Thief (4) Features. What we know is in, what we know is out. - by SubJeff
SubJeff on 19/7/2013 at 08:57
I don't think it really matters if it's one contextual button or not.
The fact that just about everything but walking will be contextual is appalling.
Shinrazero on 19/7/2013 at 09:05
Of all the things we've been discussing since April, it is all superficial compared to this. Restricting movement, especially jumping, is a serious blow to core Thief mechanics. This will effectively kill exploration. I cannot imagine playing Thief with predetermined movement, jumps, and mantling. How satisfying is it to make that precarious leap to another ledge and feel Garrett grip and mantle it?
Why do they want to take this away? Even if they managed some workable form of guard rail exploration, it cannot be ignored that the developer is taking exploration out of the players hands. I see this taking away the investment that the player puts into Garret, to be truly immersed. Many things can be negotiated as to what is integral to the Thief experience and in my opinion, free form exploration is not negotiable.
legoman on 19/7/2013 at 09:22
I have well and truly fallen off that fence, lack of free jumping is a joke!
svs on 19/7/2013 at 09:24
I'm just hoping for the devs to take the critique and feedback to heart and change things now that they still have the time to do it. I think the chances are there; especially if the issue is recognized in a public magazine such as the PC Gamer.
If the fixed jumping will make it to the end product - which I will definitely check before buying, I probably will pick Thief up from the bargain bin at best.
Vae on 19/7/2013 at 09:38
Quote Posted by Al_B
Has it actually been stated that there is one key / button for all three actions or is that your inference?
It has been stated within this conversation...(
http://forums.eidosgames.com/showthread.php?p=1936306#post1936306) We PLAYED THIEF at E3 – Ask us anything!
Quote:
Was the PS4 controller's touchpad what you used to '
swoop'? ~ DarknessFalls
Quote:
No. It was used as an alternative way to access the inventory. The
X was used for the
swoop. ~ Master Taffer
Quote:
What button was used to
jump whenever/wherever you wanted? ~ DarknessFalls
Quote:
The
climb and
jump button is
X. ~ Master Taffer
Therefore, Climb, Jump, and Swoop, all share the same Contextual Action Key (Button X)...To continue...
Quote:
Jumping anywhere sounds like it won't be possible. I see a problem I was expecting to encounter: Since Jump and Swoop use X, I wonder how the game knows which one you want to do at a given time? ... How would the game know I want to swoop and not jump at those times? ~ DarknessFalls
Quote:
I think the times when you want to jump and the times when you want to swoop are mutually exclusive. For example, the only times I can think of when you want to jump are to reach a ledge and to cross a gap. For both of these times, you will be either facing a wall or empty space, neither of which you will want to swoop into at any point during gameplay. So, when you're directly in front of a wall of a gap, you'll jump, and when you're not, you'll swoop. I'm assuming that's how it works. ~ knox140
Quote:
Pretty much. You can also aim the swoop mechanic as well, so you can go forward, backward, left, right, or diagonal depending on which way you are pressing the movement thumbstick. ~ Master Taffer
Therefore, Climb and Jump are contextual actions that are executed at predefined hotspots by the Contextual Action Key...defaulting to the Swoop action, in the absence of a Climb or Jump hotspot.
Any other questions?...;)
Esme on 19/7/2013 at 10:37
So on a console at least
"X" = "Use Garrett to overcome obstacle".
Where the obstacle can be something to climb, a gap to jump, a brightly lit area you need to traverse quickly before the AI alert ...
So Garrett becomes a simplified puppet I drive around that I'm not invested in and don't really care what happens to, rather than being me in the game
Well builder forbid I should be distracted from talking to my friends and eating pizza
fetgalningen on 19/7/2013 at 10:59
Quote Posted by legoman
I have well and truly fallen off that fence, lack of free jumping is a joke!
Those knuckleheads have probably built the whole game and engine around you not being able to jump. Is my bet.
SubJeff on 19/7/2013 at 11:43
Quote Posted by Shinrazero
Of all the things we've been discussing since April, it is all superficial compared to this. Restricting movement, especially jumping, is a serious blow to core Thief mechanics. This will effectively
kill exploration. I cannot imagine playing Thief with predetermined movement, jumps, and mantling.
QFT
This really is it. Ha ha. I'm on Vae's side on this. Its a nonsense of amazing proportions.
jtrhatekru shouldn't get too smug though - you guys were whining and howling long before we knew any of this.
Al_B on 19/7/2013 at 11:54
Quote Posted by Subjective Effect
I don't think it really matters if it's one contextual button or not.
No, it doesn't matter if all jumping is only at contextual locations. I had the seed of doubt that the "you can jump" message the article talked about may have been a prompt to point out to the player that they could jump, not that it was the only possible way. If the jump function is available on a dedicated button then I considered it more likely that jumping was actually a free-choice action, having three actions on the same button makes it far more likely that it's contextual.
Quote Posted by Vae
Therefore, Climb and Jump are contextual actions that are executed at predefined hotspots by the Contextual Action Key...defaulting to the Swoop action, in the absence of a Climb or Jump hotspot.
Any other questions?...;)
No - thanks for the links. If it really is as restricted as it appears then this is very disappointing.
SubJeff on 19/7/2013 at 11:55
I've posted on Eidos forums asking for clarity.
It might be time for me to do that comparison of all the Thief games.