SubJeff on 15/2/2014 at 05:52
No surprise from who either Jason.
Hey Renz. How about those grates in Thief 2 that said "vine arrow me!" ?
downwinder on 15/2/2014 at 06:01
why is it everything garrett does in game as in getting items is so fast? makes no sense,if you rewatch video and focus on when he goes for items/put out candles looks around corners/etc is way over speed up,having to do an animation for ever single thing is lame,so when does thief 4 get released? i need to see a complete 100% walkthrough of it
Llama on 15/2/2014 at 06:25
Quote Posted by Renzatic
.
I thought the video looked pretty great myself, and I'm now kinda tempted to pick it up on release day.
It was very linear, dull voice acting, lol swoop to cover, and you're wanting to pick it up on release day? Stop encouraging bad games.
SubJeff on 15/2/2014 at 06:31
How can you say it was linear? All videos are linear.
Llama on 15/2/2014 at 06:34
Quote Posted by NuEffect
How can you say it was linear? All videos are linear.
Don't play stupid. You know I inferred that the level design was linear. If you thought you were being clever you're not.
Jason Moyer on 15/2/2014 at 06:35
I don't see it being any more linear than any other training mission. Having said that, most of the video I kept thinking to myself "hey what's in that doorway" or "what's over there" as they were flying through the mission and showing off the parkour-y climbing stuff.
Edit: I was just checking something in T2, and I forgot how hilarious it is that the guard in the first mission doesn't notice an adult male riding up the world's loudest dumbwaiter. Perfection!
SubJeff on 15/2/2014 at 06:36
I don't. It think you're being dumb. You can't tell how linear it is from that. It even says at the start that it's one of many approaches.
demagogue on 15/2/2014 at 08:59
There's already reviewers talking about the level design in some detail. There are apparently multiple approaches for levels, but they are very scripted & directed as such... There aren't "creative" unscripted ways around like just totally open regions you move around at will, e.g., like dropping of ledges or free rope arrowing, which was more a hallmark of the previous games or maybe like the Golden Cat level in Dishonored.
Whether you call that kind of design "linear" or quasi-linear or branching or whatever is semantics; it is what it is. That said, it's unfair to lob that criticism at a training level as you'd expect that level to be quite linear in any case.
bukary on 15/2/2014 at 09:29
Quote Posted by demagogue
That said, it's unfair to lob that criticism at a training level as you'd expect that level to be quite linear in any case.
Is this really a training level? I thought that the real training level was the one with
Erin running at Garrett's side (as seen in (
http://www.youtube.com/watch?v=bBXSmlJ3ulg) this video).
As for linearity.... from a former FM level designer point of view this city section seems rather linear. I hope I am wrong. BTW, did you notice how small was the first sequence of this gameplay (ending with "hidden" loading while Garrett moves through some narrow corridor)?
Vae on 15/2/2014 at 09:38
Yep, that's definitely the first formal level, Bukary...and in that small level, there is even a loading zone separating the two even smaller sections.
Quote Posted by demagogue
There's already reviewers talking about the level design in some detail. There are apparently multiple approaches for levels, but they are very scripted & directed as such... There aren't "creative" unscripted ways around like just totally open regions you move around at will, e.g., like dropping of ledges or free rope arrowing, which was more a hallmark of the previous games or maybe like the Golden Cat level in Dishonored.
This is the impression I get from all of the footage I've seen...and is one of the primary reasons why I think NuThief will fall short of THIEF's higher standards.