henke on 25/1/2014 at 08:25
Here's the same footage but with english narration over it:
[video=youtube;60l_qskLeFE]http://www.youtube.com/watch?v=60l_qskLeFE[/video]
SubJeff on 25/1/2014 at 10:01
Looks pretty good to be fair, if a bit uninspired. It's lacking in having it's own style I guess, though it does look less cartoony than Dishonored.
The gameplay will be the all important thing here.
Splashcups on 25/1/2014 at 10:28
The difficulty settings do look awesome. I am worried about two things though. The difficulty mods are broken up into three sections. Classic, legendary, and ultimate. Can you toggle any mod in the three catagories seperately? Or can you only pick from one catagory at a time?
The points that appear on the menu screenshot, are they for some sort of unlocking system, or to do with scores on the leaderboard?
The no recticle mod should be in the graphics menu. Also, I would like to see the no killing, no knockouts mod seperated into two. I never kill, but I like to blackjack.
Platinumoxicity on 25/1/2014 at 11:42
You are not allowed to open a secret door and walk through it. You press the button, and then an automatic sequence takes over, and gives back the control of your legs when you reach the other side. And the first time you didn't even know that there's a door there, so you have no control over what your character decides to do. Classy.
EM might actually manage to pull off creating the least immersive first person game in history.
bukary on 25/1/2014 at 14:13
Quote Posted by Tomi
How do the loading screens work though, do you have any idea? I remember the devs saying that the player will barely even notice the loading zones because the "transition is so smooth", so I was hoping that the end result would be something a lot more tolerable than what we got in TDS at least.
Well, it seems that the developers "changed their minds". Here's what b1skit said some time ago:
Quote:
I can weigh in here and say that no, there are no loading screens. Loading is handled behind the scenes, the next portion of the level streams in as you approach it. [...] Yep, absolutely - it's seamless. Very cool.
And here's (
http://forums.eidosgames.com/showpost.php?p=1977011&postcount=35) what we have right now (according to the journalist who played the game):
Quote:
Now, here's the kicker. Don't imagine anything like Thief 1/2 in terms of level design and space, otherwise you'll be disappointed. I know what you mean about Dishonored's streets being a bit bare and Thief's are certainly better, but at the same time they're not that big. A bit better than Deadly Shadows and probably around the same level as Thief II's 'Ambush!' mission when it comes to the City Hub.
The biggest annoyance for me playing Thief, which I enjoyed but this was the thing that made me cross, was having to go through a specific spot with a loading screen to the next part of the City. This was the worst thing about Deadly Shadows and I was really hoping we would've got past that point now - my first preview of the game didn't have any loading points, it was all free-flowing, so I can only assume this is down to putting the game on 360/PS3. So expect it again, unfortunately.
Enjoyed my time with Thief but this was the biggest sore point.
And more:
Quote:
...loading screens are most definitely there. In fact there are even silly blue mist portals. I am NOT joking. There ARE moments where Garrett opens a window and the next area loads, but there was still a loading screen making it obvious. Hopefully those particular screens will be gone in the final build and it will just continue on in the missions, but in the City Hub, travelling between areas requires going into what can only be described as a blue mist portal and the game loads the next area. It works exactly like Deadly Shadows in that way.
In short,
loading zones (and screens) with blue mist portals confirmed!
Springheel on 25/1/2014 at 17:10
Quote:
I wouldn't consider it sloppy, I'd consider it completely planned out that way to simplify the mechanic for a modern audience
Well, we can argue over the semantics of "sloppy", but I think its ridiculous to only use the light level of the floor (if indeed that's how its done) in a stealth game with real time lighting. It goes beyond leaning into the light, which I could live with, but being fully hidden in darkness when the top half of your body is lit up? Even TDS was more sophisticated than that.
cyrosis on 25/1/2014 at 22:27
Quote Posted by Springheel
Well, we can argue over the semantics of "sloppy", but I think its ridiculous to only use the light level of the floor (if indeed that's how its done) in a stealth game with real time lighting. It goes beyond leaning into the light, which I could live with, but being fully hidden in darkness when the top half of your body is lit up? Even TDS was more sophisticated than that.
Yeah, I'm really hoping it's not the case. Perhaps on normal the light meter is just so insensitive that you can be fully lit by previous Thief standards without brightening the light gem.
Of course the lean mechanic is just as bad for me personally, as it's one of the biggest gameplay differences between first and third person stealth games. I'd say not having the safety of looking around every corner without risk is one of the main factors that forces Thief players to be so reliant on sound. If we can simply peak without risk, why bother listening for guards?
SneakyJack on 25/1/2014 at 22:32
The gameplay video posted on the first page looks promising but the news of multiple loading screens in the hub and small levels does not sound promising.
TriangleTooth on 26/1/2014 at 12:21
I'm confused, the original games (except TDS, and I saw mods to change this because people hated it (it made leaning pointless)) let you lean into light without altering the light gem (save the 'you are moving' penalty). Hell the engine was primitive enough (and that isn't the reason since as above not having this was seen as a flaw in TDS by many) to let you lean right around the corner without being seen. Seems to me without this you might as well be unable to lean.
henke on 26/1/2014 at 13:26
Quote Posted by Tomi
How do the loading screens work though, do you have any idea? I remember the devs saying that the player will barely even notice the loading zones because the "transition is so smooth", so I was hoping that the end result would be something a lot more tolerable than what we got in TDS at least
Quote Posted by Platinumoxicity
You are not allowed to open a secret door and walk through it. You press the button, and then an automatic sequence takes over, and gives back the control of your legs when you reach the other side. And the first time you didn't even know that there's a door there, so you have no control over what your character decides to do. Classy.
EM might actually manage to pull off creating the least immersive first person game in history.
My money is on these two things being connected. It probably handles loading zones the same way Far Cry 2/3 did. There's a somewhat slow "opening door and walking through" animation playing out while the new geometry loads in. You can see in the video when he enters the secret wall that the game even stutters a bit.
I don't have a problem with this approach, certainly breaks the immersion less than a regular loading screen.