EM Teaser & Site Updates - Official Trailer Up & Latest PREVIEWS & Blog Fan Kit - by thiefessa
thiefessa on 19/5/2013 at 23:22
Agreed.
Vae on 19/5/2013 at 23:22
I only found the disgracefully exaggerated Pagan-speak in TDS to be unwelcome.
Chade on 19/5/2013 at 23:24
Quote Posted by Starker
On the first level it's funny because Thief is a first person game, save for the unfortunate third child in the family.
Characters in video games, even third person games, don't generally communicate through their eyes
during play. That's done in cut-scenes. Like in thief.
Starker on 19/5/2013 at 23:29
Quote Posted by Chade
Characters in video games, even third person games, don't generally communicate through their eyes
during play. That's done in cut-scenes. Like in thief.
That's why it's funny. Thief was never big on cutscenes.
Um... how do I explain this... imagine if they said that Duke Nukem spoke a lot through his eyes.
SubJeff on 19/5/2013 at 23:34
What?
Thief's cut scenes are legendary.
Chade on 19/5/2013 at 23:35
Thief has a smallish number of cut-scenes, yes but the they put a lot of effort into the ones that are there: a lot of story and atmosphere is packed into those minutes. And in those cut-scenes, Garrett does indeed speak a lot through his eyes.
IMO, "Garrett speaks a lot through his eyes" is a simple factual statement.
EDIT: SE says it better.
Starker on 19/5/2013 at 23:48
Quote Posted by Chade
Thief has a smallish number of cut-scenes, yes but the they put a lot of effort into the ones that are there: a
lot of story and atmosphere is packed into those minutes. And in those cut-scenes, Garrett does indeed speak a lot through his eyes.
IMO, "Garrett speaks a lot through his eyes" is a simple factual statement.
EDIT: SE says it better.
Smallish? How about three per game? Even then, go look at them and tell me how often do you see Garrett's eyes.
Chade on 19/5/2013 at 23:54
I'll do that when I have the time.
Springheel on 20/5/2013 at 00:09
This article is the most positive one I've read in a while: (
http://www.pcgamer.com/previews/thief-preview-garrett-returns-to-a-city-of-voyeurism-and-detail-power-and-character/)
Quote:
The other thing that happens is that everyone says “pillars” a lot, referring to core elements of the first two Thief games in particular (the third game is a more distant creative relation). The arrows are a pillar. The shadow-based stealth is a pillar. Freedom in achieving objectives is a pillar, as is the unnamed city.
Although it did seem to confirm a fear of mine:
Quote:
The Hammerite and Keeper ideologies that dominated the earlier trilogy are all but swept away (at least on the surface - the occasional Hammerite slogan might appear as a brickwork advertisement, and I did glimpse some Keeper glyphs in the demo).
Starker on 20/5/2013 at 01:57
Quote Posted by Springheel
Although it did seem to confirm a fear of mine:
And a couple of mine...
Quote:
Describing the original bow as “kind of weak”, Cantin explains how the specifics of the new game's setting have influenced the updated weapon. “We now have a more industrial setting, a clash of medieval and new industrial. Garrett uses the new gear and technology to build his new bow, which is more powerful than before.”
It's also a bit more self-consciously cool: not just a stick with a string on it, but a folding mechanism that snaps out into a deadly metal instrument.
What is this, Crysis? Why do we need modern compound bows everywhere?
Quote:
So it's interesting that the two [Assassin's Creed and Thief] now share some similarities - with The City bigger and more explorable than before, Thief now includes third-person climbing, scrambling and ledge-inching, with a claw grapple (not entirely unlike Assassin's Creed: Revelations' hook) to make the acrobatics smoother and faster.
Including third-person moments has clearly been a laboured decision (the team ask assembled journalists pointblank if the perspective shift breaks the immersion) but is apparently preferable to the first-person limitations on agility that came in, say, Dishonored
I would say that first person gameplay that demanded patience and exploration was one of the keys to the immersion in the first games.
Quote:
Thief is a game built of contrasts: most obviously between light and shadow, quiet and loud, medieval and Victorian, but also - it's clear once Garrett slips inside his target building in the demo - between frozen exterior blues and warm interior oranges.
Always with the teal/orange contrast. I wish they would stop doing that.
Quote:
Emphasising the ‘layering' effect of The City - of the past existing underneath the present - The House of Blossom, an opium-cloud bordello run by the exotic and oddly deep-voiced Madame Xiaou Xiaou, is in fact the same building as the old Keeper Library.
This definitely confirms that the hammers are gone as a power in the city. Also explains the keeper statues.
Quote:
Focus is a temporary abilities boost that, for a few seconds, makes Garrett better at everything. He can see things others can't - switches for secret passages, chandeliers that might crush guards - take down several attackers in a few seconds, and swiftly snatch loot. Activating Focus drains a nonrecharging resource with the aim of limiting players to tactical, essential uses, but it's still a move away from the stern old formula of patience and perfection - a get-out-of-jail-for-a-chunk- of-this-blue-bar card.
Now all that's missing are mana potions and the ability to upgrade your mana bar.
"Oh, but you don't have to use it," I bet someone will say shortly. Bleh! The same excuse could be made for giving the player guns. It's just out of place in a Thief game.
Quote:
Super purists may shudder at this. But they do a lot of shuddering.
Oh those crazy super purists.