ThePhotoshop on 27/1/2014 at 23:09
It's worth noting that none of the missions so far have you actually returning to your starting point. This is one of the most awkward things about the macro feel of locations not feeling whole and consistent - you go in and get randomly spat out on the other side.
Specter on 27/1/2014 at 23:17
That's really disappointing. As Brethren said, a tremendous amount of the feeling of accomplishment is lost. Once you pass through an area, you have no choice but to assume you did everything correctly, since you wont ever be back. It takes away from the need to be stealthy.
Mr. Tibbs on 27/1/2014 at 23:26
Quote Posted by ThePhotoshop
It's worth noting that none of the missions so far have you actually returning to your starting point. This is one of the most awkward things about the macro feel of locations not feeling whole and consistent - you go in and get randomly spat out on the other side.
That's a massive disappointment. Do the full body awareness animations draw you in? It all appears to be a little inconsistent. If the camera's leaving Garrett's head to point out an object of interest in the map or to cut to a third-person in-engine movie wouldn't that break the immersive effect Eidos are going for? Are any member of the Human Revolution team helping out on Thief?
ThePhotoshop on 27/1/2014 at 23:32
Quote Posted by Mr. Tibbs
It all appears to be a little inconsistent. If the camera's leaving Garrett's head to point out an object of interest in the map or to cut to a third-person in-engine movie wouldn't that break the immersive effect Eidos are going for?
It absolutely does break immersion and in fact this is my major issue with the reboot in general. Eidos Montreal appears to have a different understand of the concept of 'immersion' than that which has come to the surface via twenty years of design practices in actual immersive sims. For them, immersion is mutually exclusive to subtlety; everything must be animated, everything must be visualised, everything must be put directly in front of the player. The broader, more ambiguous factors that contribute to immersion - a sense of place through consistent locations; a sense of character through defined, context-free control verbs - are apparently less important.
An ideal Thief reboot would pay as much attention to both things. I love the actual concept of Garrett physically grabbing every piece of loot. It's the fundamental drive of what this series is about. But I would also like to see it rely more on inverse kinematics (similar to the way your character grabs a diamond in Far Cry 2, or how Joel picks up salvage in The Last of Us) rather than super rigid camera animations.
Pyrian on 28/1/2014 at 00:07
Quote Posted by ThePhotoshop
It's worth noting that none of the missions so far have you actually returning to your starting point. ...you go in and get randomly spat out on the other side.
Quote Posted by Mr. Tibbs
Are any member of the Human Revolution team helping out on Thief?
Outside of some hub missions, DX:HR was very much like that; in one end, out the other, and mostly linear between.
FatSpy on 28/1/2014 at 00:25
Quote Posted by Pyrian
Outside of some hub missions, DX:HR was very much like that; in one end, out the other, and mostly linear between.
This is what ruined (the early) splintercells for me.
It was always a straight set up path with like 1-2 at most 3 ways to get to the next part that where set in stone and it didn't feel like you where actually sneaking around the enemies just that you found the path the devs set up for you.
june gloom on 28/1/2014 at 01:32
Quote Posted by Pyrian
Outside of some hub missions, DX:HR was very much like that; in one end, out the other, and mostly linear between.
Much like DX1 before it.
Pyrian on 28/1/2014 at 03:33
Quote Posted by dethtoll
Much like DX1 before it.
For better or for worse, DX1 has rather a lot of backtracking.
Random_Taffer on 28/1/2014 at 03:39
Quote Posted by Brethren
There are so many things wrong with that sequence - the dogs conveniently waiting on the opposite rooftop, the (I'm assuming) fire arrows that keep whizzing in and out of Garrett's view (and where exactly are they being shot from?), the cheesy "oops, fell through the ceiling and landed in the middle of a group of cops" moment and the ultra dramatic jump/grappling hook routine. Overall, pretty embarrassing coming from a Thief game.
Though I didn't like that whole sequence, I did chuckle at Garrett's "Evening!" comment when he landed on the table.
Painkiller on 28/1/2014 at 06:06
That preview sounds like this game is going to be a complete dud. Damn shame!!! I watched Sessler's preview of it and, he made it sounds pretty decent. I trust PC Gamer more. This very well may be the end of any Thief games in the future. If it doesn't sell well...we all know where that will get it. Then again, if it really does suck, we sure as hell don't need these people making another one. Would be great if they'd release the dev kit, and allow modders to put together one hell of a Thief game, with the all new graphical engine.
Guess my next big game will be Witcher 3. Got a feeling, it's NOT going to suck.