Herr_Garrett on 10/1/2009 at 12:32
I think the game in general is on par with the first two episodes, and in some respects better than MA... Loot glint is reasonable, I'd say. I have no problems with arrow trails, either, I just don't see what purpose do they serve... Lethal water? Hmm, maybe Garrett nowadays just so hates fish that even their haunts are deadly to him. :p Not being blinded by flashbombs could be explained by Garrett's immunity (I mean after the quantity of flashbombs I have used in the first two games, I'd be immune, too.)
My only serious problems were with the climbing gloves/rope arrows. Climbing gloves are just unrealistic, aren't they? Especially since the texture of Garrett's gloves don't change :p And rope arrows did give you a great deal of freedom to explore - which could have come handy when exploring a finally explorable City! An explosion of exploration indeed! :cheeky:
The loading zones are just something you have to put up with. Or stuff it, of course.
I really, really did miss the old cutscenes though - BUT! I had a problem with the cutscenes in DP, too; namely that the game did not live up to the cutscenes. What do I mean? Well, the stuff like: 'comes back in the night and tears you skin screaming' almost made to wet myself when I first played it, and... Okay, DP was really nightmarish and frightening, but not nearly as terrifying as some parts of DS. So the conclusion, to my mind is: in DP cutscenes were overdone, whereas in DS they were underdone.
The point about the intensity of DP, MA, and DS is: DP begins in a kind of jolly, now-let's-grab-some-loot way, and tension comes as a shock when you first visit the Walled-up-section. The Bonehoard is pretty frightening, yes, but... but not that much. In MA the only frightening thing is he Builder's Child, whilst in DS... Now, in DS from the loading texts you know from the very beginning that something very, very bad is brewing. Something hunts you. Frankly, when I read the 'Fiddle-dee-dum' quotation and then in the City a man started humming that next to me, I thought that something extremely nasty is going to happen in half a minute. And the fact that it didn't, did not break the tension. In fact, it enhanced it.
In no way do I mean that DS does not need some corrections: e.g., the frob highlight is, honestly, disgusting, but if you really must - as I had - then download JP's Texture Pack.
And by no means is MA the best. I wanted from MA the suspension. But MA gameplay-wise was improved enough to make up for it. So all in all, I think the three games are fully equal.
If you don't, I'd advise you to set out and improve whichever one you don't like. That's the best you can do, isn't it?
New Horizon on 10/1/2009 at 12:39
Quote Posted by Herr_Garrett
Not being blinded by flashbombs could be explained by Garrett's immunity (I mean after the quantity of flashbombs
I have used in the first two games, I'd be immune, too.)
You would more likely be permanently blind. :D
Beleg Cúthalion on 10/1/2009 at 12:41
I'd wonder if someone could add dark green clouds for the player. I don't know what you all see after being blinded, but for me it's always dark green-blue clouds moving before the eye.
kamyk on 10/1/2009 at 12:47
Heh, play with flashbombs often irl? :cheeky:
BrokenArts on 10/1/2009 at 13:54
Why was this bumped? This discussion is getting soo old.
Herr_Garrett on 10/1/2009 at 14:11
Quote Posted by New Horizon
You would more likely be permanently blind. :D
It could be that at the smell of magnesium Garrett's eyes just instantly shut down for the time of the explosion :cheeky: A Pavlovian reflex...:cheeky:
pwyll on 10/1/2009 at 16:10
When Garrett toss a flashbomb, he closes his eyes. The eyelid is the reason he can't be blinded by his flashbombs. There is no need to look the other way. He knows exactly when to close eyes. And his mechanical eye? How can you blind a camera? It's just a 1/10 of a second flash. The CMOS sensors refresh quickly.
What is the reason you do not like enforcers? They are challenge that makes the game more difficult and therefore more interesting.
What is wrong about the loot glint? You can make it disappear with John P's textures. It's like a inside Garrett's skill to see only the precious items. You are not a real thieves and you don't know what to look for. It's just a little hint.
What's wrong with the blue color when you focus on items? Again use the other textures. But with the blue color you can clearly distinguish what is selected.
New Horizon on 10/1/2009 at 16:37
Please, let the thread 'die'.
Many of us dislike these additions because they simply weren't needed, and make the game feel like a kiddy console game.
That the 'loot glint' design choice wasn't turned off under Normal and Hard difficulty is kind of offensive. It's a reflection of our society's need for 'instant gratification'. Heaven forbid we challenge the player to learn what type of loot to look for, or allow them to make mistakes and have to set a piece of junk back down.
I have no trouble with some of the design choices as 'learning guides' for new or casual players, but there was very little done to make the game challenging or respectful to long time players.
The arguments have been stated over and over and over again since the release of the game. Lets move on.
Quote Posted by pwyll
When Garrett toss a flashbomb, he closes his eyes. The eyelid is the reason he can't be blinded by his flashbombs. There is no need to look the other way. He knows exactly when to close eyes. And his mechanical eye? How can you blind a camera? It's just a 1/10 of a second flash. The CMOS sensors refresh quickly.
What is the reason you do not like enforcers? They are challenge that makes the game more difficult and therefore more interesting.
What is wrong about the loot glint? You can make it disappear with John P's textures. It's like a inside Garrett's skill to see only the precious items. You are not a real thieves and you don't know what to look for. It's just a little hint.
What's wrong with the blue color when you focus on items? Again use the other textures. But with the blue color you can clearly distinguish what is selected.
Bjossi on 10/1/2009 at 17:45
The loot glint is one of my favorite additions in TDS. Why you may ask?
Because my eyesight is terrible. If I'm not looking exactly at a point I won't see it at all (limited peripheral vision), I'm badly nightblind so I get blinded by darkness much easier than people with normal eyesight, plus it takes me up to 30 minutes for my eyes to get used to darkness. Then there is nearsightness of -7 or so. All this comes from something called 'retinitis pigmentosa', and will progressively get worse until I'm completely blind.
For the above reasons you probably understand why loot hunting was a hellishly frustrating experience for me in T1 & T2. The loot glint in TDS isn't a perfect solution for me (for example I managed to miss that special loot above the doorway to part 2 of the Keeper Compound. . . before I opened the glyph door), but it made the hunting much easier nevertheless.
What I do find a bit odd though, is why this wasn't made optional. Not everyone in the world has bad eyes, and I can understand how this ruins loot hunting for those who don't need a glow screaming 'I'm over here!'.
But aside from this, I love the improved graphics and the free-roam in the city. And the new AI is a nice touch, a few times I've had some 'oh shit' moments where guards say "Better check behind the crates" or something along those lines. :erg: The lockpicking system is a lot more interesting, took me a while to crack open the lock to the jewelry store in Auldale. :p
Snakebite on 10/1/2009 at 18:08
Quote Posted by New Horizon
Many of us dislike these additions because they simply weren't needed, and make the game feel like a kiddy console game.
This is kind of true... They needed to sell a lot of copies... This is the worst that became of the gaming industries. They sacrifice a lot of good things for the sake of using only 4 buttons (or whatsoever a game pad has). That was the reason Thief 3 was spoiled (in the matters that was). Still it gets the game to a new dimension. As I said before, the way it looks, TDM will compensate for all our needs.