CCCToad on 8/11/2012 at 14:24
with skillful use of your powers, you can take on somewhat larger groups. The problem is that once you get done, you won't have much in the way of resources left to deal with the rest of the level.
Renault on 8/11/2012 at 15:45
Quote Posted by Malf
Oh, I don't think you need to worry about
anybody being offended by your words. Your
existence maybe, but not your words.
I don't know what's worse, mr. hermit's existence, or dethtoll's fucking annoying GIFs.
@mr. hermit - I'd be curious to know how far through the game you got.
SubJeff on 8/11/2012 at 18:25
Ha ha ha.
I love just lurking these days. You guys are such fun.
june gloom on 9/11/2012 at 00:39
when i said i missed the 90s, i didn't mean that
jtr7 on 9/11/2012 at 02:08
Quote Posted by Bho
To be fair, this isn't exactly new. The intro video for Thief showed Garret shooting a guard, after all!
The TDS promo showed Garrett seen by a group, shooting a guard through the chest and spring-boarding up off the back of the dying, doubled-over, guy, grinning along the way. The marketing doesn't represent the game as much as it does the target audience. The intros for each game show instances of action that isn't even possible in-game, except for bugs and glitches. Feeling punished just means you don't like the rules, and there are missions or sections of missions where I don't like the rules, but oh well. There are forgivable flaws and unacceptable flaws, and many are entirely subjective, while others are actual problems that couldn't be fixed.
The confabulated memories and outbursts are more frightening than the actual sources they grow from.
ADDENDUM: From the mouth of Doug Church, a vital developer of the Thief concept, and mentor to many at LGS ((
http://gamifique.files.wordpress.com/2011/11/5-game-design-theory-and-practice.pdf)
pdf, page 517):
Quote:
Richard R.: It's interesting to me that you considered Thief the more bankable game concept, even though its game mechanics were in a lot of ways totally new and original.Doug Church: I think it was more that we believed in it. I mean, Eidos never really believed in it and until the end told us to put more monsters in the levels and have more fighting and exploring and less stealth and I'm not sure there was ever a point they got it. I mean, the trailers Eidos did for Thief were all scenes with people shooting fire arrows at people charging them. So you can derive from that how well they understood or believed in the idea.
Captain Spandex on 9/11/2012 at 12:33
I tried to like this game, I really did.
Beat it twice. Provided it with every available opportunity to impress.
The magic just isn't there.
It's almost a cliché by now, but folks both here and on the Eidos forums have been throwing around the statement for months that 'If Thief 4 is a disappointment, at least we have Dishonored.'
Allow me to advance the radical theory that if Dishonored is Thief 4... then Thief 4 is already a disappointment.
This game has serious problems. Problems that even Deadly Shadows didn't have.
Like an absence of a viable feedback system (aside from the dark vision upgrade, which is broken in half and thus best avoided), a flabby, yawn-inducing narrative populated with predictable plot twists, a main character the player is never provided with a reason to care for, a hideous Fable-by-way-of-Disney cartoonish art style that remains jarring and grotesque until the credits roll, rampant texture popping, collision, and scripting issues, a lean function that works as an invisibility cloak... I could go on and on.
Large levels with multifarious entry and exit points, in and of themselves, do not a proper stealth game make. (Remember that, critics of TDS' perceived 'linearity' and smaller level size!) When the story is this forgettable, the obese levels become vapid sandboxes devoid of narrative context, populated with lobotomized A.I. and readables filled with innocuous information in service to said forgettable story.
What a mess.