Actually, after Seeing the gameplay video, do you think you will buy 'Thief' ? - by sterlino
sterlino on 19/6/2013 at 19:00
Quote Posted by Balliol
"Balliot"? I think I shall use that as a nickname from henceforth. :cool:
hehe whoops my bad,
please excuse me but after the coming of the Nuthief i started to move the hands so fast and neurotically in front of me that sometimes i wrong some letter on the keyboard...
:rolleyes:
Vae on 19/6/2013 at 21:07
Quote Posted by Springheel
I don't. Seeing hands interacting with the environment takes away my freedom to move the way I want.
It's already been confirmed that the door-opening animation "slides" you into position. It HAS to, otherwise your hand won't line up with the door. So no leaning down to open a door from above, like you can in the other games. No leaning out from a shadow to open a door that is otherwise lit up. And you're stuck there until the animation finishes, so you can't quickly shove open a door and hop back into a shadow.
Yes...The animation sequence suspends player control, effectively precluding the granular possibilities that fundamentally enhance deeper, immersive play.
Quote:
When flash and function collide, function should _always_ win. Game design 101.
Agreed...and that is why this is poor design.
Quote Posted by Brethren
It doesn't bother me as much as some other things we've seen, but I just don't get the "hands" thing. Do we normally walk around with our hands out in front of us? What purpose does it serve in the game? I'm fine with seeing your hands open a door or pick a lock or any action like that, but when you're just walking around, why do they need to be there?
This is so the player knows the hands need something to do...and if you wait around for too long, they point you in the direction they want to be.
Esme on 19/6/2013 at 21:41
Quote Posted by Flavia
It gets worse.
I remeber one place, when Garrett takes biggest, noisiest explosive...
Yeah I remember that mission objective right at the end of the mission after dealing with all the haunts
Quote Posted by Flavia
It's a f***ing bridge. When bridge ...
The point I was making is that it's a forced set piece programmed dance of destruction where if you don't react fast enough and mash the right buttons you end up reloading a checkpoint, no time to plan, no time to think, just a frantic dash, it's everything I hated in other games and loved in Thief for not having.
However if you think it makes for a great game then go buy it, no problem here.
As people have said it's early days, things may change, they may not, but as it stands I'm not buying it
Quote Posted by Brethren
It doesn't bother me as much as some other things we've seen, but I just don't get the "hands" thing..
makes me think of Bela Lugosi in 'Plan 9 From Outer Space' where he died before the shooting was finished so another actor stood in and held his caped arm over his face for the rest of the movie so the audience wouldn't know.
It's a wonderful movie if you like really cringeworthily bad movies .... no really it is a terrible terrible movie and is soooooo bad it's good, just disengage your brain and bring popcorn
Flavia on 19/6/2013 at 22:25
Quote Posted by Esme
if you think it makes for a great game
Gods forbid! But if it's short, well-motivated and well-paced (to keep player on his toes but still give him chance to linger just a bit - as one of the guys who actually PLAYED this demo did), I think I can live with it. It's not like the previous games were perfect and yet we still learned to love them, sometimes to the point of fanaticism... :rolleyes:
But basing opinion about 15 hours long game on 15 minutes long fragment seems a bit silly.
Esme on 19/6/2013 at 22:29
It may be silly but I have nothing else to base an opinion on.
I'm not happy with things I've seen so far, however there's a long time before release and I may like it better then.
Starker on 19/6/2013 at 23:55
Quote Posted by Balliol
I would add the "PRESS X FOR TAKEDOWN" and the shroud to the list of gripes as well.
I took takedowns out after they said that you can blackjack guards the normal way. Also, focus-related stuff from the previous list didn't make it in, since you can supposedly disable it. The shroud is a relatively minor annoyance compared to other items on the list.
Quote Posted by Flavia
It's not like the previous games were perfect and yet we still learned to love them, sometimes to the point of fanaticism... :rolleyes:
But basing opinion about 15 hours long game on 15 minutes long fragment seems a bit silly.
How I Learned to Stop Worrying and Love the Reboot.
Inline Image:
http://2.bp.blogspot.com/_EpWyBZJXhgI/SQ4_ZxV2NII/AAAAAAAACUo/FYvMjkKDJ_Q/s400/Dr+Strangelove-725873.jpgThe escape sequence is unfortunately just one example in a long series of issues that seem to plague New Thief.
Flavia on 20/6/2013 at 06:35
Love? No. Express cautious optimism? Yes.
Especially since some of your (not yours, Starker, but "yours" as a community) arguments are pulled straight out your asses and others would disqualify Thief Gold as a Thief game.
Starker on 20/6/2013 at 08:58
Quote Posted by Flavia
Love? No. Express cautious optimism? Yes.
Especially since some of your (not yours, Starker, but "yours" as a community) arguments are pulled straight out your asses and others would disqualify Thief Gold as a Thief game.
It's perfectly understandable that some people react a bit more emotionally to such drastic departures due to being fans of the franchise. Things like seeing Garrett headshot a guy and getting xp for it seem to be in stark contrast to the previous games where killing was the mark of amateurs and murderers.
bartekb81 on 20/6/2013 at 09:20
Quote Posted by Springheel
I don't. Seeing hands interacting with the environment takes away my freedom to move the way I want.
It's already been confirmed that the door-opening animation "slides" you into position. It HAS to, otherwise your hand won't line up with the door. So no leaning down to open a door from above, like you can in the other games. No leaning out from a shadow to open a door that is otherwise lit up. And you're stuck there until the animation finishes, so you can't quickly shove open a door and hop back into a shadow. And I bet you won't be able to open a door just a crack or catch a door that's about to close, like you can in TDM, because that would require an entirely new set of animations.
When flash and function collide, function should _always_ win. Game design 101.
But picking up things WITHOUT the hands (which is common in most of the games) isn't natural, either. This is very immersive to me when I can see my character's hands everytime I'm picking, pressing or holding something. Very good idea, making your character integral with the world.
I think I found somewhere here (
http://forums.eidosgames.com/showthread.php?t=138032), that there's possibility to open the door partially. And there's the possibility to look via keyholes, that's for sure. Maybe you can't open the door while leaning, but in original Thief you could have opened the door from far distances, which wasn't too realistic.
I would restrain and wait for some more gameplay videos showing us more of it;)
And hands while crouching...Yes, it looks like Predator hands in AVP game...If they lower them a bit at least (hands shouldn't be positioned in the center of the screen), it would be better...