Shinrazero on 2/9/2013 at 18:06
Given that we are not even permitted to jump when we choose to, I think it is safe to wager that there will not be swimmable water.
Springheel on 2/9/2013 at 19:53
Quote:
I doubt there is swimmable water. It's be a shame (see Dishonored) but it's not that big of a deal.
I don't think it's a huge deal either; I'm just surprised they've never addressed the question, since I've seen it asked dozens of times.
Chade on 2/9/2013 at 21:44
Quote Posted by Shinrazero
Given that we are not even permitted to jump when we choose to, I think it is safe to wager that there will not be swimmable water.
That doesn't really make any sense, you know. Any links between them are going to be highly speculative at this stage.
The only good reason to think they don't have swimmable water is that we haven't seen hide nor hair of it so far. That's enough to be concerned, although personally I don't think it's a huge deal either way.
SubJeff on 2/9/2013 at 23:15
Well I'd extrapolate that the reason for contextual jumping is either engine limits or purposeful lack of freedom for "epic"level design.
Either way, neither bodes well for having a completely different environment with different physics included.
Renault on 2/9/2013 at 23:34
I'm surprised at the lack of new gameplay vids (and screenshots) too. I want to see some other settings, I really want to know if "Garrett" will be stuck in The City for the entire game, or if we're going to get outside of it a bit and see some more exotic locations. I love The City, but every Thief game to date has made a point of leaving it for while and then coming back - 10-15 straight missions strictly in a medieval/steampunk city might get a little tiresome.
Lesee, T1 had The Maw, The Lost City, The Mages Towers, Cragscleft, The Bonehoard. T2 had considerably fewer distant locales, but there was still Markham's Isle and The Lost City. TDS had the Kurshok temple and The Cradle (I think that was outside The City?). C'mon EM, give us a little more to go on here.
(Maybe we should start a "I'm surprised..." thread).
Chade on 2/9/2013 at 23:59
Quote Posted by Subjective Effect
Well I'd extrapolate that the reason for contextual jumping is either engine limits or purposeful lack of freedom for "epic"level design.
Either way, neither bodes well for having a completely different environment with different physics included.
My suspected reasons for contextual jumping are consistency with climbing mechanic, one less button, and making it easier to take unusual paths around the level. None of these have much to do with swimming.
I don't think your two reasons have much to do with swimming either. The only engine limit that would be an issue is the "I don't want the player to be able to get in unexpected spots and have bad performance" justification they used for rope arrows. But swimming typically isn't powerful enough to let you do weird movements that the designers couldn't have anticipated. Likewise with lack of freedom and "epic" level design: swimming movement isn't that powerful. Indeed, historically swimming has been used primarily to create "epic" level designs.
Starker on 3/9/2013 at 00:05
Quote Posted by Chade
I'm surprised no-one's bitching about Gallagher's response to the narrative vs. gameplay question. "A little bit of story and then you can get back to the gameplay"? Combined with the lack of readables in the E3 demo, I thought that would have thrown up a few red flags (it's the bit that stood out to me, anyway). The Garrett portion of the interview I thought was excellent.
I don't think many people here are especially keen on cutscene drama.
Personally speaking, though, for me the reboot seems so far gone that I can't really find a reason why I should care anymore.
Chade on 3/9/2013 at 00:08
Which is why I was surprised that no one was complaining about Gallagher's response to the story vs. gameplay question?
It's not clear to me what you think I was saying, or what you're responding to.
Starker on 3/9/2013 at 00:32
You wanted to know why people weren't upset that there was little in way of story. I offered a possible explanation -- the less cutscene drama we get, the better.
Chade on 3/9/2013 at 00:38
Oh, I see. No, that's not what I was saying. I'm surprised people aren't complaining about Gallagher splitting story and gamplay up into separate silos, whereas thief traditionally has tried to mix the contents of those silos together (not as much as some other games nowadays, but it was quite notable back in 1998).