Thief (4) Features. What we know is in, what we know is out. - by SubJeff
Vivian on 21/4/2013 at 19:57
you can't see it or it hear it queue but I am slow clapping you right now
nb because he reposted the image but now it's gone goddamnit who's screwing around with this? Queue are your trying to make me look like a cretin?
Myth on 22/4/2013 at 09:52
If the trailer is any indicator of the music, we will get cheesy, tryhard, summer blockbuster fanfares "cool" music that better fits "Badass Cop II - The Return of Ninja Robots" than Thief 4.
thiefessa on 22/4/2013 at 11:17
The music in the trailer is far too brief for me to judge fairly, so will wait to hear more.
jtr7 on 22/4/2013 at 12:02
Quote Posted by Subjective Effect
The picking Thief 1 and 2 is the same as in Thief 3, the only difference is you only had 2 options instead of 4. Otherwise functionally it's identical. Don't be fooled by the graphics.
wut
Hardly any part of that statement is correct.
SubJeff on 22/4/2013 at 12:09
Your failure to see this speaks volumes.
In Thief 1 and 2 you have 2 lockpicks, 2 operators. You try one and if it works you wait for it to get through its clicky clicky and then select the other pick. Repeat til the lock opens.
In Thief 4 you have 4 directions instead of 4 picks, but its still just 4 operators. You do the same as in Thief 1 and 2.
Stick that in your wutpipe and smoke it, Einstein. This is exactly why the only thing of worth you have to offer is your extensive knowledge of the levels and the lore. Your opinions on gameplay elements are worthless.
Springheel on 22/4/2013 at 13:00
Quote:
Your failure to see this speaks volumes.
He's not the only one failing to see how T1/2 and TDS lockpicking are "functionally identical".
In T1/2, there is no skill element at all. It's just a matter of selecting one pick or the other and holding a button down until you're done. Other than knowing how to switch lockpicks in your inventory, you don't have to do anything but hold a button down. A three year old could do it.
In TDS, you have to actually make decisions about which direction to try (and there are more than 4 positions on the more difficult locks, IIRC). You have to pay attention to the cues that tell you when you're in the right spot, and you have to click the button when you locate it. If you're expecting a progress bar approach like T1/2, you'd sit there forever. You can actually learn patterns for certain locks and get faster at them, unlike T1/2.
That's ignoring the other differences, like being able to pick from any direction in T1/2, as opposed to being sucked into place in TDS.
Of course, maybe my opinions on gameplay elements are "worthless" too.
SubJeff on 22/4/2013 at 13:20
You use the wasd keys to choose the direction you pick. It does the clicky thing, you move on.
The GUI may confuse you but functionally it is the same.
There may be locks that don't have a sweet spot at NSEW but if there are there are very few and I don't remember them.
It still follows the same method - select operator, listen for click que, wait for outcome, repeat.
Gameplay is made up of functional units and it's the combination of them that determines if a game is fun (for you) or not. It's failure to break things down and consider the effect, or to choose other functional units on purpose, that alters the divide between player skill and simulated skill. It's poor application of these units that spoils things.
Take the lean process as a gameplay unit; done right in Thief 1 and 2, done badly in Thief 3 by incorporating a sidestep. In fact many of the things on the list in the OP are just functional gameplay units. Focus, is just another one.
Queue on 22/4/2013 at 13:43
Quote Posted by Vivian
... because he reposted the image but now it's gone goddamnit who's screwing around with this? Queue are your trying to make me look like a cretin?
I'm just as baffled as you are.
... but you are a cretin.
Dia on 22/4/2013 at 13:54
Quote Posted by Springheel
He's not the only one failing to see how T1/2 and TDS lockpicking are "functionally identical".
I agree Springheel. Also, in TDS you're taken out of the environment with the picture of the internal workings of the lock; like a mini-game. Very immersion-breaking, imo. While the lockpicking in the first two games may have been simplistic, at least you're still in the environment and can see/hear the guards coming which adds to the immersion and tension.
Vivian on 22/4/2013 at 13:58
no queue u. NO U QUEUE.
BTW Dia you can still hear everything that's going on when you are lockpicking in TDS, you are just looking at the door until you stop picking it. Otherwise you are still in-world, there is just a pop-up icon/lock map thing in the corner. You can do it on sound alone if you listen carefully.
Are you thinking of oblivion?
NB evidence at the end of this video if you can bear to listen to the penis doing the VO for that long. (
https://www.youtube.com/watch?v=BaMW48zrsEw)