Shinrazero on 14/6/2013 at 08:47
Good stuff mun.
Zewp on 14/6/2013 at 09:05
Quote Posted by jay pettitt
Ouch.
If (it's a big if) that turns out to be a common response to T4 and if (this one's just a no-no) I'd been bank rolling the project for 4 years, at this point I'd be wondering: what would be the best way to cut my losses.
Probably the same thing Sega did to cut its losses with Aliens: Colonial Marines.
Thor on 14/6/2013 at 10:28
That stuff looks pretty nice. Especially after all the blind one-sided negativity that was being tossed around, that emotionally affected me, I feel quite relieved. It's looking like Thief 3 done right so far. Curious on how they're going to explain the focus mechanic too.
Also didn't read much on what anyone said here, but for those that whined about gaining xp from action, the guy in the interview SPECIFICALLY SAID, that the game will tailor to your playstyle. Now, unless he was just BSing about that (though he doesn't look like he's BSing there, but being genuine and honest), that probably means some experience will come from any way you play the game like in DX:HR (ghosting an area: +100 xp for example). Will have to play and see how well that actually works.
Vae on 14/6/2013 at 10:33
(
http://www.incgamers.com/2013/06/thief-preview-e3-2013/) Thief Preview [E3 2013], incgamers.com
Quote:
Rope arrows make their return too. Although it now appears that they can only attach at certain designated points in the architecture, rather than ‘any wooden surface' as before. How do you know what these points are? By employing Garrett's mechanical eye to pick out points of interest in a style akin to Batman: Arkham Something's detective vision, Hitman: Absolution's ‘instinct' or Dishonored's dark vision.
So we can forget about the quintessential exploratory value of the rope arrow...for it has now been reduced to a predeterminately placed utility...with the equivalent limitations of a mounted ladder or hanging chain.
This constitutes a tragic mockery of an essential element of the THIEF Experience.
Quote:
Experience points can quite frankly bugger right off out of a Thief game. When I saw Garrett murder an unfortunate guard with an arrow to the head and ‘40xp!' popped up, I think I died a little inside. When I told fellow IncGamers writer Tim McDonald what I'd just seen, his response was “oh christ.” Maybe you can toggle the UI to hide that. Perhaps you can justify it by saying that Garrett sometimes killed guards in the original games (it's true, he did.) But it was never encouraged, or rewarded. Higher difficulty levels prevented any kills whatsoever.
Rewarding for killing, is in violation of the core design philosophy of THIEF...To demonstrate such blatant disregard for this, clearly indicates a lack of design understanding for a THIEF game, or worse, conscious contempt for its existence...and as such, EM proves once again their dereliction.
jay pettitt on 14/6/2013 at 10:37
Quote Posted by Queue
So to replenish focus, you have to collect...opium.
DAMN THAT'S COOL!
(And it explains Garrett's "heroin chic" look. A lot of thought really
did go into this!)
NuGarrett being a heroin addict I could swim with. Especially if you have to do the thieving gig to pay for your habit/dealers. Eidos Montreal would be instantly redeemed in my estimation. But it's kinda unlikely that they'll go there ~ at least not beyond the trivial.
New Horizon on 14/6/2013 at 10:46
Quote Posted by Thor
That stuff looks pretty nice. Especially after all the blind one-sided negativity that was being tossed around, that emotionally affected me, I feel quite relieved. It's looking like Thief 3 done right so far. Curious on how they're going to explain the focus mechanic too.
Graphically, it looks very well done. They have a talented group of artists at EM. In terms of gameplay, we really don't know what the game is going to be like right now because well...as the devs themselves said, it's pre-alpha, so it could still turn out to be a completely different experience than the one they're feeding the public right now. I had been holding my tongue throughout much of this because it was pretty obvious to me that a huge amount of these demonstrations were scripted...especially when I saw the guards clip through each other on two different occasions in the same way. It's almost more like a more graphically refined proof of concept than a true demo.
jtr7 on 14/6/2013 at 11:02
The press demo we first heard about sounded underdeveloped and chopped together, linear, and tightly controlled, which, for a Thief game, isn't representative to seasoned taffers of a Thief title. The images don't look much more polished than images from Feb. 2010, just much less compressed. They've added so much stuff in but have still not given the player the full "6-degrees of freedom" of a really old game. It's bloatware. I f***ing hate this trend of flare and bells and whistles without any elegance or purity of the basic functions and needs of a player. This isn't an immersive sim, and if it is, what the hell are they waiting for? It's like Day 2's offerings of the demo finally showing what we've been asking about and waiting for all along, not even showing or mentioning it on Day 1. It's part of why I got sick of EM to begin with. Very consistent perplexing withholding of basic info about the core game. Now the hands-on reports verify linearity in critical scenarios that lack the most basic fundamental of Thief gameplay, and I hope that, too, was for the purpose of the demo, and players will be able to choose their danger on the fly again when that scenario is revisited down the road.
SubJeff on 14/6/2013 at 11:03
Yeah, but they also said this:
Quote:
The light gem is back too, after a fashion... ...Now, it still shows
whether you're in shadow or visible, but in conjunction with a sort of encroaching cloud of shadowy fog around the corners of the screen.
and that's utter bullshit. The light-gem has at least 4 states. How many did it have in the original?
Quote:
Rope arrows make their return too. Although
it now appears that they can only attach at certain designated points in the architecture, rather than ‘any wooden surface' as before.
We don't know this though, do we Vae? We saw focus be used to highlight a point, but that does not mean that its the only place it can be used. Focus highlights guards. You can fire broadheads at guards. Its not the only place you can fire them at though, is it?
That site is awful, but then any site which instantly has a full screen ad you have to skip before you get to the content and then has a massive noisy animated ad you have to close on the actual article page is likely to be awful. That "article"
*cough* is so bad, so full of nonsense, that it would be easy to tear apart. But I walk around dog crap, I don't bother cleaning it up. Not that any of this will make a difference to your incessant whining and bitching seeing as how you are what you do.
Briareos H on 14/6/2013 at 11:08
Quote Posted by Subjective Effect
The light-gem has at least 4 states
There are only three.
Zewp on 14/6/2013 at 11:40
As if in support of my argument that development budgets for AAA games are unnecessarily bloated, which is why we see such rampant casualization in attempts to appeal to wider markets, Jim Sterling discusses the major issue with AAA develop, namely (
http://www.destructoid.com/used-games-and-aaa-games-are-incompatible-good--256227.phtml) unnecessarily high production costs. It doesn't deal directly with Thief or EM, but it sheds some further light on my argument that the AAA gaming industry is built upon a broken business model.
Thief could easily have been a niche title and still remained profitable, but bloated development costs force people to base their design decisions on whether it will make the game sell better, not whether it will make the game a better game.