bartekb81 on 18/6/2013 at 21:56
Quote Posted by theBlackman
To be blunt,
fett and company did a much better job with T2X than I see happening here. From what I've seen and read so far this is another abortion like TDS.
I hope you're wrong. As I posted above, there are many things I like from video presentations but gameplay was always the most important thing. Alongside with atmosphere, immersion, story, missions. THIEF already looks good, but we know it's not enough.
henke on 19/6/2013 at 07:00
Quote Posted by Renzatic
I never once turned on the objective markers or other extraneous UI bling in DX:HR. They were there as an assist for people who needed them, but they weren't necessary.
May I say I really like this discussion about assists that turned up over the last page. I've mostly just gone with default settings in games, but recently I discovered how profoundly it can alter a game by turning some of that stuff off. And I learned it from an unlikely source: Euro Truck Simulator 2. Turning off the GPS I instead had to map out my journey on the map before starting a trip, and then navigate by roadsigns to get to my destination. Not only did it make the game more fun because it was less about constantly checking a little arrow in the corner of my screen, but it also made me much more aware of my surroundings.
When I get around to replaying DXHR, I'll defenitely try playing it with the assists off.
Esme on 20/6/2013 at 10:42
Quote Posted by ThePhotoshop
“If I give you the possibility to shoot the rope arrow everywhere.... I will have to reduce our intention for the narrative”Translation - if we let you wander wherever you want we can't use 'kewl' forced set piece button mashing scenes and will have to throw away a lot of the already developed action sequences we've already scripted.
Because a lot of Thief players on seeing what they perceive to be a trap will take steps to avoid it, minimise it's impact or if possible avoid it altogether.
Some of course will set it off just to see what happens :ebil:
The first three games managed to tell their story without having to "reduce our intention for the narrative" mainly because they didn't force the player into doing things their way and designed the game to cater for free form exploration.
Chade on 20/6/2013 at 11:12
Ugh, what a quote. For me personally, the rope arrow restrictions may be the most dissappointing news I've heard about the actual gameplay so far.
Full quote, for reference:
Quote Posted by Roy
If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done.
Vivian on 20/6/2013 at 11:17
Well... I would rather have the feature in like that than not at all, but yeah. There's not much satisfaction in 'ooh I put the rope arrow in the only place I can put a rope arrow' is there. I mean, can you at least still miss, I wonder? Or is more of a push button to make rope sort of affair? I suppose the vine arrows in T2 were, functionally, pretty similar. In that there would be a random single tile of grating stuck somewhere convenient quite often.
Esme on 20/6/2013 at 11:56
The rope arrow allowed and encouraged exploration of areas that were not necessarily intended or were deliberately hidden as secrets, it's one of the features I loved from the first games and missed terribly in Deadly Shadows.
It's a bit difficult to have a 'secret' area accessible by rope arrow if the rope attachment points get highlighted in blue every time you pull the arrow out of the quiver.
'Oooo why has that attachment point highlighted ? I think I'll go have a look..." Yeah there's a sense of accomplishment for being observant in that isn't there .... no ? just me then ? ... no ? not even me then.
Any bets on whether crate stacking, that other unintended exploration tool, works in the new game ?
And if it does will it only be at specific points highlighting in blue, in specific areas?
As for missing with rope arrows, after practice in T1/T2 I could judge distance and the arrow trajectory pretty well without any visual aids beyond what I had on screen, but if I thought there was a danger of missing and 'burning' a valuable tool like a rope arrow I'd take a practice shot with a broadhead first, I'm probably not alone in doing this.
Chade on 20/6/2013 at 12:17
The eidos players mentioned that they found plenty of crates you could climb on in the E3 demo, but none that you could move. That's one of the ridiculous number of bullet points in my summary.
Esme on 20/6/2013 at 12:25
Quote Posted by Chade
The eidos players mentioned that they found plenty of crates you could climb on in the E3 demo, but none that you could move. That's one of the ridiculous number of bullet points in my summary.
Thanks for that, it's added to my list of reasons not to buy, that plus the (
http://www.ttlg.com/forums/showthread.php?t=141795) sneakybastards thread.
I give up, the game could be brilliant, but what I see as bad points are just mounting up too quickly and look too deeply embedded, I can't see them being removed before release so I'm writing this off, I wish EM all the best with their game and hope it's a success for them.
jay pettitt on 20/6/2013 at 13:04
Thanks ThePhotoshop, certainly from my perspective this is by far the most revealing write up of T4 yet. It's just a shame it's not a happy one.