Shinrazero on 21/6/2013 at 04:15
Quote Posted by demagogue
I don't remember much of the build-up... except that a lot of people were still jaded by IW so expectations were low, I think (IIRC), and then the game was better than people were expecting so I think it ended up getting more of a boost if anything.
The thing is, though, that HR was a prequel with a completely different player character, so they had a legit clean slate in a fair way... Also its opening level was pretty kick ass IMO, and gave a beautifully realized world, and did a lot to get you into the game world (although the actual game levels didn't deliver as much as they could have given the good will it built up ... a lot like HL2 now that I think about it.)
But those are two things NThief might not have in its favor. I mean its "clean slate" is on thin ice since it's rebooting a known character, and I don't know how its early game will play out, but if it's the demo level then it doesn't bode well.
That Sneaky Bastard review was in line with our kind of thinking, although I don't know how much it may speak to mainstream gamers, but it speaks our language anyway... I think they know a thing or two about Thief DNA.
That makes total sense. Admittedly, I didn't play much Deus Ex but as I understand it, EM maintained relatively true to its predecessors.
Data4 on 21/6/2013 at 04:40
Quote Posted by Shinrazero
Did anyone follow the development of DX:HR? The reason I ask is because I am curious if there are any patterns in fan reception. Comparatively speaking, were fans as upset about the direction of that game? A lot of the reception I've seen for Thief has been lukewarm at best. Hell, I remember following TDS and all the concerns from fans were never like they are with Thi4f.
To be honest, I don't think you can make direct comparisons with DE:HR, due to the way the game was presented. HR was set before the events of the first DE, with a different character and a different augmentation scheme. It was easier to give the game a pass because it wasn't a reboot of J.C. Denton's story, plus it gave nice nods to the future, such as the Manderlay emails scattered about, and of course, Bob Page. In essence, it was a game in the spirit of Deus Ex, and as such was more or less successful.
Many times here, people have said something to the effect of "If they said it was a game in the style of Thief, with different characters, I might be willing to give it a shot." To me, that's exactly what DE:HR offered. With nuThief, they've basically put lipstick on a pig and said "No, it's REALLY Jennifer Lawrence. Honest!"
Xorak on 21/6/2013 at 06:24
Quote Posted by Starker
Wait, what? They have managed to dumb down QTEs? Are they trying to target the comatose demographic now?
The new thing is to auto-complete the QTEs, though the player gains less XP if they fail.
thiefinthedark on 21/6/2013 at 06:39
Quote Posted by Xorak
The new thing is to auto-complete the QTEs, though the player gains less XP if they fail.
The fact that there will, inevitably, be people who defend this insanity is disheartening to say the least. That's not a game. Those weird DVD things you played with your remote back in the 90's were more game-y than that. I'm all for indie experimentation with the meaning of what a fail-state is, but to cut it out entirely? What the hell is the point in "playing" that?
SeriousCallersOnly on 21/6/2013 at 08:21
(
http://forums.eidosgames.com/showpost.php?p=1930044)
Quote:
(1) Are they doing away with loading screens between maps? Or is it seamless?
(2) What is the difference between a using a Blackjack from behind silently and a Blackjack takedown?
(3) Does the classic sword from T1 and T2 exist? Or is it the dagger?
(4) Does the game uses "Save Anywhere" or "Auto Save" or both?
1) Where the burning bridge section was concerned, the level was continuous but there definitely were camouflaged loading points. I think there were two, at most three such points and it was a fairly long level. Regarding the Manor parts of the demo:
I don't remember the transition from outside the manor to the inside as being seamless (MT, refresh my memory?), but loading time was very fast nonetheless.
2) Takedowns are contextual moves that offer a guaranteed result (and from my own perception, appear to only be feasible when the player is undetected). Free-form melee is more flexible but also a bit more challenging, as it can morph into full-blown first person combat if you mess it up.
3) I did not notice any evidence of a sword or dagger, but keep in mind that we have no idea when in the narrative the demo levels took place or whether those items appear at another point in the game. Master Taffer would almost certainly have noticed if either one were present, so I'll let him toss in his two cents here.
4) It appeared to use a combination of Real Saves and Checkpoints, much like Deus Ex: Human Revolution.
Hope this helps!
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[video=youtube;PjvTTfbpWjY]http://www.youtube.com/watch?feature=player_embedded&v=PjvTTfbpWjY[/video]
Jason Moyer on 21/6/2013 at 09:15
Quote Posted by Infinitron
That means there's little chance of larger maps using the next generation consoles' larger RAM.
Plenty of games on PS3/360 have large maps. Then again, plenty of games on the PS2/Xbox also had large maps. The "we made the levels small because of RAM limitations" excuse that Ion Storm used for DXIW/TDS was more a reflection of the team's technical ineptitude than the limitations of the systems they were designing for.
SubJeff on 21/6/2013 at 09:31
To be honest, I was quite optimistic about Thief based on what we saw, DXHR, what they said and just generally not being a Mr Downer.
Even immediately post E3 I thought that it was going okay.
But now with this new stuff, this bs about rope arrow fixed point reasons, the current gen announcement and so on... I think things are looking bad.
bartekb81 on 21/6/2013 at 09:50
Shit... I'm getting really FRUSTRATED. But not by nowadays games, no. I'm frustrated by stupid (let's call it by a name) developers' approaches and thoughts. Stop dumbing down games by making them easier and easier! Is it really so hard to make a good, difficult Thief game for the old fanbase?? Don't bother of those who "want to feel good and comfortable" while playing games. New Thief should be even more difficult , with its new AI and challenges! Real gamers want real challenge! Give it to us, give us real THIEF experience, EM.