jay pettitt on 30/9/2013 at 12:01
To be a little bit fair, I did try watching the demo section wondering - what would I think if this was a fan mission, perhaps for The Dark Mod. And you'd have to say that it looks very professional etc etc.
Quote:
I don't agree that this looks like a "second class Thief knock off". That implies that they're trying to make it like the old games and failing to do so. They're very clearly going in a new direction with this one
It's not that clear that they're boldly taking Thief in a different direction. Pseudo historical setting - check. Fantasy rogue character - check. Rope arrows - check (sort of anyway). Guards with swords - check. If this was the output of a different publisher, we'd be screaming second rate rip off and rightly so. They're hardly exploring new and uncharted territory.
There's lots you could do to take Thief in a new direction. You could plonk it into in an actual historical setting maybe against actual historical events, in London or Paris perhaps. You could move it to a more contemporary time frame or even the future. You could set it in a fictional Far East. I'm not seeing the work of eagerly creative minds in NuThief.
demagogue on 30/9/2013 at 13:12
Lackluster response by the audience sort of told the story.
Level design was respectable it seemed. Hopefully on par with Dishonored. I didn't see enough to know if how open (non-linear) the level design is; Dishonored was quite open, which added a lot. So if this is too that could forgive a lot. And most of the architecture was pretty.
Popups usually get me down, and I thought swoop changed the pace or flow of the gameplay to be a bit frenetic for me, not to mention some of the guard conversations put me off, so gameplay might grate on me sometimes. For Dishonored I was able to look past things like that because the gameplay still hooked me.
While I don't like contextual actions (what you can do varies by place), I like some of the contextual animations (doing common things varies how it looks by place).
Well there's me being charitable.
Renault on 30/9/2013 at 13:58
Has anyone else noticed that the "door opening" animations are flawed? Garrett turns the door knob or handle or whatever, releases it, the handle/knob goes right back to it's original position, and then he's still able to open the door. I know, I know, it's nitpicking, but it's really been bothering me because it just doesn't make real world sense it it look screwy.
SneakyJack on 30/9/2013 at 22:41
The "Med packs" thing was weird. What was wrong with health potions? Also - the voice acting on the guards and other NPCs is pretty weak. I would say I hope that it's not the final voice acting but I doubt they're going to re-record all the voice acting before shipping the game.
The 'framesearching' thing is unintentionally hilarious when being touted as an important feature.
"Ghosting? You mean like going through walls and stuff? That'd be weird."
Xorak on 30/9/2013 at 23:12
I wish there was more colour to the game. The dark isn't interesting at all to me unless there's colour to contrast it. And not just yellow or orange. I'm at the point where I think I realize that any movie or game that just uses blue and yellow (teal and orange) will be terrible. It's a visual hint of it's own worthlessness.
There's a focus meter on the bottom left of the screen, the outer white crescent. He goes through nearly all of it on this level. I can't tell but it might regenerate slowly.
Darkness_Falls on 1/10/2013 at 00:02
Quote Posted by SneakyJack
The "Med packs" thing was weird. What was wrong with health potions?
Health potions are too magical ;-) I could be mistaken, but I think the "med pack" says, "Deer Meat" on its packaging. And was it in or near the kitchen? Think so, but can't remember. It could be kind've cool if they have a variety of 'health packs,' from packaged deer meat, to the variety of edibles in T1/T2, to whatever miscellaneous stuff they think of that would seem relatively realisic -- all suited, or nearly customized/suited to the location of where you find them. I'd miss health potions if they're not there at all, though. Gets me thinking, though: I wonder if there are "poppy potions" for Focus ;)
sNeaksieGarrett on 1/10/2013 at 00:58
Wait, med packs? Really?:weird: Can someone point me to where that is in the video? I didn't see that.:o
jay pettitt on 1/10/2013 at 01:23
It's mentioned at 19:00 and you pick up a "med pack" at 19:35. Though you could easily call it provisions or something less obviously ill-fitting
I thought it read dog meat.
Ceamonks890 on 1/10/2013 at 01:31
Well, I finally got done watching the video and I left it with a rather mixed opinion, typing notes in a document while I watched. Unfortunately, like many others here, most of my thoughts are quite negative.
Pros:
-Frame searching(in my opinion) is an OK idea, and adds that little bit more exploration into the levels.
-Environments look impressive and atmospheric(especially the interior of the mansion.)
-Health meter doesn't regenerate over time, unlike most games these days:thumb:
-Throwing items to distract enemies
-Lockpicking seems more challenging than previous games(that is, unless you don't use the focus mode of course;))
-Multiple paths to your objective:D
-Looking through keyholes or holes in the wall to see what's on the other side is another nice novelty I guess, but nothing more than that.
-Level maps from the original Thief games return
Cons(and trust me, there are a lot of them):
-Garrett's new voice actor still sucks(same goes for the general voice acting overall in the reboot). Seriously, I've heard voice acting in fan missions that were more high quality than this!
-Officially no Hammerites, Keepers, Mechanists or Pagans:(
-No health potions, replaced with generic health packs
-Little to no magic/supernatural elements
-Classic Thief lines like 'Taffer' replaced with standard curse words
-Light gem system is worse than previous games
-Seemingly no sound feedback system for footsteps, arrows killing guards etc
-Garrett's hands always out in front during interactions with the environment or crouching during gameplay, making him look ridiculous.
-FOCUS MODE
-The swoop mechanic makes no noise and seems far too easy to abuse.
-XP system. Again, rewarded for headshots:nono: Why is this system even necessary? The original games never needed such a gimmick, why start now?
-Timer for pickpocketing(In the originals, once you highlighted the loot of your choice, you'd press the action key and steal it instantly. Not the case here dissappointly:()
-Blunt arrows are a lame replacement for the noisemaker arrows.
-Enemy AI is seemingly braindead
-Seemingly no concerns in terms of hiding bodies:nono:
-Background conversation dialogue between enemies is dreadfully written
-In-game mini-map(Unnecessary for a Thief game, when you already have the level maps to draw from.)
-Captain Obvious comments from Garrett(and admittedly the presenter as well.) Geez, who doesn't know what a health meter is in a game, retard? Whoever hired that guy to present is nothing short of an imbecile and has no idea what fans of the original Thief games actually want. Returning to Garrett, can't he just shut up and allow players to figure out things for themselves? Good grief *facepalms*
Goldmoon Dawn on 1/10/2013 at 01:31
EDIT - I see several others have already posted this. :p
I remember at least two of them, but the first one is at 19:33.
The actual graphic looks like a bag of white rice. When you grab it, the commentator says "That was a health pack", and the floating popup says Health +1.