pavlovscat on 20/3/2013 at 18:13
For me, one of the attractions of Thief is the replay. You can go in & knock everyone out to freely explore the map or sneak around leaving as little evidence of your passing as possible or anything in between. When I first played, the games weren't easy for me. As I got better, I found ways to make things harder for myself...no kills, no knock-outs, steal only the exact amount of treasure you need to finish the level, knock out every guard of a certain type & no one else. Thief allows me to be creative in completing the game. The individual elements, like the light gem, are a part of the whole. If they can create the proper feeling of Thief with different elements, then I won't be disappointed.
Kuuso on 20/3/2013 at 23:00
Quote Posted by henke
Never? Not even the first time you played it? Not even in the Bonehoard when the zombies keep getting back up and you haven't figured out how to use the holy water yet? Come on man.
After you get a hang of it it's not very difficult though. There are defenitely more difficult stealth games out there. I'm playing Assassin's Creed 3 right now and trying to stealth takeover a fort for instance is difficult as hell and requires heaps of patience and planning.
I guess it depends on how you dictate what is difficult. I have died playing Thief and made mistakes, but I haven't had any issues I would have to wrangle with. Problems of logic are really really rare in gaming for me aside from certain strategy games. At max you need to make one mistake to get what the gist of something is to get through it. Dishonored is a great example: I just basically ran through the game feeling that it got progressively easier.
Instead of challenging myself, I find myself liking the sense of achievement more. Robbing that bank in T2 was amazing, when you got it done, but it wasn't particularly hard. It was more about robbing a friggin bank and being very awesome while doing it.
jtr7 on 21/3/2013 at 01:41
Quote Posted by Judith
Yeah, maybe it's just me, but I think there's a difference between "Special thanks" and "Additional Design", which is more than just "offering opinions and such" :rolleyes:
Apologies to all. This is why a database and constant referral to it is necessary if the facts are important, and shows what happens when I don't have access to it. I had started to write in the previous post about how DX:IW and TDS shared the same hacked Unreal engine, and that it wouldn't be unreasonable for people like Harvey Smith to have done work on both, especially to show the TDS team how things worked, with DX:IW's development starting before TDS's.
With the database, there's no need to watch a video. Just type the name. So no, it's not just you, smarty-pants. :p
heywood on 21/3/2013 at 01:58
Quote Posted by Captain Spandex
I turned them all off and
still found the game to be insultingly easy.
The fact that most of the main entrances and exits to each mission happen to be located all of
20 yards from the target springs to mind.
The entrances & exits were way more than 20 yards from the target. But I accept your first point, because there was usually an elevated path made up of pipes, ledges, and/or rooftops which was minimally guarded (if at all). And the guards below you never look up. If you didn't mind missing out on some loot and the occasional rune or charm, you could often avoid the street level entirely and thereby bypass most of the city watch. I took different routes in and out on most levels just to see it all, but there's nothing to stop you from taking the easy route every time.
Leaving these obvious routes unguarded and not giving the AI the ability to look up was a design flaw. I think if you're going to incorporate multiple routes into the level design, they should challenge the player in different ways (like Deus Ex).
Petike the Taffer on 22/3/2013 at 15:51
The idea with the context-sensitive edges of the screen sounds fairly reminescent of how light-based stealth and field of vision were handled in the Penumbra games. As long as it works, I won't bemoan the non-presence of the light gem. But I do hope it will work reliably and that they'll beta test it thoroughly.
thiefessa on 22/3/2013 at 17:38
Quote Posted by Justice01
So, what do they have against the good 'ol light gem?
Who said they had something against it? ;)
jtr7 on 23/3/2013 at 01:43
Since Game Informer confirmed a Navigation beacon, and described the device in the screenshot as revealing Glyphs around a room, and Garrett dialing in on them Stargate-style, I think it's safe to say it's not a light gem. What the heck it's doing in a brothel safe had better make sense. If the House of Blossoms is a former Keeper area taken over, then the looters of TDS could have artifacts. I do hope they have some nasty artifacts, though, like the Heart and Eye were. The plague could be the result of Keeper-sealed artifacts unleashed!! One can dream.
thiefessa on 23/3/2013 at 01:50
Neither I or Justice01 are talking about the screenshot. See thread title.
jtr7 on 23/3/2013 at 01:52
"What will become of The City without us?"
Garrett will see why they did what they did the way they did it, until Gamall sowed seeds of corruption and it had to all be undone. The wretched outcasts, Glyph-writing hands crippled, the bleak Unwritten!