Starker on 24/6/2013 at 20:03
Quote Posted by Azaran
What I would have liked in the Cradle is instead of having those 10 or so puppets, it would be cool if the level spawned them randomly (like the npc's in the City). That way you could never kill hem all, and you'd never know where the next one might pop up.
That would have been deliciously cruel. I like the way you think.
Azaran on 24/6/2013 at 20:14
Quote Posted by Starker
That would have been deliciously cruel. I like the way you think.
Seriously, someone should make a patch for that ;)
Chade on 24/6/2013 at 21:30
Quote Posted by Starker
Knowing that the opening sequence that leads up to the puppets is entirely safe fails to ramp up the tension the second time. Compare it to the Ocean House hotel in VtMB, where at least the illusion of danger is maintained the whole time.
Sure, there are some (great the first time around) parts of the Cradle that don't work the second time, but there's also lots of great stuff that continues to work.
And seriously ... the Ocean House? That place that literally has no sense danger whatsoever by the time you're about half-way through?
Oh no! Don't hit me with that small vase!Ok, I exaggerate. Even nowadays I'm happy when I leave the Ocean House. But it's the very epitome of exactly what you're complaining about in the Cradle. Great design, but you soon learn (around the time you exit the basement on your first playthrough in my case) that if you pay even the slightest bit of attention you won't come to any harm. It's just a matter of taking it slow and looking around.
Quote Posted by Starker
RttC did it better by providing really claustrophobic environments and hard to avoid patrol routes. The puppets are a bit too predictable and more easily avoidable in comparison.
RttHC did basically the same thing, yeah ... but puppets are more predictable in comparison? That's interesting ... I would have said exactly the opposite. One of the great things about the puppets is the way they behave a bit randomly, keeping you on your toes.
Goldmoon Dawn on 25/6/2013 at 00:42
Quote Posted by Vivian
Yo, I am replaying TDS verily as we speak. I really, really don't get the whole 'oh my god it's a travesty' thing.
You cannot explore and when you try, the master thief falls off a simple wooden beam because the console controls screwed the computer gamers out of 50 hard earned dollars.
Chade on 25/6/2013 at 00:51
There is still exploration to do, albeit not as much.
As for beams, with only a small amount of care you should never fall off a beam. It only takes a few taps to shuffle around and face the direction you want to go. Much like real life, in this case!
Goldmoon Dawn on 25/6/2013 at 00:57
Quote Posted by Vivian
Personally I love all of T2. First one I played, though. T1, while I also loved it, felt a bit too monster-questy after that, felt less like a thief and more like a, uh, tomb-raider of some kind.
It still amuses me after all this time watching people grasping at straws trying to figure out where all these elements in Thief came from. The Tomb Raider comparison is still one of my faves. ;)
Captain Spandex on 25/6/2013 at 01:00
Quote Posted by Azaran
Unfortunately it's those new fans (people like the ones on the T4 FB page, praising everything that gets posted on there) who will probably buy it in droves and make it a success, and then SE will know it can take a dump all over a franchise and people will still buy it.
The game's been available for pre-order for awhile, and we're still not hearing any 'Thief 4 smashes pre-order estimates!' stories from the press. If it was poised to be a runaway success, believe me, Squeenix would be shouting its pre-order numbers from the mountaintops.
I actually have a feeling they'll be lucky to break even. Even after making the wise decision to go cross-generation/cross-platform to hedge their bets. Even non-Thief fans in the press are giving the E3 demonstration a hard time.
Goldmoon Dawn on 25/6/2013 at 01:13
Quote Posted by Chade
It only takes a few taps to shuffle around and face the direction you want to go.
Inline Image:
http://tromoticons.files.wordpress.com/2012/11/facepalm.jpg?w=420I mean, thats real great, Chade, in the spirit of your new found diplomacy and everything, but... seriously? Its Goldmoon Dawn, so you are already prepared to destroy on sight, but, art thou seriously now defending the monumentally screwed controls in Deadly Shadow?
Chade on 25/6/2013 at 01:20
In general? Well, I have before ... but to be totally honest, I don't much feel like it nowadays. Water under the bridge.
In this specific case regarding movement on beams? Responding to the specific claim you made about falling off them? Absolutely. All it takes to not fall off a beam when changing direction in thief 3 is a few taps, which corresponds quite well to the sort of shuffling about you would have to do in real life.
Goldmoon Dawn on 25/6/2013 at 01:38
Second time now that you felt it was important to note how "realistic" it is. Thief: The Dark Project was not a realistic game. It had demons and wizards and zombies, so yeah...
As far as falling off beams in Deadly goes, yeah, if you take your sweet time and move carefully, yes, you can avoid falling off a damn beam. Hence the facepalm. Try making a fast move on that same beam when you suddenly have to move quick. The whole 1st person control scheme falls apart rather quickly...