pavlovscat on 24/3/2013 at 00:01
Vae & jtr7 knock it off. If you don't like what thiefessa posts just don't acknowledge her posts. Your personal thoughts about other posters do not belong here.
Captain Spandex on 25/3/2013 at 14:10
Quote Posted by Vivian
Yeah, in some of them. Once you've found the target. And you've worked out how to kill them neatly.
Actually, no - thinking about it, in none of them. Where do you start the mission within 20 yards of the target?
Quote Posted by heywood
The entrances & exits were way more than 20 yards from the target.
No one else played The Golden Cat?
The entrance to the mission was literally across the street. You could just hop over and voila! You're one opened window from your first primary target. With the second just downstairs. That mission took me all of ten minutes. Full stealth/non-lethal.
I'd have to go back and play (I found the game underwhelming, so I haven't had much incentive to do so) but I remember thinking I was spawned way too close to the target more than once.
The tired defense of 'If you think Dishonored is too short, then you're playing it wrong' is just a fallacy. I went full non-lethal, did all but one major side-quest and essentially ghosted all but two missions... still had it finished in an evening and a half. The game's a joke.
Particularly compared to the excellent games it's inspired by.
Vivian on 25/3/2013 at 15:23
You don't even start The Golden Cat in the same bloody map as the target!
Captain Spandex on 26/3/2013 at 01:51
You're... including the City Hub as part of the level?
Right.
In that case, Thief: Deadly Shadows has the largest, most intricate levels ever!
Fafhrd on 26/3/2013 at 03:16
The Hound Pits is the hub. The exterior city is part of the level. Saying it isn't is like saying that 'the level' of The Bridge is just whatsisname's house, and not THE BRIDGE.
june gloom on 26/3/2013 at 03:16
I am not impressed.
Captain Spandex on 26/3/2013 at 04:55
Quote Posted by Fafhrd
The Hound Pits is the hub. The exterior city
is part of the level. Saying it isn't is like saying that 'the level' of The Bridge is just whatsisname's house, and not THE BRIDGE.
Yes, but you don't return to The Bridge 3 or 4 times throughout the game, which is nearly as many times as you return to the Hound Pits, for the record. Return multiple times? Rife with side-quests having little to nothing to do with your actual mission?
It's a hub. Hub-lite, if you prefer. But either way, The Golden Cat is designed horrifically.
jtr7 on 26/3/2013 at 05:03
(
http://www.gameinformer.com/b/features/archive/2013/03/25/the-world-of-thief.aspx)
Quote:
While complete darkness was a big factor in the earlier Thief games, it made it difficult for players to see what was going on. Eidos-Montreal found a key ingredient to help maintain the feel of darkness while adding visibility. "Fog helps us to light the whole game," Cantin says. "If you have a dark scene in a back alley, you just put fog in it and then you see the silhouette. You're never in the pitch dark.
The fog is there for the mood but also for helping the player to see."
Fog that helps us see? Sounds magical. Usually fog does the opposite. I'm still wondering about other weather effects.
Darkness makes it difficult for players to see... no shiz. That's the point. Are they trying to address people turning up their gamma, or people playing in a lit room?
Vivian on 26/3/2013 at 09:18
Its pretty standard in films - use something to provide contrast. Think the nest in Aliens. Avoids having to play in a pitch black room just to see what you are doing, which will be inconvenient for people who don't have a private game cave of some kind.
Also, you go to clavering boulevard twice, only as part of two specific missions, and its really different each time, and there are different side quests each time. So yeah, I do very much count it as part of the mission, same as the thieves highway is part of the angelwatch mission.
Goldmoon Dawn on 30/3/2013 at 01:32
Quote Posted by Thirith
@Goldmoon Dawn: I'll probably regret this - but can you tell me what the (supposed)
Ultima legacy in
Thief is, beyond a vague "
Ultima Underworld is linked to
Ultima, and
Thief comes out of similar design sensibilities as the
Underworld games"?
Yes.
:ebil: