Chade on 23/6/2013 at 11:03
Quote Posted by Brethren
When you see popular games like Skyrim and New Vegas doing this, you wonder a bit why any game would have an actual loading zone within a level where the game is forced to stop.
A bit OT, but keep in mind that your current level is still in memory while loading the new one. It's not like you can just overwrite the current level's data. I'm no game dev, but genuinely seamless level loading doesn't seem trivial to me. No doubt that's why the players noticed a small pause when entering the mansion. With any luck, they're still improving their algorithms, and we won't have any such pauses in the final product.
Esme on 23/6/2013 at 12:22
Quote Posted by SneakyJack
...Many times when you thought something was a wood area you'd shoot a rope area into it only to hear a CLANG and lose your arrow because despite the texture it was not the proper surface...
If there was even the slightest doubt as to whether a surface would take a rope arrow I'd shoot a broadhead at it first.
Goldmoon Dawn on 24/6/2013 at 02:52
Quote Posted by sNeaksieGarrett
Stephane Roy even says "impossible to please everyone." Of course, but I'd rather you please the hardcore fans than please the gamers that will just slurp up ridiculous shit
Right, and the point behind that mentality is that if they just made the damn classic game that the true fans wanted, *everyone* would benefit, fans new and old alike, from a modern game that actually has depth and gameplay replay value...
But NO! And if you are/were passionate about these classic gameplay ideals and design, you are instantly relegated to the "nutjob/fanatic section" of this forum.
Good day.
SubJeff on 24/6/2013 at 06:53
Quote Posted by Esme
If there was even the slightest doubt as to whether a surface would take a rope arrow I'd shoot a broadhead at it first.
Yes, like all good thieves would :)
There are indeed wooden structure that cannot be rope arrowed in T1&2 but they are few and far between.
Darkness_Falls on 24/6/2013 at 07:10
FYI, Jerion posted this on the EM forum a short time ago:
Quote:
Jerion wrote: Here we have the audio recording from our interview with Daniel Windfeld-Schmidt at E3! Quick warning, E3 was loud so there is background noise but it should all be clearly audible.
E3 Thief Community Interview - (
https://soundcloud.com/johnfrench/e3-2013-thief-community)
No comment from me at this time. I lose a little more and more excitement for T4 the more I see/hear how they're trying to cater to everyone, though, with the lowest common denominator being the default; and all the 'purist' stuff (arguably, mostly how the game should've been designed in the first place to train a new breed of taffers) is off in the options screens somewhere. I gleaned a bit more of this philosophy from the audio. Somewhat understandable... just a little bummed. C'est la vie!
Vivian on 24/6/2013 at 09:20
Quote Posted by Goldmoon Dawn
But NO! And if you are/were passionate about these classic gameplay ideals and design, you are instantly relegated to the "nutjob/fanatic section" of this forum.
Good day.
Thats not why anyone thinks you're nuts goldmoon.
Fandango on 24/6/2013 at 15:34
Part of the thrill of using rope arrows is wondering where it's a good idea to go up there in the first place.
Sometimes you shoot the arrow and what you thought was wood was actually metal and the clang sends guards running. Sometimes you climb up there and realize there was nothing up there, but it's too high up for you to recover the arrow without taking damage. Sometimes you get up there and your arrow hit a bad spot and you can't jump onto the balcony like you expected, or you make a try for it anyway and fall to your death.
None of this can happen with glowy indicators. You shoot your rope arrow at the designer approved target and redeeem it for a government ration of "entrance to level" or "hidden loot". No risk, guaranteed reward. :(
SubJeff on 24/6/2013 at 15:38
Exactly.
I'd rather there weren't rope arrows in it at all if its going to be this silly.
On the other hand the claw might allow for more vertical exploration. I doubt it.
bukary on 24/6/2013 at 16:57
Quote Posted by Subjective Effect
On the other hand the claw might allow for more vertical exploration.
Hmmm... I though that the Claw is not an inventory item. It's part of contextual animation that is triggered once you press jump/mantle button (or "save-your-life" QTE).
I might be wrong though.
ultravioletu on 27/6/2013 at 14:06
Quote Posted by Brethren
Now, with New Thief, it's much simpler. One button to shoot your arrow, one button to attach to the rope, and one button to dismount. Nice and dumbed down - rope arrows for dummies.
Exactly - new Thief is made for "Angry Birds" generation, it must be simple.
It came as no suprise for me. Objectively speaking, as a commercial entity, the only goal of the game maker is to make as much money as possible. When that is done by dumbing down to appeal to the masses, then so be it. I guess one COULD make a game that would entirely please all who ghosted The Art of Thievery, but would that be a
commercial success?
The fact that some people (like the teams behind TMD and T2X or the FM authors) sacrificed their free time to create something that we, the die-hard Thief fans, appreciate does not mean that everyone else must do the same.
Since the turn of the century, the only games that were
permanently present on my hard drive were Thief (1, 2, 2X and DS), HOMM 3, Diablo 2 and Civ 3. That probably tells enough of my age and my gameplay vs. visuals bias. I however understand that the world moves on and the tastes change.
That being said, I am still sad. I certainly hope there will be a PC hack or something similar (like TDS's "minimalistic" mod) that will tweak certain awkard design decision. The game has potential - the environment looks great in the videos. Even TDS had its Craddle...
Otherwise I will stick to playing T1/T2 FMs - there's plenty of beautiful ones around. Free of charge. And no upgrade required for my ageing PC either...