SubJeff on 16/10/2012 at 12:59
Okay, I frikking give in.
Can someone tell me how to get up that damn tower at the Hound Pits. I refuse to believe it is not climbable because of Harvey, Digi, Thief players being explorers par excellence and all the secret climbing/exploration bits in Thief 1 and 2. I've got upgraded jump and agility and I've tried everything I can think of.
I actually gave, deciding it was impossible but I'm at the lighthouse fort and I was able to get in by going over the cables. The fact I had to swim and then negotiate the rocks to get to the anchor point made me think again. They can't put something like this in and not have that tower climbable.
The craziest thing I did was jump sidewards off the corner of the building opposite the pub (the one on the other side of the street with the sewer entrance) in an effort to blink up to another roof. You can't mantle any higher than this one point on the far side of it, from the metal walkway, but the point you can mantle to doesn't give a climbing (press spacebar if you're on PC) prompt. This further reinforced my thought that there must be a way up.
But alas, I am spent. :(
SubJeff on 16/10/2012 at 16:26
MAJOR SPOILERS IN THE TAGS
And I'm finished.
Shorter than I expected. Was that really 8 missions? Well it is, I went back and checked, but it felt like less. I suppose its that there are a couple of really short missions.
Verdict 8/10.
Solid gamplay and great maps. Lots of exploring with that fabulous movement system which has been tweaked to perfection. The plot was okay but nothing really special imho. I found it interesting that so much was unexplained; The Outsider, The Heart (though I think it belongs to the Empress) and whether or not Corvo really is Emily's father.
The Assassins powers were never really explained either. They can blink, that much is obvious, but it's a much longer distance than you can. And that force pull they have... Ok, it's from some occult delving but more info would have been nice. I left Daud alive (I never killed any of my targets) and was disappointed that there wasn't more to that story arc.
That is the BEST Thief easter egg though. It was so frikking perfect. The perfect faction for it of course, and it was just so cool to Blink into place and be greeted by that.
I love the Thief feeling to it - the coins on tables and the hints at loot stashes and such. Optional safes were fun, and the clues to some of the combinations were fun to get. The exploration and sneaking was great.
Things I'm a little, iddy biddy bit disappointed in.
Bone charms - a nice idea overall but there were two that really got my goat; the mana and health from a faucet. Just make them permanent abilities, not a swappable option and just fill up on activation. As it stands you swap them in when needed and then spam a faucet. Silly.
The exploration is good fun, but it needs a payoff. Sometimes you can get into a deep corner somewhere and you think "there must be an easter egg/secret here" and there is nothing. And then Pendelton's recorder is in a really dull sewer under the pub. Mmmmk. So why not put other stuff in the more interesting places?
The two towers - at the pub and the lighthouse. Why so high if you can't get up them? You know who you're dealing with dammnit. The lighthouse has a huge section above the target area and I can get preeeeetty high (on one of the cranes) but then? No Blinkable bits, even with uber jumping and suicide uber jumping.
Someone prove me wrong!
But I'm being picky. This was most definitely a success and the first game in ages I've struggled to put down.
I'm wearing the record thin but a level editor would be most welcome. With the fantastic movement there could be some epic maps made. Epic.
padrapocalypse on 16/10/2012 at 16:39
Does anyone know if they will be able to fix that on the PS3? I throught the bodies were disappearing due to too many things on screen, so they just removed them, but then I saw so many rats eating dead bodies and guards magically appearing when I thought I had cleared that entire room.
So the garbage bin is prefectly safe for storing unconscious bodies, even though they disappear?
Didn't realize this was also for PC. Using a controller for this game is a little different when I'm used to my right hand being on a mouse instead of a Analog Pad.
Xenith on 16/10/2012 at 18:54
My guess is, they made bodies disappear after some time or after a certain number is reached so it wouldn't create any problems with the game. That is of course if you kill or knock out everyone you see. That would probably hog the game eventually and make it choppy and unstable. However if you choose a more stealthy, don't-knock-everyone-in-the-head approach, there's no reason for a body limitation, especially since it can trigger other bugs.
Renault on 16/10/2012 at 19:04
Anyone else noticed the guards sometimes go into superfast mode? Occasionally when an alarm goes off, there's guys on top of you WAY faster than they should have been given their location, and once in a while you catch sight of them running at like 5x their normal speed. Usually it's if you come around the corner and you just get a glimpse of it, and right after that they return to normal speed, as if you weren't supposed to see them doing it. Kind of a cheap trick by whoever programmed the AI.
Xenith on 16/10/2012 at 19:25
Quote:
Anyone else noticed the guards sometimes go into superfast mode? Occasionally when an alarm goes off, there's guys on top of you WAY faster than they should have been given their location, and once in a while you catch sight of them running at like 5x their normal speed. Usually it's if you come around the corner and you just get a glimpse of it, and right after that they return to normal speed, as if you weren't supposed to see them doing it. Kind of a cheap trick by whoever programmed the AI.
This. I thought it was just me.
poroshin on 16/10/2012 at 19:32
I never set off any alarms so I never noticed :)
Renault on 16/10/2012 at 19:50
I knew someone was going to say that. :rolleyes:
(liar) :cheeky:
Xenith on 16/10/2012 at 19:54
It happened almost every single time I went commando: alarm rings, suddenly all the guards from a courtyard or something pop from behind a corner. After reloading a few times I ran towards them only to have 5 of them including a guy that was on a balcony 2 3 meters in front of me.
poroshin on 16/10/2012 at 20:02
I'm doing a second, high-chaos playthrough right now, killing everyone, but still maintaining no detection. By the way, just for shits and giggles, go ahead and kill Samuel right at the start when you first get to the Pitts.