june gloom on 27/1/2014 at 04:12
It's mostly John Walker. He's really bringing down the quality of the site, though RPS in general seems to be getting worse.
Renzatic on 27/1/2014 at 04:21
I saw this one line over in that thread, and it made me want to beat my head against the wall...
Quote Posted by Miss Ann Thorpe
Unless played side by side, the human eye cannot distinguish the difference between 24 fps and 30 fps. The human eye cannot distinguish between 1920x1200 and 2560x1440 pixels. It.Simply.Is.Impossible.
The latter is somewhat true depending on the size of the monitor your playing it. It's less about the raw numbers, and more about pixels density. If you have a native 24" 1920x1200 screen and a native 24" 2560x1440 that you switched out all the time, you'd be able to tell a difference between the two without having to look at both side by side. The higher res monitor would look slightly finer and have oh so slightly bolder colors in comparison.
The former? Yeah, you can tell a difference between 24 FPS and 30 FPS without having to compare the two side by side. 24 FPS in a game feels terrible to play. 30 FPS though, it's pretty smooth. I say this as someone who doesn't desperately need to play all games at 60 FPS. Anything between 30 and 60 is fine to me (though above 45+ is preferable). But when you drop below 30, you start noticing a difference right away.
And you can't compare it to the frame rate in movies, since 1. you're not directly controlling the action in a movie, so you're not as immediately aware that things aren't moving as smoothly as they should be, and 2. movies have motion interpolation, games don't.
I'd comment on it, but I don't want to bother registering over there. Could someone do it for me?
DJ Riff on 27/1/2014 at 06:27
Quote Posted by Renzatic
It's less about the raw numbers, and more about pixels density.
It's all about angular size of the pixel and angular size of the screen. Therefore both linear size and density don't mean anything unless the distance from the screen is specified or considered constant at least which is never the case when TV and monitor are compared.
Quote Posted by Renzatic
I'd comment on it, but I don't want to bother registering over there. Could someone do it for me?
No need to feed the troll, it was answered many times already.
Fafhrd on 27/1/2014 at 06:29
Quote Posted by NuEffect
That's not a snubbing then is it?
Kind of my point.
Quote:
Hard to see them passing for that reason when the know it's coming out for PC too. Also especially knowing that at least one or two of them are big Thief fans.
Assuming these are press builds being sent out by Squeenix, then it's not an issue of RPS 'passing.' RPS doesn't cover Playstation or Xbox or Wii games, so they wouldn't be on the list of press for marketing to send press builds to (and I don't think anyone at RPS have any console press kits anyway). And after the DX:HR PC press build leak, it's entirely likely that there won't be a PC press build for Thief.
press build.
ThePhotoshop on 27/1/2014 at 07:43
I'm one of the previewers who played the first 5 hours, swapping between PS4 and PC. Ask me anything.
henke on 27/1/2014 at 07:50
How did the AI feel? Did you ever get spotted, or was it easy to stay hidden?
Did the levels feel small?
Without spoiling too much, did you find the plot gripping?
And also, did it control equally well on gamepad and M+KB? Or was one better?
ThePhotoshop on 27/1/2014 at 08:07
I got spotted a number of times. Running away from the pursuing guards feels tense and dramatic - until you try to climb up something that isn't marked as climbable but looks like it should be. Other than that, the first-person camera works really well to convey stress. When climbing, guards threw knives at me that either knocked me down or did a lot of damage. It's very Assassin's Creed, like how the guards in that threw rocks.
When I got into a fight, I think something went wrong because the AI didn't seem to function. I would stand still looking at the AI, and the AI would stand looking at me with his sword out in a tension pose, but never swinging at me or calling for a guard or anything. I was free to hit him with my blackjack about 20 times in the face to knock him out. This happened again when taking on multiple guards. Weirdly, they only attacked when I turned my back to them. I'm pretty sure it was a bug because in the E3 build, the guards did not behave like this.
AI search patterns function the same as Dishonored, with visualised 3-stage alert meter. One small difference is that an eye icon gradually fills up to get to the next stage of alert if you're in their vision cone too long, so it's a little more forgiving. It was difficult to stay hidden because...
...The levels felt small. Nothing felt like a whole and consistent location because the level streaming is very obvious, and often it's not possible to backtrack past the level streaming load point. Beyond that, levels felt claustrophobic; lots of tight corridors with few options for movement. Very few spacious plazas or wide open rooms.
The plot was not gripping. In fact it was kind of frustrating because they were forcing emotions and motivations upon Garrett that did not sync with those of the player. All through the game Garrett beats himself up over the events at the beginning and it gets tiresome. He almost sounds depressed.
It controlled far better on gamepad than keyboard and mouse. On PC, sprint and jump are separated into two buttons. On gamepad, they're combined into a single sprint/climb button. This makes activating climbing points feel much smoother. Additionally, the first-person camera animations when grabbing loot and interacting with the environment are less jarring on gamepad because you're not making fine, regular camera movements with a mouse to then get interrupted by a forced camera translation. However on either platform for extended periods of play, the loot pickup animations become irritating.
TheCityCouncil on 27/1/2014 at 08:14
Great comments, thanks!
One thing that caught my eye:
Quote Posted by ThePhotoshop
Beyond that, levels felt claustrophobic; lots of tight corridors with few options for movement. Very few spacious plazas or wide open rooms.
This is one of the things that actually made me love T1. Nowhere to go, nowhere to hide. Had to plan things very carefully.
Mr. Tibbs on 27/1/2014 at 08:26
How's the dynamic music? Did you experience any weird Brocious-like moments? Does Thief still support creative solutions or improvisational gameplay? A lot of what I've seen looks kind of predetermined or specifically laid out for the player.
Nuth on 27/1/2014 at 08:28
It's interesting how people perceive things differently. TDP and TMA don't feel claustrophobic to me but TDS does.