SilenTaffer on 6/4/2013 at 13:24
Quote Posted by Vasquez
So far it seems you get to
choose how you play - and this was true for TDP and TMA, too. They are not making a fan mission out of pure, selfless, gold-hearted love for Thief, they're making a real game and have already put some serious investment into it, so obviously they're trying to find ways to attract more players than just the old hardcore Thief-fans. Giving more ways to play the game doesn't take away YOUR right to play it ghost or Lytha way or whatever, since it seems pretty clear that option still exists, too.
And whether it'll be "a REAL Thief game" or not - that's not an objective truth, it's up for every player to decide for themselves. It's okay to not want to play it or make strong conclusions based mainly on personal emotions, but it's ridiculously childish to whine here how "TRUE TAFFERS have the sense to HATE it, and if you don't hate you're a FAKE or a corporate whore or stupid and most of all wrong, wrong, WRONG".
Yea I do agree with you on some parts, its not wrong to appeal to the interest of new gamers but to do so at the expense of the game play experience is just wrong. Although it seems the same as the original series - stealth, avoiding conflict and all that, it would be a totally different experience if Garrett could climb buildings like in Assassin's Creed, move like in Mirror's Edge or slow down time like in Dishonored. I mean yea we don't have to play it that way but we do care about how the Thief game is going and that is why we voice our opinions. Whether you accept them or not, it's a different matter altogether.
Lol I'm actually looking forward to the end product and will play it the first chance I get because I know in the end, it will not be that bad of a game. Of course, it will be up to every person to decide what a Thief game is like and to different people we may reminisce different things about the Thief game. However, gamers will experience what they are given and with all these added options or changes, they may never experience what we experienced. The first time that we learnt that a burrick could be blackjacked, the painful walk across the marble or metal floor, the deepshit we faced when all the guards have been alerted, the first time when we met a zombie etc. All these experiences may be reduced or even non existent.
If you felt that we are saying all these just to whine about how "TRUE TAFFERS have the sense to HATE it, and if you don't hate you're a FAKE or a corporate whore or stupid" , then you got the wrong idea. The reason why we "whine" is pure simple, we do care about the game we fondly play called "Thief".
jtr7 on 6/4/2013 at 13:26
Hahahah!
The complainers of complainers can't see that NO ONE'S SAYING the opposite of: "in the end, it will not be that bad of a game."
Vasquez on 6/4/2013 at 13:49
SilenTaffer, that last part wasn't for you. If you look hard, I'm sure you'll find who I might have meant ;)
sterlino on 6/4/2013 at 15:21
May be i go backward but i like the idea of the parkour..
at the time i saw ''mirror's edge'' i immediately thought : this is Thief.
may be someone of you will be sick of this statement but i am firmly convinced of what i am saying.
Thief 1 & 2 were perfect games but there is always something that can be improved: parkour is that thing.
And much better this than the melee combat (that really makes me sick) they added to
attract the nerd kinder over the console's world.
Think about it: a thief MUST be able to do parkour, at least is the one we always wanted to see since thief2's mission: life of the party (rooftop mission).
parkour is a good thing for a thief game - not a bad thing. The bad things are others.
Tomi on 6/4/2013 at 15:49
Quote Posted by sterlino
May be i go backward but i like the idea of the parkour..
at the time i saw ''mirror's edge'' i immediately thought : this is Thief.
may be someone of you will be sick of this statement but i am firmly convinced of what i am saying.
Thief 1 & 2 were perfect games but there is always something that can be improved: parkour is that thing.
And much better this than the melee combat (that really makes me sick) they added to
attract the nerd kinder over the console's world.
Think about it: a thief MUST be able to do parkour, at least is the one we always wanted to see since thief2's mission: life of the party (rooftop mission).
parkour is a good thing for a thief game - not a bad thing. The bad things are others.
Sì sì sterlino, I agree.
This is only a minor negative, but maybe the parkour in Mirror's Edge is a little
too much for Thief - I'd like to see it toned down a bit. Seeing Garrett swing himself around flagpoles and running on the walls would be a little turn down.
Cerebration on 6/4/2013 at 15:51
Yes, Garrett is first and foremost a thief, with an somewhat mystical ability to avoid detection.
But that doesn't mean that he has to be completely incompetent at everything else. OK, he's not an acrobat, he's a middle-aged, fairly normally-built chap rather than a wiry cat-burgular, but is it not fair that he can at least run and jump a bit, especially if things go wrong and there's a need to take evasive action?
Also, some of the comments give the impression that speed plays no part in a Thief mission - where do speed potions come in then? Anyway, has no one experienced the heart-stopping thrill of having to dash across a well-lit courtyard while a guard's back is turned, sometimes having to jump or mantle over obstacles, in the desperate hope of finding some shadow on the other side? For me Thief is all about tension and release, with those periods of hiding, creeping and observing punctuated by quick, deliberate movements to get from one place to another.
On the potential melee combat: the details aren't clear yet, but it wouldn't be such a bad thing if Garrett had at least some defensive combat skills so that, if cornered by a guard with no escape route, there's an alternative to bludgeoning said guard to death with the blackjack (thus failiing any no-kill objectives). Garrett's a man of the world - surely he's learned some tricks that can at least stun an opponent and give him a chance to esape? Perhaps a more challenging alternative to a flashbomb?
Dia on 6/4/2013 at 15:56
As Tomi said in another thread, it depends on how extensive and what EM's definition/representation of 'parkour' really is (paraphrasing here).
Increased agility is one thing, but having Garrett bouncing around, using walls like berms, and doing the extreme parkour thing you see on YouTube is not what I'd like to see. Besides, I doubt that he could incorporate stealth into his parkour moves; any kind of rapid/extreme movement is bound to make noise.
As I've said before, Garrett is a thief - not an Olympics wanna-be.
jtr7 on 6/4/2013 at 16:10
Here's some idea at this point. Parkour is optional, but it was implemented to some significant degree. I want to know if I can run and jump and mantle myself, or if running will activate the parkour against my will and have me just aiming in a cardinal direction and watching things unfold for me.
Quote:
Perhaps the coolest part of the demo was when Garrett went into a full sprint to reach his destination in time: the sprint morphed into a parkour sequence of sorts that was extremely reminiscent of Mirror's Edge. It seemed as though the constant balance between speed and efficiency, working with stealth and managing Garrett's time in the light and darkness, implied interesting tradeoffs in gameplay that didn't show up anywhere else in the demo.
Quote:
...there's a free-running section where Garrett bounds through a marketplace and does parkour tricks over benches and stalls, which is sure to wind up those of a sensitive disposition, and while in the demo it's staged in such a way that it feels unavoidable - Garrett has until the clock strikes 12 to reach the House of Blossoms, so he legs it - when I ask about it later I'm told you can break into the House other ways if you choose to dawdle instead.
Quote:
...one heart-pounding sequence in particular felt like it would have been at home in a parkour game like Mirror's Edge.
Quote:
Here's the first ounce of weirdness to crop up in the Thief demo: to reach the brothel Garrett must first free-run across rooftops and duck into the love-shack before the stroke of midnight, like a reverse Cinderella, vaulting over waist-tall walls and scrabbling up ledges. This isn't Assassin's Creed though, the city isn't open to explore, rather you're sprinting along a designed chunk of the level, a strip of roofing the mission would really like you to use as a parkour track.
Quote:
When Garrett climbs walls, the camera pulls back, and suddenly the typically first-person experience looks a lot more like Assassin's Creed. It's a strange choice, especially considering how well Dishonored and Mirror's Edge pulled off first-person parkour, but it gets the job done.
Shinrazero on 7/4/2013 at 20:35
With the information that they have given us, the trailers, interviews, videos, etc, their intent is abundantly clear. This is a game that is by the numbers, a triple A game with the intent to reach as many people possible while minimizing their risk. I would argue games with difficulty or games that make you think are somewhat niche nowadays. Ultimately, I can't help but feel that Thief fans are not the target audience rather, the people who enjoy games that employ elements such as parkour, QTE, edgier dialogue, etc. On a side note, does anyone know if Thief is going to be a launch title for the PS4?