bukary on 11/6/2013 at 20:15
The journalist also notes that the game does not look like nex-gen title, AI is terrible and the enviroment is not really open (literally: "restricted freedom"). I suspect it means that the gameplay is linear.
He also writes that Garrett can swoop forward and backward...
Also, there are Quick Time Events when Garrett is escaping from the burning building... And there's (quote) lots of 3rd person view (while climbing) then. Ufff...
Infinitron on 11/6/2013 at 20:22
fett, again, you're saying things about the commercial viability of genres that simply aren't as true today as they were even two years ago.
This year, you've got Ubisoft releasing a sequel to the venerable Might & Magic franchise. That's right, fricking Ubisoft is releasing a classic turn-based first person "blobber" CRPG in 2013.
You've got Paradox Interactive, a company that is making millions developing hardcore historical grand strategy games - quite possibly the geekiest, nichiest genre ever. They're so successful that they're actually funding and publishing similar games made by other developers.
You've got Sega, of all companies, praising the PC gaming marketplace, making more money from Steam than they do from consoles, and even buying up PC-exclusive developers like Relic Entertainment.
As far as the first person "immersive sim" genre goes, there's the highly successful Amnesia: The Dark Descent style of horror games, which are in some ways more of a continuation of Thief's legacy than anything Square Enix will ever do with the license.
And I've already mentioned Kickstarter.
Renzatic on 11/6/2013 at 20:27
Quote Posted by Vivian
eeehhhhh... yeah. I agree. That is stupid. I always hated that system anyway. "Boy, shooting that guy in the face sure taught me something about picking locks, no mistake."
That's the way D&D has been doing it for years now. Kick down that door, get experience, learn how to brew potions better.
DX at least had the Praxis setup to fall back on, which made a lot more sense in context. Thief doesn't have that luxury. It's just random numbers you get from doing random things which you then use to get better at random stuff.
bukary on 11/6/2013 at 20:47
So... we've finally seen Garrett in 3rd person. And a toss arc. And a flying camera... :) Fortunately, some obstructive UI elements were non-present (eg. red dots above guards), because... the player did not alert any guards. ;)
I really do hope that climbing the fountain is possible even if it's not turned off.
In short: this gameplay looked slightly better.
Renault on 11/6/2013 at 20:50
Quote Posted by bukary
Also, there are Quick Time Events when Garrett is escaping from the burning building...
This could potentially be the final straw for me. :(
SubJeff on 11/6/2013 at 21:04
Quote Posted by bukary
So... we've finally seen Garrett in 3rd person.
You got a link to any videos?
bukary on 11/6/2013 at 21:09
Quote Posted by Subjective Effect
You got a link to any videos?
It was broadcast live, so... But I am sure that it will appear on YouTube soon.
As for Garrett in 3rd person, it was only a glimpse at the beginning, just before camera flythrough started.
(BTW, I have mixed feelings about this flying camera introduction. It was "cool", but - at the same time - it revealed too much.)
Chade on 11/6/2013 at 21:15
Quote Posted by Brethren
It's hard to see because of the ticker tape constantly running across the screen, but yeah, it's there. Nice, that gives me a little hope, but I wonder why they would use a light gem
and the shroud thing. I will say too that the base UI is pretty minimal and they did a decent job with that (I'm not talking about all the on-screen indicators, they are of course all over the place and completely obnoxious). The jazz hands take a little bit away from that experience, so I'll be interested to see how exactly those work. Every time I see them, I think of playing a mage in Hexen and am waiting for Garrett to cast Arc of Death.
Yeah, that ticker tape was a bit annoying. It also makes it hard to judge whether the player was likely to have been hit in combat while the camera was turned away.
The base UI is pretty good really. If it weren't for all the crap they've layered on top of it (in which category I include the cloak and hands), I'd be very happy with it. The extra HUD elements are by far the worst thing in the video IMO. Happily, it's also the easiest thing to improve / remove. Fingers crossed.
Renzatic on 11/6/2013 at 21:25
Quote Posted by Chade
The base UI is pretty good really. If it weren't for all the crap they've layered on top of it (in which category I include the cloak and hands), I'd be very happy with it. The extra HUD elements are by far the worst thing in the video IMO. Happily, it's also the easiest thing to improve / remove. Fingers crossed.
The cloak I could live without, but I rather like the hands. They're great for showing context without relying on symbols and icons being splashed across the HUD. My only problem with them is that they're way, way, way overused. Seeing them every once in awhile would be pretty cool. Having them float in front of your face 99% of the time, as if pantomiming is an integral part of the process of sneaking is a little too much.
webe123 on 11/6/2013 at 21:27
Quote Posted by Chade
So I'm back from work and have had time to watch the gameplay video again more carefully. Some additional observations:
The use of fog to highlight guards can be seen working well a few times.
There is a light gem as well as the cloak. On the negative side, I only saw three visibility levels.
On focus, combat, and difficulty:
- Focus doesn't regenerate
- Just looking around with focus on burns through the resource
- The focus assisted headshot burnt about 10% of the players focus
- In the initial combat, the player burnt through his entire remaining stock of focus in order to defeat just two guards
- The next guard the player fought killed him
- The player was killed after just three hits from the guards, although he may have been hit an extra time while the camera didn't show the screen
- The focus assisted combat strikes aren't even remotely close to being "insta-kill" buttons
Yeah but you know what MODS for the PC version will fix that! LOL!