Captain Spandex on 9/7/2013 at 12:40
Quote Posted by Goldmoon Dawn
Overall lack of relevancy, not obscurity, to be more exact.
Thief: The Dark Project, II, T2X, and Dark Mod are the reasons that we are still talking about Thief today. Not Deadly, not Thi4f, none of it.
Excluding Thief III is going a little far.
As more than a few forum arguments can attest, Thief: Deadly Shadows brought in plenty of dedicated taffers, like any of the other games.
Where Thief 4 parts company with the rest of the series is the way Eidos/Square seem to be implicitly attempting to discredit and marginalize the naysayers. The last time I saw a company engaging in censorship this blatant was after Dragon Age 2 was released. BioWare really went over the top. The Project Lead, Mike Laidlaw, even emerged from the woodwork to throw some stones at DA2's detractors.
But Thief 4 is even worse. I mean, this censorship and disinformation isn't relegated to the Eidos forums. They're deleting blog comments, YouTube comments, Facebook comments. Blocking people for linking to the Stephen Russell petition. It's disgusting.
Goldmoon Dawn on 10/7/2013 at 00:21
Quote Posted by Captain Spandex
Excluding Thief III is going a little far.
I think you are right. I have such mixed emotions over Deadly, but as time passes, the wounds slowly heal.
Quote Posted by Brethren
Try not to go so far out of your way to intentionally hate something.
I do not hate anything about this new game. I think the confusion here lies more in my choice to stop upgrading my computer after 2003/Deadly/MMIX. When I have the time and inclination to play computer games, I have an historic collection of classic crpgs to choose from, Dark Project included.
However, with the advent of things like the retro old school Might Magic X, a new Ultima with Garriott himself at the helm, and a standalone Dark Mod, I will finally be getting a new system. Therefore, this little Thief game will surely be on my hit list. It looks great lol. After watching the rope arrow video earlier in this thread, my heart did break a little when Garrett started talking. I was thinking, this guy is trying to sound like Stephen Russell's Garrett. How absolutely amusing!
I dont mind EM flushing Stephen Russell down the toilet, ok? It *does* concern me a little that they never even bothered to say anything like yeah, he did kick ass in that role he created. Or for that matter even acknowledge him as being talented or anything! Just... he auditioned like every other meat head.
That stings a little, but hey!
SLIEZER on 17/7/2013 at 10:12
From Eidos forums:
Quote:
LOADING SCREENS
There are no loading screens.
Loading is handled behind the scenes, the next portion of the level streams in as you approach it. When the demo kicks off there is a very brief loading screen but that was it.
Garrett move freely between interior and exterior areas - and the guards able to do the same. It is seamless
soo.. that means the missions will, once again, be divided into two areas? Atleast the time wont freeze in the other area but damn, this is a huge immersion breaker, one of the absolute worst things about T3.
Or did I missinterpret it?
Chade on 17/7/2013 at 10:38
Yes, the missions are split. This is meant to be a technical detail that you won't notice, and it sounds like they've done a pretty good job of that, plus the individual maps are bigger, so I don't think it will be remotely like T3.
That said, it's likely there will be some impact on level design, and I doubt they'll be able to completely eliminate all signs that you've crossed into a new map.
Esme on 17/7/2013 at 11:06
Hmm
That sounds like a suggestion I made back when they announced this, something like when you enter a region load all the regions you can get to from it in the background and save those regions that you've been through that are over one region away, that way you can support huge complex areas.
Maybe they did listen.
They didn't listen to any gameplay suggestions though :(
SLIEZER on 17/7/2013 at 11:10
Quote Posted by Chade
Yes, the missions are split. This is meant to be a technical detail that you won't notice, and it sounds like they've done a pretty good job of that, plus the individual maps are bigger, so I don't think it will be remotely like T3.
That said, it's likely there will be some impact on level design, and I doubt they'll be able to completely eliminate all signs that you've crossed into a new map.
So, is there going to be a portal like in T3 where when you cross it, a short loading time, and you cant see the other end not interact with it and stuff?
Or is it
entirely transparent to the player, meaning you won't even notice you are crossing into the new area, and that you can throw objects across, guards/npcs running between, stuff like alarm bells affects both zones, etc?
Chade on 17/7/2013 at 11:18
My understanding is mostly transparent but not entirely. Supposedly guards can cross. I don't know if that extends to thrown items etc. It seems unlikely, but what would I know?
SLIEZER on 17/7/2013 at 11:27
For me atleast this is a pretty big deal, I'd love if EM could clarify this, although I have a bad feeling it will be portals, even if those can be traversed by npcs aswell.
Chade on 17/7/2013 at 11:37
We know it's not portals in the sense of swirling blue fog or anything like that. On the other hand, there are certainly portals in the sense that there is a place you cannot venture past until the next level has loaded. There is some attempt to disguise this: the "portal" through the window into the mansion at E3 was a window you had force open. They are also attempting to do as much loading work as possible behind the scenes as you approach the portal, so that you don't spend much time at the portal itself.
Renault on 17/7/2013 at 14:51
@Chade - you make its sound like there's a definite loading zone, an area of transition, a border where one zones starts and another ends. If you read the comment SLIEZER quotes, it actually uses the word "seamless" and talks about loading being behind the scenes. "The next portion of the level streams in as you approach it."
I'm picturing this process to be similar to an open world game, more like the newer Fallouts or Oblivion/Skyrim. There really isn't really a "split," the game is just continuously loading based on where you are and what direction you're moving in. The player never even notices. Isn't anyone else getting that? The technology is obviously available, I don't know why they wouldn't go that route.
I know you mentioned Garrett crawling through the window in the demo, and that being the edge of two zones - do we know that for sure, or are you just guessing?