Nuth on 17/8/2013 at 17:41
Considering how shallow their experience with Thief seems to be, he probably went into Constantine's mansion and thought he was upside down.
Dia on 17/8/2013 at 17:47
:laff:
Yep; probably because the controls were so damned complex and difficult, and I'm sure all that inadvertent spam-jumping broke his immersion to the point where he just didn't know down from up.
Ya really gotta feel sorry for someone who is so easily confused. ;)
Goldmoon Dawn on 17/8/2013 at 18:55
:cheeky: Nuth
jay pettitt on 17/8/2013 at 20:55
Quote Posted by Fandango
Remember how Garrett could jump from carpet to carpet to avoid walking on noisy metal flooring? No?
I must be remembering wrong because "Jumping, bouncing up and down, kind of broke the immersion"
In other news, spinning in circles kind of broke the immersion so they've removed the ability to turn.
Still possibly being overly charitable to EM, but I don't think they're saying you can't do this. It's just that they've called a jump a swoop for some very odd reason. err, and they might have made it sort of silent. But you've got a jump key and the details about the sort of jump you do depends on the context of what's in front of you. If it's a wall you'll jump up high. If it's not a wall you'll leap in a sort of horizontal way.
And Adam's spam jumping, if you give him the benefit of the doubt (I know) would be, if you assume there is a bunch of different jumps that nuGarrett can perform semi autonomously based on the context of whether you need to jump across something in front of you or jump up something in front of you - and if it's only very rarely, if ever, going to be a problem where you might want to do a different sort of jump to the one nuGarrett semi autonomously wants to do... why is it a
big problem - unless you've got a weird thing for jumping up and down rather than across. In which case you're a twit.
And the default keys for a forward peek (was it CTRL+ALT+W or something) were kind of a pain.
Quote:
I'm still trying to figure out WTF upside-down peeking is.
Adam (or whoever it was) being facetious, about having a separate forward peek and having some crazyarse key binds for it.
jtbalogh on 17/8/2013 at 21:09
Quote:
upside-down peeking
... is a look-behind-you-quickly toggle
but,
when Eidos had a thief in pre-alpha grabbing his ankles with zombie hands and mooning players in the third-person 3-D perspective, they changed their minds about what it really meant.
--------------------
Forward peek can change the crazyarse keybind to something else like 'R'. The default is stupid, not the movement.
When Eidos had a thief in pre-alpha lean too far forward and ripped the emo leather outfit they spent years designing, they changed their minds.
Springheel on 17/8/2013 at 21:25
Quote:
Now they're just making stuff up. Iirc, there was no 'upside down peeking' going on in any of the three original games. Or did I miss something?
It's just hyperbole, used to mock the original games. Much like comparing them to the original Batman series, or Adam's recent post, "Those hoping for Garrett the Master River Dancer will be disappointed".
Too hard, too many controls, too slow, not mature enough, too much magic, not suitable for the way we play games today....
Other than the continual assurances about how much they "respect the DNA" of the original games, virtually everything else they say about them sounds curiously denigrating.
Chade on 17/8/2013 at 22:05
Ironically, one of the advantages of their new leaning system *should* have been the ability to peek upside down underneath furniture.
Vae on 17/8/2013 at 23:34
Quote Posted by ZylonBane
At this point, the worst thing about "Thief" is that it presumes to displace the name of the groundbreaking original.
Yep...NuThief is
THE Thief now...which is such an insult to the legacy of true THIEF...I encourage everyone not to call the new game "Thief", for this very reason.
Quote Posted by Dia
Now they're just making stuff up. Iirc, there was no 'upside down peeking' going on in any of the three original games. Or did I miss something?
He was talking about when Garrett leans over and uses his ass and legs for cover...
Inline Image:
http://www.leatheroaks.org/Rubber/AmberTwo/Dcp01030.jpg
demagogue on 18/8/2013 at 02:06
I wouldn't worry about it though. I'm pretty sure we'll still be able to hide behind our hands when we cover our face in T4.
Peek-a-boo! *:o*
Rope Arrow on 18/8/2013 at 06:39
Reading through this thread, it's really interesting to me to notice that there's kinda two camps forming. One seems to be the 'you have to modernize, so stop pissing about it you fanboys,' and the other is the 'LG games were great and the series should just go back to its roots with prettier lighting' crowd. And both certainly have a point. I would personally count myself having a foot in each. I understand that while I really just want a warts-and-all remake, I have no reason not to go back to the originals for that. I also understand how a lot of modern game-design trends really go against the DNA of what makes a Thief game good, but those trends are there for a reason, and it's not just the dev-team's fault.
Although I do wonder somewhat about that last point. How they seem to be handling the fanbase's expectations in public is laughably bad. The tipping-point for me when I saw that nuGarrett's apparent CoD voice-in-the-ear character was Basso, with his magpie familiar Jenivere. I mean... What? Are you taffing me? I had to go back and check several times to make sure that it wasn't the work of some disgruntled fan giving their ironically cynical view of the concept of a reboot. But nope, it's official. It's almost enough to make feel like we're going to have next year's Xbox One-Eighty next year. Six months before release, the EM gives a huge announcement that says "Kidding! Due to the overwhelming feedback, Thief will now be an entirely stealth-focused game with an emphasis on free movement and organic gameplay, rope arrows will now anchor in any wooden surface, and Steven Russell will return to voice Garrett!"
But I digress. This article about all the context-sensitive controls is really making it hard to be excited about this game. My favorite part about Thief 1 and 2 is probably the way it controls. The way it feels. I truly feel like I'm playing a vulnerable human being, albeit one wearing greased tap-shoes in a world where every surface as the same friction as the surface of an icy pond, but a person none the less. Best of all for me is that there is no third-person view, because I am both allowed to imagine what Garrett's features and outfit looks like, but also imagine his interactions with the world. Deadly Shadows rather ruins this for me. Instead of a person, I feel like I'm playing a perfectly square six-inch wide column with two slightly wobbly legs, and the immersion is actually lessened when, at the back of my mind, I know there's a third-person animation taking place in a vacuum, rather than intimately interacting with the world. This is a very common problem for me with modern graphics. They look so real, but the degree with which I can physically and visually interact with that world really hasn't come very far. It creates dissonance in my mind when it looks just like a world I should be able to touch and interact with as I please, but I still can only make about as much difference as with a life-sized theme park attraction. The best they can think to do is make context-sensitive animations that rip the control away from me, actually making me feel less connected to the world. TDP looks like it's made out of cardboard, so my immersion is so much greater when I can only interact with it to a limited degree.