Ladron De La Noche on 12/5/2009 at 01:14
Quote Posted by Too Much Coffee
The graphics is the least of my concerns. Focusing on the gameplay design and sound are more important.
Bingo! Add to that, the story. The story is the most important part of the Thief series. Eidos Montreal can implement all the eye candy that anyone can wish for but if the story or gameplay is lacking, it won't sell and ultimately that is what matters most.
jtr7 on 12/5/2009 at 01:18
Yep. Thief isn't about keeping up with the Joneses in appearance, but about the longevity factor of a solid and full game experience like no other. Done right, it will age well, despite complaints by the superficial, who may make up a major portion of the profits, but won't stick around too long, and probably won't recommend the game to people for years to come.
TheCapedPillager on 12/5/2009 at 01:25
When I compare T1 & T2 graphics to other games of a similar age, e.g. Half Life or NOLF for example, the graphics seem to have really held up well.
The best way I can describe the graphics in Dark is 'solid'. I get the same feeling when comparing quake3 graphics versus Unreal Tournament graphics. For some reason the quake engine, like Dark, seems to feel more solid. I'm not sure why this is, could be something to do with lighting, I don't know.
Aside from that, I'd really like to see the kind of briefing and cutscene style from the originals brought back in Thief 4, I'm just not a big fan of the in-game sequences unless they can introduce a stylised approach that works.
jtr7 on 12/5/2009 at 01:45
I like the lack of soft edges, and subtle hue changes, and light-scatter. Yes. Solid.
Necros on 12/5/2009 at 02:40
Quote Posted by Cobak
im sticking to my request for the in-game graphics to look more like the cutscenes if possible.
Oh, please anything but that... :rolleyes:
I'd like to see the originals' style return only with high-res textures and good quality effects.
oerhört on 12/5/2009 at 02:41
The old cut-scenes were basically a very efficient way to build story, world definition and artistic flair into the experience in a relatively cheap manner. They were also remarkable for the Builder and Pagan quotes that were presented so well.
There is, however, no reason why 3D interludes could achieve much the same. GTA IV has a wonderful sense of time passing that never takes the control from you. Hitman: Codename 47 has some wonderfully stylish interludes rather like those in Thief, although held back by the technical realities of 2001.
In 2010/2011, it really is Eidos Montreal's choice. I can see pros and cons with both approaches.
Whatever they do, I hope they find some way to incorporate the kind of fleshed-out world definition that was helped by those old scripture quotes and cut-scenes.
jtr7 on 12/5/2009 at 02:49
Richness on as many levels as possible (not including bells and whistles as a compensation for weak and lame elements), not a persistent sense of shallowness, even if it's really an illusion.
A return to the Element-heavy universe, dang it! Especially with the Keepers out of power, and with that other TDS failing, we need to return to the four elements present in the WORLD in many ways, not just the crystals.:tsktsk:
Taffer36 on 12/5/2009 at 02:59
For an overall visual theme, I actually want them to try something new and separate from Thief 1 and 2. I'm not sure what exactly, it's partially related to the story itself, but overall in terms of color I think they should make things a bit more eye-popping. Post-process and gritty fits Gears but I think something where the colors stick out ala Mirror's Edge (bright, vibrant colors on select things with a black or grey undertone for most other things) might work better. Obviously not as overdone as in Mirror's Edge, but to a degree. It would help in a number of things, like differentiating light from dark, loot from nonloot (making it standout on its own due to the inherit lighting instead of through other means), etc.
I also want stylization without obstruction. There shouldn't be HUD shit everywhere, I don't need pretty little gears to pop up every time I select a weapon, just keep it simple so I can focus ingame.
As for the elements, aside from the fact that it could also play into the concept of having vibrant colors to point out the elements if they connect to gameplay in some way, I think it'd be a cool storyline basis to play around more with the Mages. They were something that were barely touched upon in Thief 1, and it would give Eidos Montreal freedom to create a story but it'd still be a nice throwback to the original games. Maybe after the Keepers lose much of their power from TDS the Mages start to take control?
Cobak on 12/5/2009 at 04:00
Quote Posted by Taffer36
For an overall visual theme, I actually want them to try something new and separate from Thief 1 and 2. I'm not sure what exactly, it's partially related to the story itself, but overall in terms of color I think they should make things a bit more eye-popping. Post-process and gritty fits Gears but I think something where the colors stick out ala Mirror's Edge (bright, vibrant colors on select things with a black or grey undertone for most other things) might work better. Obviously not as overdone as in Mirror's Edge, but to a degree. It would help in a number of things, like differentiating light from dark, loot from nonloot (making it standout on its own due to the inherit lighting instead of through other means), etc.
I also want stylization without obstruction. There shouldn't be HUD shit everywhere, I don't need pretty little gears to pop up every time I select a weapon, just keep it simple so I can focus ingame.
i agree. and when i say more like the cutscenes I more mean the colorful characters and whatnot. I'll give examples including the Thief 2 box art:
Inline Image:
http://www.thief-thecircle.com/media/paintings/t2-boxart.jpgInline Image:
http://www.thief-thecircle.com/media/paintings/t1-cutscene-trickster.jpgLess cartoon-y though than the cutscenes. I guess I just mean more organic looking graphics with more vibrant colors than Thief 1 and 2
Quote Posted by jtr7
I like the
lack of soft edges, and subtle hue changes, and light-scatter. Yes. Solid.
I also agree with this at the same time though.
Aceyalone on 12/5/2009 at 10:56
Don't laugh, but cell-shaded graphics like
Street Fighter 4 or New Prince of Persia could seem ideal for creating thief4.
Allows for excellent graphics and models, shadows are great and also effects are more easily implemented and MUCH more impressive than in common 3d engines
And I think, only in these style victoria, constantine or gamall would have been shown in-game as in cutscenes
Opinions???