From what you know so far, what you don't like and really make u nervous ? - by sterlino
Ceamonks890 on 13/5/2013 at 22:10
To be quite honest, there isn't much that has impressed me so far in regards to this unnecessary reboot.
Cons:
-Well, it's a reboot. I wanted a sequel to Deadly Shadows, but playing as the girl from the ending of Deadly Shadows with Garrett becoming a mentor and showing her the ropes of what it takes to become a master thief. But since the game industry nowadays seems to be afraid of fresh ideas and would prefer to just reuse existing ones/rip off everyone else's, I should have seen this coming:(
-No Stephen Russell(Without this man voicing Garrett, I might as well be playing a completely different character or an imposter.)
-Possibly no Hammerites, Mechanists, Pagans or Keepers
-Removal of the word taffer in order to add generic curse words:nono:
-Lack of supernatural elements(Too much realism in a game is boring).
-Dumbed down gameplay(Seriously Eidos Montreal, nobody wants Focus Mode or easy to accomplish combat sequences in a Thief game, reboot or not. Give us at least a challenge and not just tell us where everything is/what to do.)
-Third person sequences(at least the mode in Deadly Shadows was optional)
-Garrett's new look
Renzatic on 14/5/2013 at 00:32
Quote Posted by Ceamonks890
Cons:
-Well, it's a reboot. I wanted a sequel to Deadly Shadows, but playing as the girl from the ending of Deadly Shadows with Garrett becoming a mentor and showing her the ropes of what it takes to become a master thief. But since the game industry nowadays seems to be afraid of fresh ideas and would prefer to just reuse existing ones/rip off everyone else's, I should have seen this coming:(
Kinda contradictory, don't you think?
"I want them to try new things. And by new things I mean picking up exactly where the last game left off 10 years ago. This whole doing a new thing with the same characters and settings is just tired rehashing of old ideas because the games industry isn't creative".
heywood on 14/5/2013 at 05:51
Hand holding via inner monologue
VATS-style combat in Focus mode
Animated takedowns
No SR
A relatively new concern for me is Garrett's inner monologue. A few of the demo reports noted how they're using Garrett's monologue to lead the player around in annoying fashion, often stating the obvious or spoiling the player's sense of discovery. That bothers me more than changing voice actors.
On a positive note, I like the idea of giving Garrett a fast sprint or free running capability so that escape is a viable non-combat option once you're detected. In TDP & especially TMA, it was hard to resist the quick load reflex when detected.
theBlackman on 14/5/2013 at 06:01
So far, everything I've read or heard leads me to believe these guys have no idea why we find the OMs and FMs so entertaining. A running dialogue to give me hints or cues is the last thing I want or need.
I understand the desire to 'update' and to try to entice the NOOBS to play, and the desire to include console players, but am afraid it will no longer have the impact, imersiveness or any of the other attributes that drew me into thief in the first place.
As for the poll, I choose OTHER, but expected a window wherein to voice my thoughts. As there is not one, I would have to say that everything in the list is a dislike on my part.
jtr7 on 14/5/2013 at 06:06
Quote Posted by heywood
On a positive note, I like the idea of giving Garrett a fast sprint or free running capability so that escape is a viable non-combat option once you're detected. In TDP & especially TMA, it was hard to resist the quick load reflex when detected.
Flashbombs. No one thinks of the flashbombs. Drop one and walk away, jog away, sprint away, climb or drop a level, hop out a window, let an AI chase you to a place where there's another AI who's an enemy of the one chasing you.
Speed potions. Planning ahead. Slowing down. Listening for AIs in an area you can't see clearly.
Loading up a savegame will always be part of ghosting or just a desire to have a clean stats board or particular stat, like HP or detection by AIs, and now, it will also be about "earning" and achievement.
The "Swoosh" system blows, and I hope it's just part of the Focus system.
Dia on 14/5/2013 at 13:29
Quote Posted by heywood
A relatively new concern for me is Garrett's inner monologue. A few of the demo reports noted how they're using Garrett's monologue to lead the player around in annoying fashion, often stating the obvious or spoiling the player's sense of discovery. That bothers me more than changing voice actors.
I was dismayed when I heard about this. Garrett (at least the original) was a man of few words; having his new persona do a running monologue geared towards guiding players who don't have a clue is yet another in the long list of reasons for me not to waste any money on this game. Speaking of having a clue .... obviously EM doesn't, at least imo.
Quote Posted by heywood
On a positive note, I like the idea of giving Garrett a fast sprint or free running capability so that escape is a viable non-combat option once you're detected. In TDP & especially TMA, it was hard to resist the quick load reflex when detected.
Unfortunately, from what I've read/seen/heard the player is
not going to be able to initiate this 'sprint-mode' whenever they choose; it's not going to be like hitting 'Alt' to slow to a walk or 'C' to go into a crouch. It sounded as though there's going to be a specific area/point at which Garrett will be forced to go into a timed speed-run. I could be mistaken (but I don't think so), but the 'speed-run' didn't sound like an option you'll be able to use whenever you want to run away from the Watch. In fact it sounded like a 'mini-game' within the game itself - although EM's information about this feature stated that you won't get penalized if you disregard the time constraint. I really, intensely dislike timed-anything in any game. Just another immersion-breaker for me.
Quote Posted by theBlackman
So far, everything I've read or heard leads me to believe these guys have no idea why we find the OMs and FMs so entertaining. A running dialogue to give me hints or cues is the last thing I want or need.
I understand the desire to 'update' and to try to entice the NOOBS to play, and the desire to include console players, but am afraid it will no longer have the impact, imersiveness or any of the other attributes that drew me into thief in the first place.
Well said, Dusty. Indeed, and seconded.
Pyrian on 14/5/2013 at 19:21
Quote Posted by Dia
I really, intensely dislike timed-anything in any game. Just another immersion-breaker for me.
Hunh. I mean, obviously having a stopwatch around is immersion-breaking, but I've always felt that the sheer
lack of real urgency in many games to be kind of weird. There are sinking ships and burning buildings that you can sit around in, indefinitely, in more than a few games. And then there's usually some quest-giver telling you to hurry, when in reality you can leave the game on, go to sleep, work, come back tomorrow evening, walk through a door and be JUST IN TIME! :cheeky:
Starker on 14/5/2013 at 22:46
Quote Posted by Renzatic
Kinda contradictory, don't you think?
"I want them to try new things. And by new things I mean picking up exactly where the last game left off 10 years ago. This whole doing a new thing with the same characters and settings is just tired rehashing of old ideas because the games industry isn't creative".
How is continuing the series with a female character not a new thing?
jtr7 on 14/5/2013 at 23:26
Apparently it's "new" if it hasn't been done in a particular series, even though it's been done for thousands of years in thousands of other games and storytelling and theaters. FMs have already tried out many many "what-ifs" and "why-nots". It's not "new" if there are other games that do the same thing, with an aesthetic or game-mechanic twist. Anyway, what Thief does on a fundamental level is still "new" to the industry, and they are afraid to implement them except pieces and parts, never most or all in one. Until Thief stops being scary risky to the bean-counters, what it does alone and best may as well be "new" to them and anyone who's avoided the games.
heywood on 16/5/2013 at 09:10
Quote Posted by Dia
Unfortunately, from what I've read/seen/heard the player is
not going to be able to initiate this 'sprint-mode' whenever they choose; it's not going to be like hitting 'Alt' to slow to a walk or 'C' to go into a crouch. It sounded as though there's going to be a specific area/point at which Garrett will be forced to go into a timed speed-run. I could be mistaken (but I don't think so), but the 'speed-run' didn't sound like an option you'll be able to use whenever you want to run away from the Watch. In fact it sounded like a 'mini-game' within the game itself - although EM's information about this feature stated that you won't get penalized if you disregard the time constraint. I really, intensely dislike timed-anything in any game. Just another immersion-breaker for me.
Well, if that's what it turns out to be, obviously I don't want it.
But where did you read about a time constraint? I must have missed that.
I thought the sprint/parkourish bit of the demo was part of an escape scene in which Garrett uses Focus. Was kinda hoping that sprinting was one of the ways you can use Focus.