile's hearing suddenly drops.
I don't know what happened with that smoke grenade at 10:05, but it distracted that soldier.
Its funny how the smoke grenades at 10:53 causes the two soldiers to freak out.
[JBA Part 4: [07:57]]
JBA part 4 gets 99% stealth because regardless of what I do, I have to fire that bullet. The game doesn't even save the score, it just gives a 0%. Apparently what the game does is copies the NYC boat Stealth score and pastes it over JBA Part 4. Everything after 10:50 is just proof of this.
Also JBA Part 4 cannot be finished in a 16:9 resolution. If you try to, then game softlocks as the SWAT Team doesn't load.
Not much to say for the beginning.
When I reach the high security basement, the meter on Sam bugs out and fails to synch up with HUD. This bug also happens on the 360 version
In the bomb area, you can see how hilarious smoke grenades are. The first smoke grenade lures Emile out and also bleeds through the walls. The smoke grenade coverage is larger than what the smoke shows and this is a funny example of it.
[NYC Boat: [01:11]]
I really don't think I can go any faster
Also this trick with ultrasonic emitter doesn't work on 360.
It's really horrid when Sam can be killed jumping off the boat, which happened in a previous attempt
Additionally, this mission doesn't penalize for killing/KOing, being Identified as an intruder, or force hacking. It does penalize for bodies found. The game gives the no indication of all this.
[JBA Part 1:]
[Sea of Okhotsk:]
[JBA Part 2:]
[JBA Part 3:]
Welcome to one of the worst ports I have ever seen.
Since Double Agent was developed for the 360 then ported in the most ass way possible to PC, the guards have amazingly bad senses. That doesn't mean they can't detect me, it just means that I can stomp around more often compared to the 360 version. The guards are noticeably deafer compared to the 360 version. Sometimes the guard's deafness is inconsistent too, as in some guards might have better hearing for some unexplained reason. Even though they have better hearing in the 360 version, the guards are generally the same glitchy as fuck and inconsistent guards as the PC version. The guards tend to glitch out, act erratically, and/or have problems seeing Sam even in daylight missions.
Reloading a save even once, can cause the guards to become even more deaf. I don't believe they become completely deaf. I haven't tested how long it lasts or why it happens, but it just does. It's another thing I stumbled upon on accident. It doesn't appear to affect their vision. Also, it doesn't work on the 360 version. When reloading a save, the HUD doesn't synch up with how it was when I saved. Example, having the radar on when I save, then reloading causes the radar to turn off.
This game can bug out whenever it feels like it. Even in Version 1.02a, many things are broken in this game and visual graphics can inconsistently work.
Special thanks to prospy05