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View Full Version : Inert movements/paces from T1,2


Nothke
08-29-2011, 04:30 AM
One of the main things what made Thief gameplay so enjoying are the simple movements player makes while moving.. Walking, jumping, crouching.. There was a lot of inertia (eg. the acceleration between standing still and going full speed), whenever you jumped, walked down the stairs you could almost feel it, when you jump, on touching the floor you had the feeling the knees bent.. When you went down the stairs you would speed up all the time, and you couldnt really feel all the steps (although collision model for each step was there), but it was more like flowing over them, like Garrett had very good suspension =) And generally you had the feeling of flowing through space.. So softly, most games today have very rigid stop or go movements..

Not to mention all that was combined with amazing sounds, when you walk and every step you felt and heard, and touched down the famous *tap*tap* sound..

I think that of all the games I played, Thief was simply the most enjoying to walk in.. And it's really one of the signatures of the game (at least for me personaly). When I played system shock 2 for the first time the first thing I noticed in game was when I pressed the forward button "oh this game has the same movement style as Thief.. GREAT!", of course they are based on the same engine, and made by the same team..


In TDS the movements were simple stop and go, without any feeling of inertia, it completely looses the sense of body and motion, not to mention that in TDS the first person actually followed the 3d model of the 3rd person Garrett, (as far as I noticed), and had many bugs as well, especially if you try speedrunning..

Now when I watch Thief 1,2 speedrunning videos, I see that one of the main thing player are fighting against is inertia.. It is like in the real world if you want to be fast, you have to take it into account.. I know the back side of inertia thing is bunny hopping, but that can be solved, with keeping the other inertia feelings..

I hope I was clear enough what I meant about.. I'd like for the devs to take this into consideration.. Bring back the old sense of movements

PS. I think I notice in DX:HR inertia is either missing or is very small.. I don't like the movements very much, they are so rigid..

TheWoodsieLord
08-29-2011, 06:29 AM
I miss the feeling of walking from TDP and TMA as well... New games just don't have that.

Nothke
08-29-2011, 06:36 AM
I just noticed that in DX:HR videos player falls like rock. No rebound.. That sucks..

However there are nice "walk swings", although they are modest.. I guess mostly cause its a shooter game so aiming while moving is an option.. Thief is not a shooter so walk swings can have more freedom..

....but that's enough comparison with DX:HR... =)

Hypevosa
08-29-2011, 07:34 AM
yeah gravity in DX:HR is kinda insane. I think it may be that way to justify the existence of the Icarus upgrade.... >_>

Hypevosa
08-29-2011, 07:53 AM
most people don't do the arm slices, though I have seen some and they usually get made fun of for it. When most people run it's not so robotic, and they cross over their midline with their arms and almost look like they're paddling the air behind them.

However, Jensen is a cyborg, these are prosthetic/robotic arms, and it wouldn't surprised me if they automatically kicked in with the most efficient and balancing motion while he sprinted - which is, ironically, exactly what he's doing. The issue is that, when you're sprinting in DX, you aren't also leaning forward and looking down, and so it looks very off from what sprinting would really look like if you saw it from first person.

http://www.youtube.com/watch?v=6BmtGNjm7BE go to 30 seconds for the arm technique