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#101
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I'm with the idea of having only a dagger through and through
I'm not for kung-fu or boxing or stuff like that, it's not stealthy enough. It'd be nice to be able to slit someones throat from behind though (oh and smothering sleeping people )
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#102
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Quote:
Fewer load times is way better than short load times for a game like Thief in which you want the player as hooked to the atmosphere as possible. The tradeoff for the load time lenght would be a bit of graphical quality, but you don't really need that much of a tradeoff if the engine memory management is good and the game is optimized enough. I just commented on it because load times are more important in Thi4f than, say, an RTS or an average shooter for its heavy reliance on inmersiveness. |
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#103
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Fave game: TDP
Fave features: stealthing (duh), exceptional sound, Stephen Russell, ambiance, steampunk, utility arrows (especially rope and water), blackjack, cutscenes, mission briefing cutscenes, ambiguous maps, challenge, suspense, tension, frights, laughs, and of course TAFFING! Last edited by CurtX; 05-11-2009 at 03:51 PM. |
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#104
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well look at oblivion/fallout 3, it has massive levels and it has one of the shortest loading times in any game. It's definitely possible if u have the engine for it...
(no loading time at all would be even better constantly loading areas without letting you know it, like many modern games today-> far cry 2, oblivion/fallout3 exteriors, prince of persia...) |
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#105
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Hi everyone, I'm new here. Before I jump into the discussion I'd just like to say I'm so happy to be posting in a forum about a sequel to one of my most favourite game series (sans DS - sorry, but that was largely a fail.) I never thought I'd be posting in the forums for a new sequel! A big thanks to the people responsible and I wish you all the best of luck working on a project which inherently comes with a lot of baggage (trying to please us all AND everybody else
)Now, to the discussion. Quote:
~E |
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#106
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Quote:
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#107
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Oh, a don't: that annoying pagan speech. Get rid of it, they didn't sound like apebeasts in TMA, they shouldn't have in TDS either.
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#108
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NOTE: Not really pointed at anyone in particular, just a preemptive strike:
Thief is Thief. Lets leave it at that. If you have some 'crazy cool' idea, then you can go form your own IP and your own Stealth simulator series. There, you could add all of the:
That you want. But do not think that you have any right to throw these things into a Thief game and still call it by the same name. Formula for success: Start with Thief 2. Improve the graphics, make up a new story with new supporting characters, and maybe add some new items to Garrett's arsenal. That's it. Look at Starcraft 2 for example. Blizzard is basically making Starcraft with better graphics, an all new single player campaign(s), and some new units. And that's exactly how it should be.
__________________
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope. |
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#109
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The sword was really useful for smashing through things in an emergency like wooden boards or locks. I'd rather they bring it back or go for more of an in between instead of a crappy knife.
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#110
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Off-topic -- am I the only person that thinks everything in SC2 looks chunky, unnecessarily bright and distracting?
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#111
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I'm 100% with you.
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#112
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Quote:
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#113
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With you all the way OP
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#114
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An uppgradet T2 would be awsome. |
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#115
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Quote:
Quote:
__________________
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope. |
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#116
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The time frame and environs of TMA are a good place to start. In actuality, the first two missions in TMA are not really related to the story that develops with Truart, Karras, the servants etc. and Karras' madness.
So, except for Basso and company and the raid at the harbor and warehouses, there is ample room for a lengthy adventure that would be in the same relative time of Garrett's life and not cross into TDS or "ruin" the character. In effect, the plot in TMA is find out what Karras is up to and stop it. The entire game takes place over about a week of Garrett time. Surely, one week from the life of a character is not the only adventure that is possible without digressing from the main theme. Nor does it require an Einstein to flesh out the possible script of Garrett's life. The FMs extant have proven that. Garrett lives. As a living person his activities and ventures entail a history of YEARS of being GARRETT. To start at the end of TDS and move into a possible future or "on-going" in the life of, is unnecessary. There are huge gaps in Garrett's life that could be explored without damage to the series. Why people have to tag a numerical sequence to these things and think that if must always deal with the "Future" of Joe Blow, I'll never understand. It would have been far better to just go with the titles. Theif: The dark project. Thief: The metal age: Thief: Deadly Shadows, Thief: The sapphire vase, or The wizard of Montreal or whatever. As long as the GAME is new, the time frame need not be.
__________________
http://www.youtube.com/dustinfleer Last edited by theBlackman; 05-11-2009 at 05:03 PM. |
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#117
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Thief 3 utterly butchered the pagan dialect; it's like a horribly comical caricature. Don't just add "bes" to the end of every sentence, it's stupid!
Reading just the pagan flavor text from the TDP briefings will convey more linguistic nuance than in all of Thief 3. Inattention to details like this which are clearly present in the original is inexcusable. Thief is pervasively imaginative right down to the language, with its inventive dialects and consistently well written readables and overheard conversations. It makes the City real, lively and believable - even with the fantastical elements there is a coherence to it all. Gloss over this and you lose the spirit of Thief! |
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#118
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I remember back in '04 I was really excited when I found out that there was going to be free roaming in between missions in TDS. Like a lot of people, 'Life of the Party' is my favorite mission. I remember playing the Thief 2 demo (my first exposure to the series) and just being completely blown away. As the level began, I just stood there for 30 seconds, taking it all in. The city was HUGE, and full of secrets, nooks, crannies. However when I played the roaming parts in TDS, I was really disappointed because of how confining they were. Suddenly the City felt like the Town (pop. 3,000). I don't think that if the developers of this game have enough time, money, or personnel to make the free roaming parts sprawling enough, interesting enough, full of secrets, and beautiful enough to make you feel like you're in THE CITY..the scope is too big. TDS felt unfinished because the devs tried to do too much and didn't have the time/money to refine it as much as it deserved to be refined. I think they should just stick to a mission by mission game and make the missions as beautiful, non-linear, immersive, and fun as possible.
I hope there's tons of readable journals, books, scrolls, etc, that are just fun, and have little/nothing to do with the game besides adding atmospheric depth. I loved the dark undertones added by Thief 2's subtle use of the undead. Sometimes I felt like TDP was bashing me over the head with zombies. In TMA you knew the undead were there, but you rarely encountered them, and only did so if you really went deep into the dark corners of the City. Then again, maybe at least one nice scary undead level would be good for old time's sake. Something about those green flares in TMA just felt cool... I thought that technology wasn't portayed as well in TDS. I loved how magic and technology interacted in T1 and T2. The streetlights all had light bulbs in them, but then they had glowing orbs of magic energy on top. It was like magic and technology were being forced to work together unwillingly. I also liked the fusion of so many different styles of architecture...medieval, steampunk, Victorian, Industrial Revolution-era.... Again, it added depth and atmosphere that were what made playing Thief so fun for me. Last edited by Pangalactic; 05-11-2009 at 04:50 PM. |
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#119
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Just heard about 4 today, and I'm looking forward to it!
Recently, I re-played the first one. Personally, I prefer it more than 2 or 3. I'm near the end of 2, which is close to the first. Something about the gameplay and challenge of the first one is what I prefer. Getting lost in the lost city was frustrating, but I actually like that over an all-to-easy map. The spookiness of the first one too! Granted, the orphanage in 3 was fairly good. I wish I could narrow it down for my suggestions. Maybe I need to play 3 again and see what I didn't like as much! That'll have to wait til another time though, I'm having too much fun playing Morrowind now - far better than oblivion! |
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#120
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My favorite of the series is Thief 2 (obviously). Use it as the mold for Thief 4 and everything should turn out alright. My main wish is for EM to not remove any gameplay element. Its not so bad if they add something dumb, just so long as it doesn't take away from or in any way interferes with the freedom the classic games offered. *cough* regenerating supplies *cough*
__________________
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope. |
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#121
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Just mho. |
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#122
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Victoria sounded awesome. More pagans should sound like her
__________________
Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope. |
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#123
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Thief Deadly Shadows was my favorite actually. I really LOVE 3rd person games (Max Payne, Hitman, Freedom Fighters), and it really got me into the environment. I really loved the different maps, especially the Kurshok Capital and The Shambridge Cradle.
And no, I didn't play it on a console. |
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#124
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Pagans are very much important -- they stand for chaos, nature, and are one of the greatest sources of creepiness in the game. Without the conflict between chaos and order, technology and nature, it wouldn't be Thief. |
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#125
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Favorite for mechanics: Thief 2. It had larger levels and more refined controls.
Favorite for story: Thief 1. Deliciously dark, frequently slipping into horror with well-done music, ambient sounds, and gothic architecture. Exposing the seemy underside of the lives of nobles was also a nice touch. "A throne room. How pretentious can you get?" So, Eidos. Thanks for asking. Here are my favorite elements of the series: - Tight, well organized story - Episodic missions (great for modders and paced the story into chapters) - Not at all about combat, but about planning and executing stealth. - Large levels with plenty of options for attaining an objective - The occasionaly horror mission. It's good to be afraid, sometimes. - Gritty Garrett quips, sometimes like they're reading my mind. "It's a long way down." Please remember this is an anti-FP Shooter game. Trust that folks with consoles can appreciate what we PC gamers have loved for so long -- first-person-only action, looking for treasure rather than have it flash at us from across the room, and reasonably smart AI. Don't kowtow to the focus groups that might say it has to have more action or blood or a "relationship" or simpler level design. Many of the console gamers of today didn't have the joy of playing The Dark Project brand-new and learning all the new tricks Looking Glass was teaching us. Learning to play a stealth game is what made the Thief series unique and fun... and legendary. It innovated rather than fall into a slogging step with medocre games. |
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