Beleg Cúthalion on 26/10/2007 at 06:44
Quote Posted by jtr7
The first games at least
seemed correct. Very few people complain about the color of the lighting in the first games, and even less complain about the color of the lighting in either of the whole games.
Well, and it seems that there are no people who miss the typical Thief feeling when blackjacking guards through doors (and on every part of their body) or walking through a City that hardly consists of something similar to real houses. I still think people's attitude is a little ignorant. It even appears that they sometimes miss their atmosphere when they don't see the bugs or weaknesses they're used to. Yes, not the whole world is lilac, but it contributed at least to the general TDS atmosphere.
Dan on 26/10/2007 at 06:58
Quote Posted by Beleg Cúthalion
Well, and it seems that there are no people who miss the typical Thief feeling when blackjacking guards through doors (and on every part of their body) or walking through a City that hardly consists of something similar to real houses. I still think people's attitude is a little ignorant. It even appears that they sometimes miss their atmosphere when they don't see the bugs or weaknesses they're used to. Yes, not the whole world is lilac, but it contributed at least to the general TDS atmosphere.
I'm sorry I dont have much time now to answer you, but still..:
The modified Unreal 2 engine used in thief 3 is magnificent! I love the shadows and the sceenery in DS. But I think the people are talking about the gameplay, related to the level structure. Thief 1 and 2 provided different feelings than that of DS.
I hast to gon now, but ill hunt the forums later:D
jtr7 on 26/10/2007 at 07:12
(Sigh) I was strictly talking about the colors, Beleg.
242 on 26/10/2007 at 10:00
Quote Posted by Dan
The Blue-Gray atmosphere in TDS is present in all the levels
Blue-yellow, in full accordance with concept art. I didn't noticed a greyness at all, it's present in some missions of T2 and T2 FMs where ambient lighting is too strong, contrast is too poor and colour lighting is almost non existing, but not in TDS.
Beleg Cúthalion on 26/10/2007 at 10:28
Quote Posted by jtr7
(Sigh) I was strictly talking about the colors, Beleg.
Anyway, I think the colors were not too bad. A lot of films use digital grading lately, usually to achieve some dark or fantastic mood (and I think more and more that this is becoming the cheap way), so it's at least explainable why they tried it with TDS. However, TDP/TMA with the necessary amount of gamma brightening always became a little milky, so that's not perfect either.
evangelos k on 26/11/2007 at 02:03
Quote Posted by Goldmoon Dawn
Not me. Deadly for me was a game I purchased just to see what they did with the series.
Dark Project was an actual way of life for a winter. The Missions will always stand as one of game designs great achievements.
My feelings exactly... way of life.....
I CANNOT forget the "turn" of the game and the awesome cutscene where Garret is betrayed by Constantine... I was awestruck and I still get goosebumps thinking about it.
TDP was the better Thief, but to be fair, it has the advantage of being the original and setting WAY too high Standards...
Peanuckle on 26/11/2007 at 03:48
The only missions I really liked from T3 were Moira's place and the Cradle. Moira's had that dismal atmosphere of loss and rejection that really made it easy to get sucked into. The Cradle was just freakin' psychological scare, which I love. My biggest complaints about T3 are system mechanics, the way you move, AI reactions, how people become rubber men, etc. I think the game could have been much, much better if they devs had created a proper sneaking-genre program to work with rather than using the Unreal engine. I mean honestly, how can you take a Deathmatch game like Unreal and create a sneaker? Well, they did it, but it's really awkward for me. So unless the mission is super-quality, like the two I mentioned, I think that all the T3 levels are inferior.
Keeper Beege on 26/11/2007 at 12:24
Nope.
However, all the games have good and bad missions, and some that are neither good nor bad, just mediocre. Out of all the games, TDP was the most consistent in my opinion; there were only a couple of missions that I dreaded on each play-thru (the first "Haunted Cathedral" and "Strange Bedfellows").
TDS, while overall not as good of a game as the first two due to its limited scope and oddball memory management, I thought was a very consistent game mission-wise.
And TMA contains some of the best missions in Thief history pro-made or fan-made, but damn, there's a fair chunk of missions in that game that I'd rather skip it's so inconsistent. T2X and the various FM's that expand upon the story of TMA surpass most of what that game has to offer. Of course, had Looking Glass been given the proper development time, it would have been much better I'm sure. Many people disagree with me on that, but oh well.
Digital Nightfall on 26/11/2007 at 12:53
Thief DS had very iconic missions. A castle. A cathedral. A clocktower. A Library. A museum. A haunted house. It was all about the setting.
Much like T2's iconic missions. A police station. A bank. However it focused more on iconic objectives behind the missions. Evesdrop. Blackmail. Kidnap. Sabotage.
If TDS focused mostly on iconic settings, whereas T2 focused on iconic objectives, then The Dark Project focused on an iconic plot elements. The proving grounds. The offer. The quest. The betrayal. The revenge.
They had it right the first time.
jtr7 on 26/11/2007 at 13:04
Nice, Digi'!:thumb: